Arma 3
KP Liberation Al Rayak
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Update: 3 Jun, 2017 @ 4:20pm

* Added: Action to push resource crates
* Added: More transport configs for various vehicles. Thanks to [ChiefOwens](https://github.com/ChiefOwens)
* Added: Some more vehicles from RHS to the presets
* Added: More buildable lights for the FOB. Thanks to [Reckulation](https://www.killahpotatoes.de/index.php?user/130-reckulation/)
* Added: [A devkit mission.sqm](https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit) for people who want to port Liberation to other maps
* Added: [GitHub Wiki](https://github.com/Wyqer/kp_liberation/wiki) (will be expanded step by step in the future)
* Removed: Some clutter of the custom enemy bases on each map. Could maybe increase performance a little bit
* Tweaked: Starting times of the maps were not equal
* Tweaked: Syncing times for production when resources are stored or unstored in sector storages
* Tweaked: Moved ACE compatibility and Debug setting from `kp_liberation_config.sqf` to parameters
* Fixed: SDV and armed boat recycle caused a script error
* Fixed: AI Squads weren't saved
* Fixed: Start vehicles were spawning with items in the inventory
* Fixed: Sometimes you couldn't slingload crates which were unloaded from a storage

Update: 28 May, 2017 @ 7:19am

* Added: Boats at the stern of the Freedom for amphibious insertion
* Added: Transport configs for guerilla offroad and van
* Added: Mission parameter to choose between arsenal with no restrictions at all or using the defined preset from `kp_liberation_config.sqf` (no restriction not recommended)
* Added: Al Rayak missionfile
* Updated: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Updated: Russian localization. Thanks to [_KOC_](mailto:Constantin.rogozin@ya.ru)
* Tweaked: Syncing between server and clients after building a sector storage
* Tweaked: Debug info output for sector production and logistic management
* Tweaked: Small things on each mission.sqm. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Factories will directly start producing supplies, as soon as a storage area is built
* Tweaked: General syncing of production and logistic data between client and server
* Tweaked: Resource amount is now also being displayed in the production dialog, not only crates count
* Tweaked: Production menu is now also available if near a production sector
* Tweaked: Checking the content of a crate now also checks if `ropeAttachEnabled` is true and set it to true if not
* Tweaked: Improved logistics algorithm concerning behaviour of loading resources
* Tweaked: Removed unarmed vehicles from sector defender vehicles. They are still transports for battlegroups
* Fixed: Hostile map markers on Sahrani had a little offset from the map grid
* Fixed: No intelobjects spawned at military bases
* Fixed: Missing vehicles because of classname changes due to the ArmA 3 update. Thanks to [madpat3](https://github.com/madpat3) for an overview of all changes
* Fixed: Production menu showed timer even if nothing is produced
* Fixed: Production timer displayed as float if using a resource multiplier
* Fixed: Sahrani mission name wasn't displayed in the server browser, even after mission start
* Fixed: FOB Box won't respawn if fallen into the water
* Fixed: It was possible to create a logistic mission without defining a A or B destination
* Fixed: Logistic dialog didn't update when buying or selling a truck
* Fixed: Error in serverlog concerning loading control CaptureFrames BLUFOR and OPFOR
* Fixed: Boat recycle caused a script error
* Fixed: Exploit of build menu if UI was set to show global resources
* Fixed: Build menu reloads constantly