diff --git a/A3-Antistasi/changelog_2_2.txt b/A3-Antistasi/changelog_2_2.txt deleted file mode 100644 index d49c98a6ad..0000000000 --- a/A3-Antistasi/changelog_2_2.txt +++ /dev/null @@ -1,115 +0,0 @@ -CHANGELOG 2.2 - -============= Major ====================== - - GAMEPLAY CHANGES - - Changed vehicle spawn mechanic. Vehicles now spawn in suitable positions and without the unwanted explosion - - Added random convoys driving around and attacking roadblocks on their way. These will grow stronger over time and follow a specific system, but we wont reveal this yet. - - Added the ability to breach open vehicles with explosives. Get an engineer and break these pesky vehicles open. You maybe want to keep a medic close, damaged vehicles tend to explode - - Changed the way resource points and factories become destroyed. You see something unusual, shoot it, a industrial building is blocking your way, mortar it, strange civis running around, sho.. You get the point. And watch the barrels. - - Complete overhaul of starting weapons and equipment for all variations of rebel side. Guerilla fighters don't start with high-end weaponary, they start with sandals. - - Rebel AI now appropriately gear from unlocked equipment. Can't win a rebellion with fishing vests, you know. - - Overhaul of the loot tables. A much wider variety of gear should spawn. - - Complete re-balance of AI Skill. Cut the brains of the enemies in half and implanted the other half into your AI units. They should be a lot less useless while fighting worse enemies. - - PARAMETER CHANGES - - Created parameters to allow DLC gear. Currently, this affects items in crates and civilian vehicles. We heard your call for it. Just make sure you use it with caution. - - Created parameters to customise the variety and amount of loot that gets spawned in crates. - - Created parameters to allow unlocked guided launchers and explosives. So please stop asking for cheats in the help channel. - - Created a parameter to stop an unlocked weapon from unlocking its first valid magazine. For the ones, who really love looting. - - Created a parameter to disable members having access to the Faction Garage, allowing only the commander access. - - Created a (experimental) parameter that disables all of the balance checks on loot crates. Want 100% random loot crates? Toggle this. (Not advised, but feel free to for science.) - - Added an option to disable civilian traffic. The group state they are driving in is careless, and it is a fitting descripting of their driving skills. You can now turn off random death by driving civilians. - - MAP CHANGES (OLDER MAPS WILL NO LONGER WORK WITH 2.2 OR ABOVE) - - Added Kunduz as a playable map - - Added Tembelan as a playable map - - Reworked map marker for Altis, Tanoa, Malden and Livonia. - -============== Minor ======================== - - - Undercover medics can now heal civilians/undercover players without becoming overt. You never know, when you need it. Also check the known errors. - - Made punishment missions a bit less punishing. They are won easier now. Did someone said casuals? - - Updated stringtable. French is now partly available. - - All items now get removed when player respawn. No more stolen radios from the afterlive. - - Readd maps when player respawn. Yeah, that wasn't considered enough. - - Regular players are now allowed to place the HQ if Petros died and there is no boss. - - Moved vehicle-specific actions to VehicleBox. You know, the repair box. Vehicles can now access the arsenal from there too! - - Increased spawn distance on HC vehicles. You may have to search a bit, but the spawning should be better now. - - Every airfield has at least one manned AA vehicle in every case - - Members now have access to the faction garage by default. - - - ================ Groundwork =================== - - - Reworked the garrison system to build a new reinforcement system on top of it. Believe us, you will know once we got this running. - - Added a system to simulate convoys of all types. Convoys 12 kilometer away will no longer kill your server performance. Even if there are many. - - Created a template naming convention and precursory files. New names for better understanding. But also alot more files. - - Added Nav Grids. They are large and we are sorry about this. But they have a really important job. -- Added localisation support for Map briefing screen. -- Set the NATOCrates to use a weighted distribution method, rather than -random. -- Created a new Parameter for truly random Crates, if wanted. Look for the -[Experimental] option in parameter selection. - -================ Bugfixes ======================== - - - Fixed schrodingers' buildings - they should no longer be both destroyed and not. Maybe. We won't know until we check! - - Fixed convoys not moving or stopping moving when attacked (i.e - Convoy missions work again!) - - Dialog back buttons now work correctly. No struggling with dialogs anymore. - - ACRE radios are now recognized correctly - - Fixed an error relating to toolkits being added to the arsenal incorrectly - - Fixed one of the civilian traffic options not working. 0.5 (Low) was never working. Did anyone catch that? - - Fixed broken easy difficulty setting. - - Fixed "Destroy the Helicopter" mission - - Fixed access to HC squad level commands on map interface - - Certain weapons no longer include base attachments with them. No more free bipods. - - Fixed many bad case and improper item defines throughout the mission - - Fixed money loss on death to only penalize once. It was 10% + 5%, now it is 15%. Why was it like this? We don't know either. - - There should be much less inconsistency in save data. You know, first this, then that, just like your Ex. We broke up, too. - - Fixed needed time displayed wrong in supply mission description - - Fixed truck reference in supply mission description - - Fixed RHS side detection - - Readded dedicated server startup delay. We figured out it was actually needed. Humans make mistakes you know. - - Fixed money-by-dismissal exploit. No more human trafficing. That was bad from the start. - - Fixed ACRE2 radios not being recognized as such - - Fixed TFAR radios not being unlocked on start - - Fixed GPS not in starting items - - Fixed medical kits claiming to be unknown in arsenal. We all know you're there, don't act up. - - Fixed arsenal being called before it could init - - Fixed Petros not respawning. Well, at least in theory. - - Fixed statics at base sneaking away. We got you, sneaky bastards. - - Fixed the player being able to take Petros as a prisoner. - - Fixed the player being able to join Petros' group. - -================= Code ========================= - -*DISCLAIMER* - Significant template changes are still underway. You might want to avoid making custom templates for a while! - - - Arsenal can now be setup in multiple objects - - Rebuilt items detection system completely - - Items system now scans config for defines instead of relying on manual input - - Extensive sorting and commenting on format for template files, and initVar - - Moved all units of the same side to the same template (police and militia) - - Added logging to various server functions - - Stopped modifying items in 'onPlayerRespawn' - - Stopped player reading a significant portion of initVar on connecting to a server - - Began work on removing faction or side names from variable names throughout mission - - Changed destroyedCities to destroyedSites - - Significant refactoring and organizing of various scripts throughout the mission. They all kept their names, but you may have to search for them. - - Moved map templates. They don't have to be in the unit templates folder. We don't want them there. - - Reworked marker detection. It's even faster now. - - Added a log function for arrays. - - Unified all template files. Makes changing it alot easier for all of us. - - Added a PR templates. We should have done this a long time ago - - PlayerMarker parameter is now enforced by server - - Replaced BIS_fnc_selectRandom with selectRandom - - Replaced type checks with isEqualType - - Renamed AAFKilledEH to invaderOccupantUnitKilledEH - - Changed the way dlc items get detected - - Map templates have been moved to the top level of the mission. - - -================= Known issues ========================== - - - (Destroy Heli Mission) If you manage to steal the truck while it is trying to transport the heli back, the mission will fail (A fix for this is WIP)