Arma 3
[SP] Beheading of State (v1.1.2)
Showing 1-10 of 10 entries
Update: 25 Jul, 2016 @ 3:57am

- Fixed a bug where a boat was unusable.
- Added several vehicles to the southwestern islands.

Big thanks to Robbi373 [GER] for extreme testing :-)

Update: 24 Jul, 2016 @ 7:14am

- Made the 'Get to the roof' task optional, and updated briefing text to indicate so too.
- Added map marker and briefing picture to further indicate elevator entrance.
- Fixed: The supplied weapon will be a vanilla A3 one if the player doesn't have the Marksman DLC.
- Fixed: Police vehicles are now exempt from the simulation manager.
- Tweak: Police patrols have more randomized size, and can be significantly larger.
- Tweak: Added several police patrols.
- Tweak: Boat spawn probabilities are reduced somewhat.
- Removed a few unnecessary syncs to clean up the editor a bit.

Update: 19 Jul, 2016 @ 3:40am

- BIG: Added a sophisticated, dynamic patrol script.
- Added briefing text with general tips and remarks.
- Added briefing text with tips on how to get the most out of replays.
- Fixed a bug where patrol helicopters were disabled by the simulation manager.
- Fixed a bug where the assassinate task could be reassigned even when the governor was dead.
- Fixed barrier placement to make it easier to steal a go-kart.
- Fixed it so the insertion vehicle starts with its engine turned on, avoiding the immersion-breaking engine start sound.
- Updated a chat and the building marker to hopefully make it easier to find the correct building entrance.
- Updated debriefing text.

Update: 16 Jul, 2016 @ 10:06pm

- Improved elevator texture.
- Improved behavior when motorcade reaches mansion.
- Fleshed out the governor's mansion a lot.
- Added several roadblocks.
- Added chat explaining why the player can't use a certain vehicle.
- Added trigger to make the player hostile if he tries to enter the governor's mansion as a civilian.
- Added a timeout to make sure the motorcade starts moving regardless of player actions after a certain time.
- Added a version number to briefing.
- Added an autosave if the player approaches the NATO island.
- Fixed unpacking animation.
- Fixed issue where flying over the safehouse was enough to win the mission.
- Fixed color of elevator and locked car action texts.
- Fixed a marker text.
- Fixed 'no key' action so it always appears first.
- Removed sound when transitioning out of opening cinematics.
- Removes a certain vehicle when it is no longer needed.
- The warning regarding convoy position now comes from HQ instead of the player.
- The building task marker now shows the elevator, and moves to roof when the player is near the elevator.
- Slightly reduced stamina bonus.
- The 'get to the roof' task will now cancel if the convoy is spotted without the player having reached the roof.

Update: 16 Jul, 2016 @ 4:04pm

- Added several randomized police patrols.
- Fixed intro text.
- Simulation manager is now effective from the start.
- Used name of cartel in a few more places.
- Added grafitti marker to shooting building.
- Added elevator icon to elevator buttons.
- Added chat to indicate whether motorcade is near or not.

Update: 16 Jul, 2016 @ 2:34pm

- Fixed a bug where a trigger fired too early.

Update: 16 Jul, 2016 @ 2:15pm

- Fixed a bug where a certain piece of equipment was unusable by the player.
- Added briefing notes about zeroing and medic skill.
- Adjusted fuel of a vehicle.
- Added save game triggers when target is killed and when player leaves the capitol.
- (Hopefully) fixed description of certain units.

Update: 16 Jul, 2016 @ 12:36pm

Change overview picture

Update: 16 Jul, 2016 @ 12:31pm

Add title to overview picture

Update: 16 Jul, 2016 @ 12:02pm