Arma 3
Escape from Tarkov (BETA 1.5.8.4.1)
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Update: 4 May, 2022 @ 4:19pm

- File sanitation.

Update: 4 May, 2022 @ 3:41pm

Changelog (v1.4.2.1 HOTFIX)

- Fixed a small goof that may have resulted in a very small number of players lacking access to the Marker Research feature from their Intel Center. Thanks to @Eios for bringing this to our attention.

Update: 4 May, 2022 @ 12:47pm

Changelog (v1.4.2)

- New raid type added: Practice Mode.

Practice Mode allows you to embark on a PMC raid for fun or practice, without the risk of losing anything you went in with. There's a catch though - players will not be allowed to keep any loot they obtained during their run in the Chernarus wasteland. Upon successful completion of the practice raid, or upon the player's death, they recieve the exact loadout they entered with, and have all else taken from them.

Players will, by default, be allowed to enter a practice raid as soon as they log in for the first time in the new patch. However, upon the successful or unsuccessful completion of this practice raid, players will be ineligible to engage in a practice raid again until they've completed either a standard PMC raid or SCAV raid.

- Removed a few hand-placed weapon objects that were causing some rather interesting server crashes for certain users.

- Added some lovely new items from Gorkas 'n' Gear.

- Groundwork established for trader affinity.

- Reworked PMC and scav loot pools. A couple of items removed, a couple of items added.

- Reworked weapon box and food box loot pools. A couple of weapons added, a couple of empty classnames removed from food boxes to give slightly better odds at finding some grub.

- Groundwork laid for Secure Container upgrades. (Alpha through Kappa).

- Certain world locations such as the Violet Mega-Facility and Airport storage warehouse have been re-touched and added to.

Update: 3 Mar, 2022 @ 1:10am

Changelog (v1.4.1.1 HOTFIX)

- Moved the location of the spawn near Factory Pick-up so as to prevent future spawn deaths at this location. Our apologies. This fix was one of a few changes that were accidentally reverted in recent development.

Update: 2 Mar, 2022 @ 6:29pm

Changelog (v1.4.1 HOTFIX)

- Fixed an issue causing SCAV raid extractions to fail.

Update: 1 Mar, 2022 @ 4:37pm

Changelog (v1.4.0)

Hello everybody, welcome to the newest update for the A3 EFT Multiplayer Scenario.
We'd like to thank everybody that's been playing the pre-release version as well as thank you for all the feedback we received during the duration of our tests in the A3 EFT Dev server.

Added:

- Pre-set Scav and PMC base locations (Phase 4 of 4 of custom threaths):
These locations will consistently spawn Scav and PMC threats at their respective locations.
A cooldown between spawns has been enforced in order to prevent both kill farming for xp (with the upcoming addition of our progression system) and enemy duplication bugs.
PMC bases will also contain significant ammounts of loot.

- New weapons and items at the traders.
- ACR variants
- MK16 variants
- MK17 variants
- CZ variants
- AUG

- New loot locations.

- New POI - Junktown.

- New function added to the Intel center:
Map Research - Allows you to actively research a MAP item with a cost varying according to Intel Center level that will unlock location markers for your map. These markers are shared across
dedicated or hosted servers and LAN environments just like your stash and money. The unlockable locations depend totally on the level at which your Intel Center is at. The possible locations to unlock
include Labs Facility locations, TerraGroup locations, enemy encampment locations, PMC bases & SCAV bases. More unlockable locations will come with time.

- New function added to the Med Station:
Treat yourself - Allows the player to heal himself in the stash room using this action on the med station. Using this function will also replenish your energy and thirst meter to full.
The cost and cooldown of this action scale based on the level of the station. This will be the first function for the Med Station, with more to come in the future soon.

- New function added to the Med Station:
Auto-reviver - unlocks at level 2 med station, this mechanic allows for the player to go into raid with a single use auto-revive injector that is not droppable. This feature has a lenghty cooldown in order to make it
fair for team players and careful game-play styles against the ability to auto revive in the field, the feature reduces its price according to med station level.
Auto-revivers are also one of the features that will be shared accross versions from 1.4.0 onwards, meaning that if you have an auto-reviver that hasn't been used, you will be able to take it with you to other servers.

- New function added to the rest station:
Food cabinet - unlocks at level 2 rest station, this cabinet will produce 1 random canned food item every 20 minutes. Only 1 item at the same time is available. The cooldown diminishes at level 3.

- New function added to the rest station:
Beverage fridge - unlocks at level 3 rest station, the fridge will produce 1 random water type item every 20 minutes. Only 1 item at the same time is available.

- SimpleAttenuation pre-release:
A new gameplay mechanic that consists of a system that recognizes specific headgear/facewear/NVGs equipped by the player.
The system will reduce noise based on one of the 3 available sound profiles: Suppression, Cancellation and Active.
This feature is currently compatible with ALL of the vanilla headgear as well as various headgear from AGE, TRYK & RHS, with more upcoming from CUP.
The system needs to be activated by equipping a compatible headset and then closing your inventory. If resuming a SP scenario or joining a MP server in which you are wearing a compatible headset from the get-go, simply opening and then closing the inventory menu will trigger the system to detect your equipped item.
Active profile headsets/headgear can be turned ON/OFF by pressing the 'H' key, changing to a passive suppression profile, and can be adjusted with 'Ctrl'+'6' thru '9'.

A workshop version for this mod/script standalone will release really soon. This mod/script is local and wont cause dependencies. This mod/script is dependent on CBA.

- A couple of new uniforms in Ragman inventory.

- Recognizable armband items added to Ragman's inventory to allow for easier recognition of friendlies.

- Gorkas & Gear mod integrated, addeed to scav uniform pools and as player clothing options as they fit the theme of the scenario.

- Hardcore mode.
This mode is activated in the hub deer deco. Once active, if the player dies the profile data for EFT A3 mission will be wiped. This feature wont be able to be turned off and will be permanent until the data is wiped from the player profile.
The hardcore mode compliments the auto-revivers, as they become a must if a hardcore player wants to be able to survive Chernarus.


Changed:

- Hunger/Thirst depletion rate increased from 1.7 to 3.1 + other tweaks.
With the addition of so many new marked extraction locations, we feel a harsher depletion rate is in order
From this version onwards, hunger and thirst will be globally recorded. This means that the player will save their current hunger and thirst levels when saving their data, and will be restored when loading into a server.
This decision was made in order to increase difficulty exponentially for players.
The player meters wont deplete while in the hub area.

- Ambient AI population factor decreased from 3.7 to 3.2.
As we seek to slowly fill out more locations on the map with pre-set hostile locations, a gradual reduction in ambient hostile spawns can be expected.

- Re-priced many headgear and facewear items to compliment SimpleAttenuation functionality.

- Bosses are now triggered by only players again, as they were being triggered by PMCs that would remain roaming after the player dies making encountering bosses pretty hard.

- Player Scavs are no longer able to access PMC's safe contianers.

- Repositioned Sturman and his minions.

Q.O.L Changes:

- Exchange Safe Logic:
Players are now able to trade multiple money items with different values instead of carrying around 300 or more banknotes.
(Putting money items in your backpack will no longer change them into individual banknotes)

- Revised the SCAV raids so now the correct money amount is deducted from your balance.

- Revised Dodgy Dave scripts so he can smell the scheckels in you pocket with pinpoint accuracy.

- Updated Dodgy Dave Co. promotional flyers to be at par with current features of each hideout module.

- Claustrophobic custom-made map locations such as Labs now run a script to change to ideal view distance in order to help performance, as the composition of these locations are demanding.

- Invulnerability changes are now calculated in the player environment.
This means that there is a 30sec invulnerability that will always work, instead of one that can miss due to ravage throwing fits.
Be aware that due to the nature of fade out function used for that nice neat effect of going into raids, 30 seconds become 4-6 seconds of visible and autonomous invicibility in the field,
making your unit bulletproof the rest of the time even when engaged before the fade out happens. The same principle applies for the hub, players are now invincible while on hub.

- Optimized the hub and hideout, as well as some places across Chernarus to require less demanding methods of verification of precense.

- Created scenic features to help players identify the minefield placement locations much more earlier than just outright walking into them.

- Tweaked mine creation code to allow for a more precise mine placements.
Now minefields that are roadside will stay roadside.

- Trader list for the player stock.
Trader buying and selling list wont reset to top anymore making the purchasing/sell-back experience much less painful.

- Optimized whole mission file.
The mission script executed are now functions. For the LAN users this might not reflect as much, but for server users this mean less latency against server responses, much lower loading times and less frequent hiccups

Update: 8 Feb, 2022 @ 3:18pm

Version 1.3.4.4 (HOTFIX):

Removed:

- Unwanted script in incorrect location.

Update: 8 Feb, 2022 @ 6:54am

Version 1.3.4.3:

Added:

- New loot crate locations.

- New marked extraction.

Changed:

- Fixed an issue causing a couple of the new loot crate types to consistently remain empty.

- Removed a few markers that were accidentally left showing when the last hotfix was posted. Expect these markers to return as their related features are completed.

Update: 7 Feb, 2022 @ 7:45pm

Version 1.3.4.2 (HOTFIX):

- Fixed an incorrect sell price. Thanks to @TheAlmightyHolz for pointing this one out.

- Removed unwanted dependencies.

Update: 7 Feb, 2022 @ 1:12am

Version 1.3.4.1 (HOTFIX):

Fixed:

- Incorrect classnames inside of the new rifle case loot pool.