- Added: Contact DLC static weapon backpacks to default blacklist.
- Added: Czech translation. Thanks to MJVEVERUSKA
- Added: NATO MTP arsenal preset. Thanks to lkvk
- Added: NATO Pacific arsenal preset. Thanks to lkvk
- Added: NATO Woodland arsenal preset. Thanks to lkvk
- Added: CSAT Hex arsenal preset. Thanks to lkvk
- Added: CSAT Ghex arsenal preset. Thanks to lkvk
- Added: AAF arsenal preset. Thanks to lkvk
- Added: LDF arsenal preset. Thanks to lkvk
- Added: Mission parameter for direct arsenal access without KPLIB Loadout Dialog.
- Added: Helicopters from GM Update to GM faction presets.
- Added: ACE, TFAR and ACRE items to GM West and East arsenal presets.
- Added: Config value for radio tower classnames.
- Added: Parameter to disable Zeus for commander.
- Added: Disable respawn on attacked FOBs (adjustable via parameter)
- Added: Zeus initialization via BIS scripted events. This makes the Eden placed zeus module (zm1) obsolete.
- Removed: T-14 from RHS AFRF preset.
- Tweaked: "FOB " removed from resource overlay, so it's just e.g. "ALPHA" again.
- Fixed: Sector monitor got stuck after sector cap was reached until restarting the server.
- Fixed: Civilian Informant side mission didn't worked due to script error.
- Fixed: AI didn't surrender correctly when ACE is loaded.
- Fixed: The commander couldn't build squads via the build menu.
- Fixed: Possible "Error: no unit" appearing in permission dialog.
- Fixed: POWs could get saved when near FOB and still in player group.
- Fixed: Civilian Reputation penalty got added to ambush chance, even if ambush chance was set to 0 in config.
- Fixed: When starting with a FOB already built, the FOB actions appeared only after a server restart.
- Fixed: Zeus available mods initialization (when not limited) wasn't reliable enough.
- Added: CfgFunctions library created from
shared/functions
and all of these functions optimized. - Added: Mines and explosives will be saved around FOBs.
- Added: Inheritance support to object inits. (3rd array element, bool)
- Added: USAF mod support for all US based preset. Thanks to Eogos
- Added: Save interval setting in config file.
- Added: Steam UID whitelist in config to grant access to commander actions even if not in that slot.
- Added: Applied mission parameters are logged in server rpt.
- Added: Chernarus 2020 basefile. Thanks to Eogos
- Added: Chernarus 2020 building ignore list. Thanks to Eogos
- Added: Steam Workshop upload to build tools
- Added: KP Player Menu as optional (default enabled) replacement for the old GREUH extended options. GREUH still available via parameters or if no CBA loaded.
- Added: Locality change of slingloaded cargo to heli pilot to avoid breaking ropes while e.g. slingloading the FOB box.
- Added: Support and utilization of the Discord Rich Presence Mod from ConnorAU.
- Added: Confirmation dialog for the "Create Clearance" action at the FOB.
- Added: Parameter (default deactivated) to enable editing of enemy units and vehicles in Zeus.
- Added: Zeus placed objects are now recognized for kill manager, object init and placed resource crates are also filled with 100 resources.
- Added: Auto save of the game state on last player disconnect or local hosted host exit.
- Added: A kind of playerNamespace which sets some widely used variables to the player instead of running same checks in several scripts.
- Added:
KPLIB_fnc_log
function to replace the usage ofdiag_log
and apply prefix etc. at one place. - Added: Arma 3 High Command for commander, toggleable via parameters.
- Added: Arma 3 support module (artillery) functionality with parameter settings and vehicle/player whitelist.
- Added: Visual indicators of the FOB range while in build mode.
- Added: Parameter to disable weapon sway.
- Added: Crates which are spawned upon sector activation are now saved near their sector, if the sector is taken by blufor. (Factories/Cities)
- Added: BWMod arsenal preset.
- Added: Interactive tutorial for the mission start. Deploying first FOB and conquering a factory with starting production.
- Added: Vehicle in Vehicle transport actions to Arsenal crate.
- Removed:
action_manager.sqf
file was removed, due to new action handling. - Updated: Updated CUP presets to be inline with October 2019 stable build of CUP mods. Thanks to Eogos
- Updated: Turkish translation. Thanks to 654wak654
- Updated: Russian localization. Thanks to Dj_Haski
- Updated: Spanish localization. Thanks to amunoz20
- Updated: Existing arsenal presets updated.
- Tweaked: Default blacklist now only holds the static and tent backpacks.
- Tweaked: Scripted server restart now automatically recognizes the OS of the server. More info in the Wiki article
- Tweaked: Infantry for battlegroup transport vehicles are now spawned closer to the objective.
- Tweaked: Transport helicopters in battlegroups are now correctly dropping paratroopers.
- Tweaked: Start vehicle/Potato 01/start resources spawn at mission start optimized.
- Tweaked: Explanation and formatting of
kp_objectInits.sqf
. - Tweaked: Integer to bool conversion in fetch param macro.
- Tweaked: ObjectInit is now also called on spawned start vehicles.
- Tweaked: Usage of structured text for
diag_log
, so there are no quotes around the messages in the rpt. - Tweaked: Collection arrays fetching in
init_presets.sqf
. - Tweaked: Unit/vehicle collecting for adding to editable units in
zeus_synchro.sqf
. - Tweaked: The save data is now stored as string which can result in ten times less space taken in vars file.
- Tweaked: Actions to deploy/repack a FOB are now bound to the box/truck/building.
- Tweaked: FOB container/truck/building specific commands are now in objectInits instead of having the same in several scripts.
- Tweaked: Arsenal initialization on mission start improved.
- Tweaked:
sector_manager.sqf
reworked as FSM. - Tweaked: Improved handling of captured/seized vehicles. Should also fix the rare issue with vanishing of captured enemy vehicles.
- Tweaked: Set factory sectors range concerning storage areas to fix 100m instead of scaling with FOB build range.
- Tweaked: Civilians can now be treated with the elastic, basic, packing or QuickClot bandage instead of just the basic one.
- Tweaked: Enabled HALO function by default with 5 minutes cooldown and lowered default mobile respawn cooldown from 15 to 10 minutes.
- Tweaked: Array names for classname collections etc. from
init_presets.sqf
. - Tweaked:
kp_objectInits.sqf
is now also applied to enemy vehicles. - Tweaked: Added a chance that battlegroups are now just contain infantry units which spawn closer to target.
- Tweaked: Arrays for enemy rotary- or fixed-wings doesn't need to be filled anymore and can be set as empty
[]
. - Tweaked: Victory condition parameter by default set to "Capitals and military bases" instead of just capitals.
- Tweaked: ui_manager script optimizations.
- Tweaked: HUD Overlay will auto hide in zeus.
- Tweaked: HUD Overlay with global resources will show on map.
- Tweaked: Shoot surrendering enemies now cause civilian reputation penalty like killing a civilian.
- Tweaked: Description.ext got much more comments and settings.
- Tweaked: Object inits will fire on units not only vehicles.
- Fixed: Some CUP presets had free buildable arsenals. Thanks to Eogos
- Fixed: Wrong boat in CUP USMC Woodland preset. Thanks to Eogos
- Fixed: Objects will be recyclable after being towed with Advanced Towing.
- Fixed: Flickering/disappearing of mobile respawn.
- Fixed: Error message when trying to build a sector storage on water didn't vanished.
- Fixed: RHS CH53 and RHS C130J transport configs after RHS 0.5.0 update. Thanks to FatRefrigerator
- Fixed: Support for CBA disposable launchers. Thanks to Dahlgren
- Fixed: ACE medical vehicle variable adjusted in
kp_objectInits
due to the recent ACE updates. Reference - Fixed: Weapons could be shown as blacklisted, if a whitelisted weapon was combined with e.g. a whitelisted grip or other attachments.
- Fixed: Rare error message in
recycle_manager.sqf
, if last FOB was repacked to a truck/box. - Fixed:
Bad conversion: bool
rpt messages in client logs at the beginning of the mission. - Fixed: Boats weren't recognized for sector activation.
- Added: Swedish Forces Pack transport configs. Thanks to Dahlgren
- Added: Parameter to enable/disable the vanilla A3 dynamic fog behavior. Default enabled, so
fucking_set_fog.sqf
isn't running by default. - Added: Parameter to enable/disable limitations on Zeus functionalities. Default enabled to keep old behaviour.
- Added: Parameter to decide to start the campaign with a FOB container (default, like before) or a FOB truck.
- Added: Parameter to allow enemies stay in immobile vehicles (default 50% chance).
- Added: Sector despawn scaling. The longer sector is activated the longer it de-activates. Configurable as parameter, 5min additional delay max by default.
- Added: Korean localization. Thanks to PanzerKoLee
- Updated: Russian localization. Thanks to DjHaski
- Tweaked: Initial FOB box doesn't have equipment in the inventory anymore.
- Tweaked: Height check for mobile respawn now relies on
isTouchingGround
instead of z value of position. - Tweaked: Transport config heights on M977 vehicles. Thanks to FishAI
- Tweaked: AI in building now has a dynamic radius to look for enemies until they start moving again depending on blufor/opfor ratio in sector.
- Fixed: Potato 01 was created after server restart, even if there was one saved.
- Fixed: Missing variable
stats_blufor_teamkills_by_players
. Also no separation between by players or not by players for teamkills anymore. - Fixed: Factory storages could disappear randomly on save load.
- Fixed: Some Presets had CUP Towing Tractor in the wrong place or duplicated. Thanks to Eogos
- Fixed: CUP Presets still had the Nemmera in the support vehicle section. Thanks to Eogos
- Fixed: FOB resources weren't updated in build dialog, when building infantry units.
- Fixed: Some missing parameter information in the map screens parameter overview.
- Fixed: After creating a clearance at a FOB some light sources could remain.
- Added: Contact DLC LDF preset.
- Added: Contact DLC transport configs.
- Added: The Unsung Vietnam War Mod blufor preset.
- Added: The Unsung Vietnam War Mod opfor preset.
- Added: The Unsung Vietnam War Mod resistance preset. Thanks to Bunnyhopps
- Added: The Unsung Vietnam War Mod civilian preset.
- Added: The Unsung Vietnam War Mod arsenal preset. Thanks to Bunnyhopps
- Added: The Unsung Vietnam War Mod transport configs.
- Added: Swedish Forces Pack arsenal preset. Thanks to Dahlgren
- Added: Swedish Forces Pack Desert blufor preset. Thanks to Dahlgren
- Added: Swedish Forces Pack Woodland blufor preset. Thanks to Dahlgren
- Added: Several CUP blufor presets. Thanks to Eogos
- Added: Several CUP opfor presets. Thanks to Eogos
- Added: Several CUP resistance presets. Thanks to Eogos
- Added: Several CUP civilian presets. Thanks to Eogos
- Added: Several CUP transport configs. Thanks to Eogos
- Added: Statistic values for destroyed civilian buildings and vehicles.
- Added: Statistic values for total and friendly resistance kills.
- Added: Statistic values for spent/produced resources.
- Added: Statistics will be posted additionally in the server log after winning the campaign.
- Added: Encore Anti Air static to sensible presets.
- Added: Additional victory conditions, selectable in the mission parameters.
- Added: BI garbage collection via description.ext file.
- Added: Transport configs for the civil transporters (which came with Laws of War).
- Added: Livonia basefile.
- Added: Livonia building ignore list.
- Added: Island Panthera basefile. Thanks to Eogos
- Added: Island Panthera building ignore list. Thanks to Eogos
- Added: Song Bin Tanh basefile.
- Added: Song Bin Tanh building ignore list.
- Added: "Create Clearance" Action at FOB for Commander or logged in Admin. Clears all terrain objects (no built objects) in FOB radius.
- Added: FOB templates (FOB hunting) are now choosen in accordance with the selected opfor preset. Currently Unsung, Apex and "everything else" are separated. Thanks to Bunnyhopps
- Added: 15 new FOB templates for the FOB hunting side mission. Thanks to Bunnyhopps
- Removed: Vanilla player score saving.
- Removed: Old garbage collection script, as there are now engine solutions available.
- Tweaked: Changed default recycle building from carservice building to tanks repair depot building.
- Tweaked: Changed default air building from small radar dome to encore static radar.
- Tweaked: Vehicle in Vehicle action on FOB box is not displaying directly anymore when approaching the box.
- Tweaked: Added elite vehicles to CSAT presets.
- Tweaked: Formatting/Comments in the preset files.
- Tweaked: objectInit function and added comments to the array.
- Tweaked: Some smaller code optimizations in the whole framework.
- Tweaked: Changes in elite vehicles in presets are now also applied during a running campaign.
- Tweaked: Player lead squads are now also saved near FOBs. (but still needs to be reassigned via zeus after load, of course)
- Tweaked: Weather is now only handled by the server.
- Tweaked: Gear check after leaving the arsenal or load a loadout improved to not strip you completely. Thanks to Zharf
- Tweaked: Build tool now also adds the correct map name to the mission name, like in the release files.
- Tweaked: Sector defenders waypoint creation.
- Tweaked: Daytime parameter values.
- Tweaked: Shorter nights now multiplies the selected daytime time multiplier by 4 between 20:00 and 04:00. (3x between 21:00 and 03:00 before)
- Fixed: Intel value could get corrupted if leaving the secondary dialog directly after starting a mission.
- Fixed: "All is red" for first player after a server restart. (just a visual bug, doesn't affect gameplay)
- Added: East Germany arsenal preset.
- Added: West Germany arsenal preset. Thanks to Dahlgren
- Added: East Germany blufor and opfor preset.
- Added: East Germany Winter blufor and opfor preset.
- Added: West Germany blufor and opfor preset.
- Added: West Germany Winter blufor and opfor preset.
- Added: Germany (Global Mobilization) resistence preset.
- Added: Germany (Global Mobilization) civilian preset.
- Added: CSAT Vanilla blufor preset, CSAT Apex blufor preset and CSAT Arsenal preset. Thanks to zandru
- Added: AAF and NATO opfor presets. Thanks to zandru
- Added: Weferlingen Summer basefile.
- Added: Weferlingen Winter basefile.
- Added: Chernarus Winter basefile.
- Added: Weferlingen Summer and Winter building ignore list.
- Added: Rosche building ignore list. Thanks to madpat3
- Added: Support for ACE arsenal. Can be enabled via mission parameter.
- Added: Fog removal script readded, as some people had issues with too much fog after some time.
- Added: Vehicle in Vehicle transport actions for FOB Box.
- Added:
kp_objectInits.sqf
for custom code on a vehicle after it has been loaded or built. No more changes in save_manager.sqf and do_build.sqf needed. Explanation in the Wiki - Removed:
KP_liberation_guerilla_transports
array from resistance presets, as it isn't used in the legacy framework. - Updated: Italian localization. Thanks to k4s0
- Tweaked: Title of the mission to conform the Mission Name Standard from BI Forums
- Tweaked: Weather module is also loaded, even with ACE running. (ACE doesn't control weather completely anymore)
- Tweaked: Disabled script that switched locality of all blufor units to the commander machine. (should fix UAV issue)
- Tweaked:
allPlayers
replaced with(allPlayers - entities "HeadlessClient_F")
for scripts which should pause when no players are online. (logistic, resources, battlegroups) - Tweaked: Marker for civilian informant is an area now and not centered on the informants position anymore.
- Tweaked: Renamed Huron marker.
- Tweaked: If there isn't enough enemy territory left for a secondary mission to start, the player gets a small hint now.
- Tweaked: BWMod item classnames in KP_liberation_allowed_items_extension. Thanks to madpat3
- Tweaked: Equalized all Eden attributes of the mission.sqm files.
- Tweaked: Replaced deprecated
BIS_fnc_conditionalSelect
function calls with sensible select statements. - Tweaked: Versioning format from e.g. 0.964 to 0.96.4 for a better separation.
- Tweaked: Arsenal whitelist/blacklist classes are case insensitive.
- Tweaked: Vehicle permissions now via sensible event handlers instead of loop. Thanks to ColinM9991
- Tweaked: Objects placed in Eden Editor won't be saved anymore. Fixes possible duplications on save/load.
- Tweaked: Whole in game date and time is now persistent, not only the daytime.
- Fixed: Annoying popup since A3 1.90 concerning missing entry for
widthRailWay
. - Fixed: Blufor soldier losses weren't counted in statistics.
- Fixed: Missing
itemRadio
in some arsenal presets.
- Added: Action to raise/lower object while building. Thanks to darrell-aevum
- Added: Some classnames to arsenal allowed extension list. Thanks to madpat3
- Added: Functionality to save/load mission parameters. Thanks to veteran29
- Added: Presets for: RDS Civilians, Project OPFOR SLA and Project OPFOR RACS. Thanks to PSYKO-nz
- Added: Automatic mission pbo build tool (available on GitHub). Thanks to Dahlgren and veteran29
- Added: Tanks DLC classnames for presets.
- Added: Group diag output for serverlog.
- Added: Debug output for group count and amount of active scripts. Liberation starts with [13,70,0,1] and may rise to [70,70,0,1].
- Added: Notification for incoming guerilla forces when attacking a sector.
- Added: Vehicle chance for guerilla forces who approach a sector.
- Added: Traditional Chinese localization. Thanks to KOEI5113
- Added: IDE editorconfig file.
- Added: Overview of actual applied mission parameters on the map screen as diary record.
- Removed: Some old scripts which aren't needed anymore.
- Removed: Always no fog.
- Tweaked: All
spawn compileFinal preprocessFileLineNumbers
replaced withexecVM
. - Tweaked: All
createGroup
now with activateddeleteWhenEmpty
. - Tweaked: All
BIS_fnc_relPos
replaced withgetPos
. - Tweaked: Guerilla forces event chances, strength gain values and unit amounts.
- Tweaked: The Commander / Admin can now change the permissions of offline players.
- Tweaked: BI Revive is now automatically deactivated if ACE Medical is loaded.
- Tweaked: FPS map marker is now below the map and also shows count of local groups.
- Tweaked: Overview picture for loading and mission selection screen.
- Tweaked: Log output source name is now set at each run.
- Fixed: Placement of buildings after save/load. Thanks to Cre8or
- Fixed: Sometimes helicopters exploded when spawning on the deck of the USS Freedom.
- Fixed: Players couldn't ziptie the civilian informant, if playing with ACE.
- Fixed: File name instead of mission name in mission selection screen.
- Fixed: "Taking Command" spam from AI after players death.
- Fixed: Fixed range for recycling and start of building instead of using FOB range.
- Fixed: Some vehicles with dynamic loadout support lost their weapons when rearmed by Liberation rearm module.
- Added: Some missing RHS vehicles for the ACE medical system.
- Removed: Provided ACE settings, as they are not used anymore since the last ACE update.
- Tweaked: Arsenal blacklist for more compatibility with 3cbBAF. Thanks to Applejakerie
- Tweaked: Some small tweaks for the Lythium basefile.
- Tweaked: BWMod Classnames due to the last mod update. Thanks to madpat3
- Fixed: There was a string key twice in the stringtable.
- Fixed: Lythium basefile was missing mission name and description in the lobby.
- Fixed: Issue with building premade squads.
- Added: ACE carry interaction for resource crates. Thanks to veteran29
- Added: Some additional debug outputs.
- Added: RHS AFRF Preset for the player side. Thanks to veteran29
- Added: Lythium basefile. Thanks to Enigma
- Added: Portuguese localization. Thanks to NomadRomeo
- Added: BW Mod Tropentarn preset.
- Added: Project OPFOR Islamic State enemy preset and Project OPFOR resistance preset. Thanks to Applejakerie
- Updated: RHS transport configs.
- Updated: RHS vehicles in presets.
- Updated: Devkit mission.sqm.
- Tweaked: Wounded civilians event. Thanks to veteran29
- Tweaked: Extended allowed items extension list with some bwmod classnames. Thanks to madpat3
- Tweaked: Detection of UAVs. Thanks to veteran29
- Tweaked: Enemy vehicle crew spawning. Ensure that they'll be on the right side (important for red vs blue). Thanks to veteran29
- Tweaked: If you enter the arsenal with a packed weapon or UAV backpack, it won't be identified as blacklisted anymore.
- Tweaked: FOB container mass now scales with the selected spartan helicopter maximum load. Thanks to veteran29
- Tweaked: Removed clutter and AI from the USS Freedom on all maps.
- Tweaked: Cleaned all custom placed places on all maps some more and renamed the respawn marker from
respawn_west
torespawn
. - Tweaked: Increased the distance of the Little Bird spawnpoints on the USS Freedom and let them facing to the front.
- Tweaked: Some typos in the german stringtable. Thanks to gqgunhed
- Tweaked: The US Army woodland troops got the new OCP and were able to throw away their old UCP.
- Fixed: Wounded civilian animation in dedicated server environment. Thanks to veteran29
- Fixed: With ACE you could take unconscious AI as POW.
- Fixed: You couldn't handcuff surrendered AI with ACE zipties.
- Fixed: Guerilla could spawn as neutral combatants.
- Fixed: Unloading crates from vehicles could let them sink into the ground since the last ArmA Update.
- Added: ACE auto detection. (BI Revive still has to be disabled manually)
- Added: Parameter to decide if vehicles should have cleared cargo or not. Thanks to veteran29
- Removed: ACE compatibility parameter.
- Updated: ACE settings from our community due to the new pylons system in ACE.
- Updated: Italian localization. Thanks to k4s0
- Updated: Chinese Simplified localization. Thanks to nercon
- Updated: List of ignored buildings for the civil reputation.
- Tweaked: Logistic convoy ambush chance balancing.
- Fixed: SMAW optic placed in wrong array in RHS presets.
- Added: BI Support System functionality. (Currently deactivated, as there are still issues in MP)
- Added: Parameter for access to the Support System -> Disabled, Commander, Whitelist, Everyone.
- Added: BI Artillery support for artillery vehicles and mortars (if built manned or AI ordered to get in as crew).
- Added: Players can request artillery support from players (generates task).
- Added: Civil Reputation.
- Added: Config variables in
kp_liberation_config.sqf
. - Added: Reputation penalty for killing civilians.
- Added: Reputation penalty for killing allied resistance fighters.
- Added: Reputation penalty for seizing civil vehicles.
- Added: Reputation penalty for destroyed/damaged civil buildings. (evaluated only on capture a sector event)
- Added: Mission parameter to choose building penalty for damaged or only destroyed buildings.
- Added: Reputation gain for liberated sectors.
- Added: After capturing a sector you might find wounded civilians. You can also gain reputation for offering medical support.
- Added: Config variables in
- Added: Civil informant.
- Added: If you've a good reputation, a civil informant can rarely spawn at blufor sectors.
- Added: Intel increase, if you capture the informant and bring him back to a FOB.
- Added: There is a chance that an informant will reveal a time critical task to kill a HVT.
- Added: Asymmetric Threats.
- Added: Possibility of IEDs in blufor sectors, if you have a bad civil reputation.
- Added: Own logistic convoys can be ambushed by guerilla forces.
- Added: Value for guerilla strength which will be affected by the events connected to guerilla forces.
- Added: Guerilla forces presets.
- Added: Dynamic guerilla forces equipment depending on their strength value.
- Added: Chance that guerilla forces will join the fight at a sector as friend or foe. (depends on reputation)
- Added: Possibility of a guerilla ambush in blufor sectors (additional to IEDs).
- Added: Chinese Simplified localization. Thanks to nercon
- Added: Automatic server restart script for dedicated servers. Thanks to k4s0
- Added: Settings in the mission parameters for particular debug messages.
- Added: Factory map markers now indicate which production facilities are available there.
- Added: LoW Civilians.
- Added: LoW UAV backpacks to the default blacklist.
- Added: LoW AL-6 Pelican UAV.
- Added: Some of the new RHS vehicles.
- Added: Turkish localization. Thanks to Carbneth
- Added: Parameter to set a cooldown for using mobile respawns.
- Updated: English ingame tutorial texts in stringtable. Thanks to FatRefrigerator
- Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
- Removed: Vehicle explosion chance script for convoy ambush.
- Removed: Old debug messages.
- Tweaked: Terrain alignment will be persistent during repeat building of objects (like walls). Thanks to veteran29
- Tweaked: Some reordering of UI elements.
- Tweaked: Localization support for the extended options menu. Thanks to nercon
- Tweaked: Highlight color in production list changed to blue instead of misleading green.
- Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as
(Supplies/Ammo/Fuel)
. - Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet).
- Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface.
- Tweaked: Cities won't be able to produce resources anymore.
- Tweaked: IED count in cities, capitals and factories is now dependend on the civil reputation.
- Tweaked: Corrected some strings in the stringtable.
- Tweaked: Factories don't have all facilities from the start anymore. The facility they start with is set at campaign start.
- Tweaked: Replaced all deprecated
BIS_fnc_selectRandom
with the engine solutionselectRandom
. - Tweaked: Server log will now contain the
[STATS]
message of all clients. (players and HCs) - Tweaked: Preset system split to select blufor, opfor, resistance and civilians independently. Thanks to Applejakerie
- Tweaked: Capitals, cities and factories are now basically guarded by "militia" forces. Switching to regular army if the enemy combat readiness is increased.
- Tweaked: Static weapons array missed some weapons.
- Tweaked: Civil vehicles are now saved at a FOB after they were seized by players.
- Tweaked: Some small code optimizations and format corrections.
- Fixed: Player got custom recoil and aiming coefficients on respawn.
- Fixed: Rare script error on closing respawn screen directly after joining the mission.
- Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.
- Fixed: It was possible to disassemble a mortar in preview.
- Fixed: Preview vehicles could get saved if you shut down the mission right after canceling the build process or if you'd still the preview in front you.
- Fixed: Small issues due to the default "hold fire" combat mode for AI.
- Fixed: Single Infantry units weren't saved sometimes.
- Fixed: Paratroopers got sometimes an attack helicopter instead of a transport helicopter.
- Fixed: Rescue helipad blocked building in their near vicinity.
- Fixed: MPKill Eventhandler issue when using ACE.
- Fixed: Function to buy a logistic truck worked but caused an error in dedicated server environment.
- Fixed: Couldn't build under powerlines.
- Fixed: Items in backpack weren't checked by arsenal blacklist crawler.
- Added: Some small aesthetic things for the buildlist
- Added: Exception for TFAR items from the 1.0 Beta (it's TFAR_ and not tf_ in the classnames there)
- Added: Malden missionfile. Thanks to Applejakerie
- Updated: German tutorial texts. Thanks to madpat3
- Tweaked: Jets removed from battlegroups, so they won't spawn on the ground. But they still appear on high awareness
- Tweaked: Recycle action code, changed from
distance
todistance2D
to prevent issues with buildings like the airport lamp - Tweaked: Helipads are now added to Zeus, so the commander can delete them, as they can't be recycled normally
- Fixed: Production and Logistic Overview wasn't usable in normal UI scale
- Fixed: The RHS "Mk.V SOC" boat got no recycle action due to the mounted static weapons
- Added: Some small aesthetic things for the buildlist
- Added: Transport configs for the unarmed Blackfish variants (can hold 5 crates). Thanks to Applejakerie
- Tweaked: Production dialog list entries are now color coded depending on the actual production
- Tweaked: Small changes in the save_manager.sqf concerning object placement
- Tweaked: Raised the default production interval a little bit
- Tweaked: Updated ACE serverside settings
- Fixed: UAVs counted to heli / plane count concerning used slots
- Fixed: SDV was missing in the boats array to be able to place it on water
- Fixed: H-Barrier classname changed from the protected to the public one
- Added: Action to stack and sort resources in storage areas
- Updated: Italian localization. Thanks to k4s0
- Updated: German localization. (umlauts)
- Tweaked: Statics can now be placed inside buildings
- Tweaked: Recycle of objects which won't give any resources is now always possible
- Tweaked: Debug messages
- Tweaked: Added the blackfish to all presets, as it was already listed to be unlockable
- Tweaked: Again a small change at the placement of objects from the savegame
- Fixed: Error in production dialog due to wrong global variable
- Fixed: Last two supply_vehicle elements weren't shown in the build menu
- Added: Action to push resource crates
- Added: More transport configs for various vehicles. Thanks to ChiefOwens
- Added: Some more vehicles from RHS to the presets
- Added: More buildable lights for the FOB. Thanks to Reckulation
- Added: A devkit mission.sqm for people who want to port Liberation to other maps
- Added: GitHub 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
- 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
- Updated: Russian localization. Thanks to KOC
- 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
- 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 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
- Added: New resource system
- Added: Italian localization. Thanks to k4s0
- Added: Action to change alignment (up or terrain aligned) during placement of buildings
- Added: Action to reassign the commander to the zeus module (only shows if the commander has no access to zeus)
- Added: Paradrop of a resource package when first FOB is built
- Added: Action to switch between displaying global or local FOB resources
- Added: Air vehicle slot system (need a Flight Control to build helipads, hangars and air vehicles)
- Added: Blacklist / Whitelist filtering for saved loadouts
- Added: Recycling of enemy vehicles
- Added: Recycle value now depends on vehicle damage, remaining ammo and fuel
- Added: Production system for factories and cities (not capitals). Accessable for the commander if near a FOB
- Added: Ability to build storage areas at sectors, where produced resources will be stored
- Added: Ability to unlock resource facilities in cities, so you can produce that resource there
- Added: RHS transport configs. Thanks to Applejakerie
- Added: Civilian transport configs. Thanks to Applejakerie
- Added: Optional logistics module for smaller groups to enable a automatic logistics system for the commander
- Added: Mission parameter to enable or disable the logistics system
- Added: 3cb BAF unit and arsenal preset. Thanks to ChiefOwens
- Added: DLC Jets to most presets
- Added: Sahrani missionfile. Thanks to Applejakerie for helping with OPFOR Points
- Added: Debug messages for the server.rpt. Default disabled and can be enabled in the
kp_liberation_config.sqf
- Removed: Resource caps system
- Removed: Old vanilla unit preset (custom.sqf already provides a vanilla setting)
- Removed: Passive Income (due to new resource system)
- Removed: Ammo Bounties (due to new resource system)
- Removed: Civilian Penalties (due to new resource system)
- Removed: Overwrite functionality for
classnames.sqf
, as it is no longer needed due to the preset system - Removed:
gameplay_constants.sqf
- Removed: Crate spawn at military bases
- Removed: Chimera Base on maps with a suitable amount of ocean for supporting the Freedom
- Merged:
gameplay_constants.sqf
settings intokp_liberation_config.sqf
and added descriptions to the variables - Updated: Spanish localization. Thanks to regiregi22
- Updated: English InGame Tutorial text with the latest informations for resource, production and logistic system. Thanks to Applejakerie
- Replaced: Manpower icon with supplies icon. Thanks to jus61
- Replaced: Every deprecated
BIS_fnc_MP
withremoteExec
- Replaced: ATLAS LHD with USS Freedom. Thanks to Applejakerie for the immersive clutter on the carrier
- Tweaked: Arsenal blacklist filtering. Thanks to veteran29
- Tweaked: Initialization of the arsenal, which should increase the performance for blacklist using
- Tweaked: Save manager -> helicopters from the Freedom or Chimera won't be saved, as they spawn on every mission start/load
- Tweaked: Name for savegame namespace -> adapts automaticly to worldName
- Tweaked: Revive settings: BI Revive is enabled by default. Disable it, when you use ACE
- Tweaked: Config, as some apex classnames were missing. Thanks to Applejakerie
- Tweaked: If attacking a sector, a random amount of crates with random resources will spawn once.
- Tweaked: Better comments in the unit preset files. Thanks to Applejakerie
- Tweaked: Vehicles with dead crew can now be recycled
- Tweaked: Altis mission.sqm. Thanks to Applejakerie
- Tweaked: Chimera bases on Takistan and Taunus. Thanks to Applejakerie
- Tweaked: Enemy infantry units will now spawn in initial safe state instead of be directly aware
- Tweaked: Chimera / Carrier spawn markers. Removed any dependency, using only invisible grasscutter objects. Makes porting etc. much easier
- Fixed: UAV unconnectable after player death. Thanks to veteran29
- Fixed: Missing batteries with Apex laser designators. Thanks to veteran29
- Fixed: Enemy weapon dance. Thanks to k4s0
- Fixed: Non vanilla paratroopers don't have a parachute
- Fixed: Enemy jets sometimes spawn on the ground instead flying
- Fixed: ACE medical crate was empty and couldn't be recycled
- Fixed: Slingloading while transport crates inside a helicopter causes the helicopter to slingload the loaded crates inside
- Fixed: Some buildable paratroopers from some presets don't had a parachute
- Added: Tanoa missionfile and vanilla apex preset
- Added: Custom made Chimera Base for Tanoa. Thanks to jus61 for building it
- Added: X-Cam-Taunus missionfile
- Added: Custom made Chimera Base for X-Cam-Taunus. Thanks to jus61 for building it
- Added: Custom made Chimera Base for Chernarus. Thanks to Enigma for building it
- Added: Arsenal whitelist preset system (change via
kp_liberation_config.sqf
)- Use blacklist from unit preset (default)
- custom whitelist file
- KP Community Selection
- RHS USAF
- RHS USAF with ACE3
- RHS USAF with ACE3 and ACRE2
- Removed: Dependencies on Takistan missionfile
- Removed: Apex dependencies on Chernarus missionfile (custom chimera base had two apex rocks)
- Removed: Apex dependencies on Taunus missionfile
- Replaced: Old hostile markers (exclamation marks) with a unit count sensitive area marking system
- Tweaked: Presets
- custom.sqf is now default (vanilla is a kind of legacy now)
- Vehicle ammo prices are raised to make them more valuable
- Provided custom.sqf now adapt automaticly to installed mods
- Fixed: Falling Little Birds on LHD
- Fixed: Custom flag texture not applied after savegame load
- Fixed: Mapmarker disable won't work
- Added: Takistan Missionfile
- Added: Chernarus Missionfile
- Added: RHS Takistan Classnames Preset (desert camo)
- Added: RHS Classnames Preset (woodland camo)
- Added: RHS / BW Mod Classnames Preset (woodland camo)
- Fixed: BI Revive Error
- Fixed: Starting game with a prebuild FOB caused errors on Takistan
- Added:
kp_liberation_config.sqf
with some additional config values - Added: ACE support
- Added: Fuel consumption script
- Added: Preset system (will grow with more maps) to choose between different classnames_extension presets
- Added:
custom.sqf
in the preset system, where you can adjust everything to your liking (like editing the oldclassnames_extension.sqf
) - Added: BI Revive System. Activate it via Parameters in the MP Lobby if you don't use ACE
- Added: Option in the mission parameters to disable the whole mapmarkers and disable the function in the extended options for every player
- Added: Ability to blacklist arsenal items
- Removed: Farooq's Revive
- Tweaked: Player group organisation (group changing via extended options ingame still enabled)
- Tweaked: File organization (split scriptpart from missionpart, so it's easier to provide different maps)