Arma 3
Dynamic Recon Ops - Malden 2035
Showing 21-25 of 25 entries
< 1  2  >
Update: 17 Jul, 2017 @ 6:32am

  • Extra groups of potentially hostile civilians can spawn randomly
  • Added behaviour variation for hostile civilians groups
  • Added briefing intel related to hostile civilians
  • Added civilian vehicle spawns
  • Cache objectives no longer spawn Apex cache objects if Apex DLC is not detected (experimental)
  • Composition objects (roadblocks etc) are not spawned if their DLC is not detected (experimental)
  • Allowed AO generation to store more locations
  • Fixed: Enemy patrols were sometimes not correctly receiving waypoints
  • Fixed: Enemy building garrisons were spawning too frequently
  • General balance pass on enemy numbers
  • Improved some markers' visibility
  • Added 'Random' option to civilians parameter

Update: 15 Jul, 2017 @ 11:40pm

Update: 15 Jul, 2017 @ 2:41am

  • AO location types replaced with randomised individual location elements - more AO variation is possible and allows for easy future expansion with new elements
  • Added market location element
  • Improved civilian patrols to be based on location data and no longer completely random
  • Added chance for hostile civilians
  • Fixed: Hang based on startup faction data checks
  • Fixed: Checking for routes blocked by water would not give transport boats when using air insertions
  • Enemies garrisoned in military buildings are no longer fixed in place
  • Pilots filtered out of general spawns
  • Improvements to faction extraction efficiency
  • Added checks for HVTs and POWs spawning inside geometry
  • Toned down number of animal spawns
  • Intel reveals for area markers are now more generous
  • Intel from dead enemies can no longer return nothing
  • Marker sizes for tasks given at mission end made much smaller
  • Players are unreadied if they open the arsenal during Team Planning menu

Update: 22 Jun, 2017 @ 8:05am

Update: 22 Jun, 2017 @ 8:03am