Arma 3
Escape from Tarkov (BETA 1.5.8.4.1)
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Update: 7 Dec, 2021 @ 10:44am

Version 1.3.0

First and foremost, we thank you for your support and interest in the scenario, and we apologize for not being able to relase updates in smaller, more frequent patches. We felt as though a lot of this stuff would be best introduced in a single update in order to ensure that all new features made sense to the players.

Below you will find the changes made for this patch.

*Added:

- Scav Raids:
A new core system that will allow you to enter a raid as a SCAV!
Low cost & low risk looting is now avaliable. Perfect for casual players that dont feel like losing all their stuff. Scavs will only be able to extract at their hideout, so pray that your scav buddy doesn't live too far away!
The loot obtained by the scav once you've successfully extracted will depend on the items that are currently in his backpack (be sure to have one if you want anything from the raid!). There are more plans for the future to expand on the scav raids feature once we have all currently planned hideout stations introduced.

- Bosses:
Powerful new units that comes in different sizes and flavors. This is the first tangible step to the reintroduction of custom threat spawning. You will have to rely on your instincts and tread carefully, otherwise you will encounter some particularly potent personnel in your raids, there are 9 custom locations and bosses waiting to be discovered. Be aware that the bosses are not always alone, they also carry special loot not found anywhere else and they are considerably more resiliant than normal AI.

- Minefields:
New locations comes with new threats, some places are plagued with newly-laid minefields for your "enjoyment". Minefields aren't only there to make your life impossible, and we made sure to place them in a logical and congruent way in order to help you enjoy your EFT experience in Arma 3. Be aware that the scavs are not dumb, some of the veterans of the crisis know where these minefields are and wont activate them.

- New Hideouts:
After feeling claustrophobic during most of the time of the MP implementation for the scenario, we finally get to experience a more fleshed out hideout location thanks to kek and his good eye for interior decoration. The new hideout comes with a caveat tho! As everything in life has a cost, so does everything in the hideout.
When you travel to the new and improved hub, you will encounter Dodgy Dave, a new physical NPC that will help you with your interior design necessities for the hideout. Be sure to pay him a visit and pay him handsomely as the hideout modules are highl in price.

- Hideouts modules:
Dodgy Dave interior decorations Inc. brings to you highly valuable (and priced) modules for your hideout.
Purchasing and upgrading modules will add and upgrade certain features to the hideout. Some of these modules include, but may not be limited to, Rest Station (lvl 1-3) , Stash upgrades (lvl 1-3), Loading Bench (lvl 0-3), Intel Center (lvl 0-3), Bitcoin Farm (lvl 0-3). Further plans for the modules are being considered, so be patient. As every module implies a new system, this might come in waves of smaller updates.

- CUP Weapons added to the scenario:
This will be one of those changes that might make you think, why?
But hear us out, since CUP has been amping up their game some of their current weapons fit the PMC thematic better than most of current RHS one. RHS is still used but has been delegated entirely to scav loadouts and generations pools.

- Trader Stock rework & Trader Price overhaul.
Chernarus got hit by global inflation and amidst that, they decided to change their currency.
Kek-rubles are no more and the official new currency became Chernarubles (CR for short).
Sadly, with this change within the financial administration of the region some prices skyrocketed, but traders decided to invest in better newer equipment and have new and pricey stock for you.

- New Lootbox types:
TerraLabs research crate(s), TerraLabs equipment crate, USEC Arms Crate(s), USEC Ammunition Crate(s), USEC Equipment Crate(s), High-Sec Supply Cache.

- New hidden TerraGroup bunkers:
These can only be accessed using the TerraLabs Access(white) Keycard.
The bunkers also contain a second locked door behind which the best possible loot spawns, but can only be accessed using the correct colored keycard. This will be the first step into the creation of new environments within Chernarus to create similar locations to specialized maps from orginal EFT.

- Scav Loot Pool rework:
We decided to eliminate all the dependencies for contact/apex/markman dlcs from the scav loot and spawn pools to avoid limiting player pickup options.

- New loot locations.

*Fixed:

-Medic role added to the player units. They still require medikits to revive.

-Minefield from 1.2.0 no longer show hints for the whole server. As a matter of fact, they wont show hints at all anymore, so if you suspect that you are in a "military" location, be careful where you step.

*Changed:

-From major RHS dependency to CUP Weapons. We feel that CUP weapons better fit the needs of the PMC, while RHS weapons can still be found on scavs.

Update: 16 Nov, 2021 @ 7:39pm

Version 1.2.0

- Extractions fixed. Players will now properly extract by themselves without taking all other players in the mission with them.

- Fixed an issue where players' environment sounds would remain muted after starting a raid and deploying to the terrain.

- Trader additions/ price changes:
* First Aid Kit price increased from 50 to 150.
* Medikit price increased from 150 to 2500.
* All food item prices increased from 25 to 50.
* Black NATO chest rigs added to Boris' inventory for 913 rubles(lite) and 1413 rubles(standard). Not sure how I missed these in the first place.
* Vermin flashlight added to Dimitri's inventory and set to a price of 65(instead of 75) rubles as to avoid confusion with the identical flashlight attachment that is non-weapon-specific.
* Binoculars added to Surgeon's inventory for 45 rubles.

- Removed the randomization factor that was recently placed on spawn points. After repeated incidents of players spawning dead or inside of object prisons from which they cannot escape, we're relieved to say that it won't be an issue anymore.

- Ambient AI (Scav) weapon pool adjusted to contain ONLY rhs weapons in the "common weapons" pool. Players are much less likely to experience an over-saturation of DLC weapons, while leaving the chance for them to spawn via the "military weapons" and "rare weapons" item pools.

- Revive now requires a Medikit.

- New locations added.

- More lootboxes added.

Update: 14 Nov, 2021 @ 5:33pm

- Pushed the new patch a second time after exporting to prevent possible issues.

Update: 14 Nov, 2021 @ 5:30pm

Version 1.1.0

- 26 new spawn locations added - there are now over 3 times as many spawns! Added randomization factor to the spawn points, to enable more varied spawn locations within the main areas of focus. Some of the new spawns won't have pre-placed loot until future patches due to the fact that many of these locations are intended for use in new systems.

- Fixed an issue causing the "Exchange Banknotes" action to report to you that a successful deposit had been made whether or not you actually deposited any new money.

- Experimental minefields added to a small handful of locations. The general location of these minefields will be marked by small signs, so watch your step. They will only spawn once per mission to avoid over-saturation.

- Faction-specific uniforms have been removed from Ragman's inventory, and Traders will now purchase these uniforms for 0 Rubles.

Update: 13 Nov, 2021 @ 5:08pm

Version 1.0.1 Hotfix

- Fixed an issue causing players to revert to their previously saved loadout after dying in-raid. Loadout now empties properly.

- Ambient AI (Scav) spawn factor increased from 2.5 to 3.4. While this change isn't exactly a fix, it will populate the world a little better while Cobra's hostile spawns are missing from the scenario.

- Adjusted the random time selection which executes at mission launch to have a greater chance at starting the mission in the earlier hours of the day.

- Time acceleration reduced from 8 to 4. (1 hour in-game = ~20 minutes IRL)

Update: 13 Nov, 2021 @ 11:44am

Version 1.0.0

- Save/Load rework. Manual saving of stash and loadout are now fully implemented courtesy of MKNavaG.

- Fixed an issue causing items left in the player's stash to duplicate or sometimes even disappear. Once again Nava coming in clutch.

- Faction Selection introduced. This has been a plan long in-the-making, but the core system is finally here. Certain features such as faction-specific stats are not yet present, so expect further changes and additions to come.

- Added free, randomized starter loadout upon player's selection of their Faction. This will only be obtainable for first-time players when a faction is selected. In order to re-select, you will need to wipe ALL of your data at the laptop in the HUB, and select your faction again the next time you reconnect or spawn. Uniform that the player recieves upon death(after respawning) is now based on their faction.

- 2 new Extraction points have been added in the North-East - "Hunter's Lodge" and "Station 012"(bearing the name of a very special project thought up and designed by MKNavaG). Added small yellow flags to most of the extraction points in order to make certain extraction locations a bit clearer.

- Bank notes can now be deposited in exchange for usable currency by completing a simple action at the black cash box inside the players' stash room. BANK NOTES ARE NO LONGER PURCHASABLE BY THE TRADERS(they will sell for 0 rubles).

- Weapon/Ammo prices at the traders have been majorly reworked.

- New boundaries added to prevent players from crossing the map edge courtest of C. Eagle.

- Fixed an issue causing brand-new AK-type weapons purchased from Pavlov to sell back to him for a greater sum than they than were purchased for.

- Fixed an issue regarding weapon attachments disappearing from the player's stash.

- Weapons that could be obtained off of scav corpses but not purchased at the trader have now had prices set for them. The trader will now correctly purchase these items(still need to add some of the niche ammo classnames).

- Removed irrelevant markers.

- Added small safe zones around spawn locations - this is to prepare to re-introduce OpticCobra's lovely custom hostile spawn locations to the scenario without compromising player's safety upon starting a new raid.

- Removed Ambient tasks to prepare for the implementation of the new Trader Tasks. These Ambient Tasks were a wonderful addition created by Eta that were only ever intended to serve a stop-gap while Trader Tasks were conceptualized and subsequently materialized. Code relating to Trader Tasks is not present in the current build, but will come shortly. Code from Eta's lovely ambient tasks will be of great value in the development of specific Trader Tasks, and we thank him warmly for his hard work.

- Rare item spawns added. A 10% chance for these desirable items to spawn at mission launch(NOT ON NEW RAID) has been added.

- New Locations designed by the wonderful C. Eagle have been added. These locations currently remain without function, but will soon be combined with OpticCobra's custom hostile spawn locations to create lovely Scav Villages and bases to raid.

Update: 14 Aug, 2021 @ 6:56pm

- Custom Hostile Spawns have been temporarily removed while we look into bug fixes. This is only expected to take a few days.

- Bridge Extraction fixed.

- Ambient spawns temporarily increased to make up for the lack of custom spawns.

Update: 12 Aug, 2021 @ 6:10am

- Extraction rework by Warrior. New locations coming soon.

Update: 12 Aug, 2021 @ 5:25am

- New status bars by Warrior.

Update: 12 Aug, 2021 @ 1:27am

- Attempting to fix several AI bugs. Most issues should now be resolved.