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AntiStasi Official Community Edition 2.3.0

26 Jul 16:21
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Version 2.3 - 26th July 2020

Changes from version 2.2.1 to 2.3.0 Antistasi Community Edition

================= Changes with additional information =========================
Overhauled airstrikes to keep the sanity:

  • Halved the number of bombs in any given airstrike, Made the bombs used more sensible. (MK82 for HE, CBU for cluster, Glide bomb for napalm.

New Salvage Mission implemented:

  • In this new mission a ship bound for the rebellion with supplies have been discovered and sunk just off the coast, these supplies are now at the bottom of the sea and about to be recovered by the hostile forces that sunk it in the first place. But all hope is not yet lost, we have a shot window of opportunity to recover theses supplies, by diving down and winching the supplies from the bottom of the sea right underneath their noses. Time is of the essence so hurry and locate a suitable boat with a winch like the motorboat and get our supplies back.

Introduced new Aggro and Warlevel system

  • Aggression is now displayed better, synched correctly and actual playable. Say goodbye to steady 100 aggression.

Adapted QRFs and attacks

  • Adapted vehicle selection for QRFs. The heavier the unit, the later it will arrive in the game.
  • Adapted vehicle amount for QRFs and attacks. These are now heavily dependant on the aggression of the attacking faction. Doesn't mean you wont get overrun sometimes.

Introduced a new Intel system

  • Search enemies and locations for valuable intel on the enemy faction. But be aware that there is nothing without a risk.

Temporary blackscreen for singleplayer

  • As we in the future will seize SP compatibility we have implemented a blackscreen which pops up when joining a SP campaign so players are informed regarding that. The blackscreen only lasts a few seconds and currently people are still able to continue and finish their campaigns.
  • Please note that we advice to play locally hosted MP even if you only want to play on your own. This is more stable, has less bugs and gives you the possibility to adapt parameters to your liking.

Implemented Jeroen Nots Enhanced Debug Console

  • We added an enhanced debug console in which you can save debug commands. To set a name for a saved command, add a comment in the first line. Example: //ThisIsaTitle

============= Major ======================

GAMEPLAY CHANGES

  • New salvage mission integrated
  • Reintroduced fuel trucks as spawning civ vehicles
  • Introduced new Aggro and Warlevel system
  • Deactivated IFA compatibility
  • Introduced a new Intel system

PARAMETER CHANGES

  • Introduced more understandable descriptions for unlockItem and allowFT

MAP CHANGES

  • Chernarus summer overhauled with added assets
  • Chernarus winter overhauled with added assets
  • Livonia overhaul with building adaptations
  • General small overhauls/adaptations for every other map

OTHER CHANGES

  • Implemented Jeroen Nots Enhanced Debug Console
  • Temporary blackscreen for singleplayer
  • Added Czech translation
  • Added French translation

============== Minor ========================

  • Deactivated forced TFAR default radioVolume
  • Added PvP role descriptions
  • Replaced the ingame Antistasi logos on the whiteboard with corresponding heightmaps of the currently played map
  • Added PvP loadout for Takistanis (3CB)
  • Petros now can be moved around like the other HQ assets
  • Added stamina reset to the heal box at HQ
  • Increased boat placement radius at HQ
  • Removed thermals from unlocking on Vanilla
  • Added RDS Civilian Pack detection (Thank you, Mezcal)
  • Deactivated ACE options on the vehicleBox
  • Overhauled airstrikes to keep the sanity
  • Overhauled airport marker colours
  • Removed Civ uniforms as well as such things as IDAP clothing
  • Added more assets to garbage clean
  • 3CB template overhaul (added new assets)
  • Fixed starting items for night combat compatibility
  • Fixed mission dates so the first night has a full moon
  • Adapted QRFs and Heli responses so they are working with the new system and more reasonable/balanced
  • Vehicle mass changes when cargo is un/-loaded
  • Added flight suits to airport crates
  • Improved static placement in milBuildings
  • Changed infinite personal garage to limited (including parameter)
  • Enhanced storing capabilities of faction garage
  • Implemented boundaries to garaging capabilities (distance & enemies)
  • Disabled unlocking of M152 remote detonator from start

================ Groundwork ===================

  • Updated ACRE compatibility
  • Updated performance logging in the RPTs
  • Changed folder structure so all map related assets are in the map template folders
  • Added information to distinguish between sources (Server, Client, HC) in the logs
  • Unified the functions for the lootcreate creation
  • Added documentation in countCA
  • Removed ADV integration as it's not updated anymore
  • Improved template selection system

================ Refactor ========================

  • Refactor of Antenna stuff in initZones
  • Refactor of fn_rebelAttack
  • Refactor of the hint system
  • Refactor of AIVEHinit
  • Refactor/recrite of patrolCA
  • Refactor/rewrite of wavedCA

================ Bugfixes ========================

  • Money exploit regarding AI refunds
  • Contact report issue with ACE
  • Livonia invisible buildings
  • Wrong magazine type in SDKMortar Reb_CDF
  • Incorrect faction names in outpost and airport markers
  • Bugs and performance issues with civ vehicles
  • RHS civ ural not detected as civ vehicle
  • RHS doomsday rounds still spawning
  • More money exploits
  • Wrong message for end mission in some cases
  • Commander role vanishing
  • Visibility of commander eligibility hints
  • Status bar breaking when controlling AIs
  • Give command to "cursor target" not working
  • IFA civ trucks not being recognized
  • Non-blufor crew in blufor vehicle
  • stupid crashing airstrike planes because flying too low
  • Lootcrates can be loaded whilst being undercover
  • Tent retains velocity when being moved
  • Debug log for NATOcrate not working properly
  • Error in JN_fnc_logistigs_getCargoOffsetAndDir
  • Darter drone can be sold for airstrikes
  • War level calculation
  • Disabled snow script because it breaks servers
  • CsatPlaneAA-AFRF issue
  • Breaching script issue with RHS
  • Startup loading issues in local hosted MP
  • Error in the traitor mission script
  • Error in A3A_fnc_savePlayer
  • Error in A3A_fnc_randomRifle
  • Error in SelectIntel
  • Error in waved CA
  • Broken spawn distance decrease button
  • Surrendered soldiers and crates not vanishing
  • WW2 Ai weapon choice
  • Backwards winner/loser params
  • startWithLongRangeRadio not set in SP
  • ACE not overwriting the Antistasi revive system
  • Petros has "build HQ" option at start of campaign
  • Disappearing RHS headgear
  • Leaking groups in createSDKGarrisons
  • Refilling crates which were already emptied after restart
  • Filled ammo trucks after ungaraging
  • Multiple arsenal issues regarding loadouts and sorting
  • Added missing global variable for CSATRepairTruck
  • Fixed inventory transfer for planes and helis
  • Fixed misleading text for loading previous save
  • Fixed 3CB ammo being eaten by the arsenal
  • JNL adaptations for certain vehicles
  • Fixed double-savings on global saves
  • Fixed orphaned and inaccessible saves
  • Fixed marker and flag bugs
  • Fixed disappearing vehicles
  • Fixing outposts needing a road to spawn the truck for the crate
  • Fixed addGarrison variables fucking up
  • Fixed diving gear spawn
  • Fixed Arsenal exploit based on Armas inability to count
  • Deleted vanilla units in RHS modset
  • Improved texts for reinforcement convoy markers which are revealed through intel
  • Fixed navGrid issues with headless clients
  • Fixed convoy depart timer
  • Fixed convoy spawning as they went poof a lot
  • Fixed Arsenal dublication exploit
  • Fixed Hangar spawn issue
  • Fixed AA vehicles not being breachable
  • Fixed airstrike issues
  • Disabled some ACE Group Actions to prevent exploiting
  • Moved VTOLs from helo array to plane array
  • Fixed civ vehicles not being usable as undercover
  • Fixed leadership issue with enemy AI
  • Deactivated enemy patrols from spawning in units (was a reason for AI clutter)
  • Fixed police cars not getting filled with enemy AI
  • Fixed issue with picked up radios not changing to 5km versions
  • Addes seaSpawn and seaPatrol markers to Chernarus Summer and Chernarus Winter
  • Fixed Island markers for Tanoa
  • Fixed slot order for all maps (now greenfor is being shown initially)

================= Code =========================

  • Enhanced Travis for build checking

================= Disclaimer =========================

  • Significant template changes are still underway. You might want to avoid making custom templates for a while!
  • Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.

AntiStasi Official Community Edition 2.2.1

06 Feb 23:52
5acf87b
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Version 2.2.1

Changes from version 2.2.0 to 2.2.1

============= Major ======================

GAMEPLAY CHANGES

  • Re-enabled unit traits.

PARAMETER CHANGES

  • Created parameter to allow unlock of LRs from the start (only regarding TFAR LRs)

MAP CHANGES (OLDER MAPS WILL NO LONGER WORK WITH 2.2 OR ABOVE)

  • Added assets to positions like outposts on Chernarus Winter.
  • Changed vehicle placement on Tanoa positions.
  • Every map now only has 32 slots on the rebel side. Reason: Performance.

============== Minor ========================

  • Disabled unlocked IEDs in Vanilla arsenal.
  • Changed playable Officer roles to TeamLead roles.
  • Enabled further vehicles to be utilized for JNL loading.
  • Added ACE spare barrel recognition.

================ Groundwork ===================

  • Added building from CUP to be recognized as military buildings (also concerning 50. cal placements).

================ Bugfixes ========================

  • Fixed an exploit where guests could grab certain gear using a loadout.
  • Fixed added aggro for hostages/surrenderes.
  • Fixed PvP loadout assignment.
  • Fixed roadblock creation issue.
  • Fixed airstrike issue.
  • Fixed RPT spam based on town road setup.
  • Fixed vehicle saving issue near HQ flag.
  • Fixed weapon spawn issues in loot crates.
  • Fixed issues in snow script (for snow maps like currently Chernarus Winter).
  • Fixed radio tower rebuild issue.
  • Fixed template issue regarding vehSDKTrucks.
  • Fixed Bob's forgotten D.
  • Fixed Zeus not being able to access all assets.
  • Fixed initVar spam.

================= Code =========================

DISCLAIMER - Significant template changes are still underway. You might want to avoid making custom templates for a while!

  • CSAT outposts and airfields are set in fn_initGarrison.sqf now.

AntiStasi Official Community Edition 2.2.0

06 Jan 20:50
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Version 2.2.0

Changes from version 2.1.2 to 2.2.0

============= 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.
  • Random convoys attack roadblocks on their ways.
  • 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.
  • Adapted Antistasi to the new Ace version 3.13.0.

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.
  • Added Chernarus_winter including a snow script as a playable map.
  • Added Anizay as a playable map.
  • Reworked map marker for Altis, Tanoa, Malden, Chernarus_summer 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.
  • Complete overhaul of starting weapons and equipment for all variations of rebel side.
  • Removed non-USAF troops from traitor spawn pool.
  • Added polaris to RHS Blufor PvP vehicle pool.
  • Swapped panzerfaust to RPG-75 for Greenfor RHS rebels.
  • Added an option to disable civilian traffic.
  • Balance pass for "CSAT Punishment" mission.

================ 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.
  • Fixed playable rebell units by stripping them so their initial gear can't be glitched in.
  • Fixed most cases of exploding vehicles when Outposts spawn.
  • Fixed prices for helicopters so they can't be used for a money glitch.

================= 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.
  • Small initVar addition to accept new gear arrays.

================= 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 (The fix for this is WIP)
  • The updated ACE version 3.13.0 maybe has introduced new issues with ACRE. We are investigating and thankful for input.

AntiStasi Official Community Edition 2.1.2

06 Sep 13:41
b78d88f
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Version 2.1.2

Changes from version 2.1.1 to 2.1.2

Improvements

• Clean up README on GitHub
• Implementation of Malden and Livonia to stringtable
• Change of weird variable names
• Update of different mission.sqm’s

Fixes

• Garage wipes
• Lost gear when hit “heal, repair and rearm” whilst being in vehicle
• Unsynchronised buildings
• Punishment is not triggering on dead bodies anymore
• Revert start parameter changes
• Membership fix for Singleplayer
• Error on loot crates
• Start-up error regarding HC
• InitVar for Malden and Livonia

The Blufor version has a hotfix implemented which is not in the master branch of the GitHub. The code changed is the one in c386f55

AntiStasi Official Community Edition 2.1.1

30 Aug 22:18
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Update to version 2.1.1

To shorten the version number and to distinguish this version from 1.4 we changed the version to 2.1.1 as this was the part after 1.4c.

Changelog as of commit 5ac21a7

Changes from version 1.4c2.0 to 2.1.1

Improvements

• Antistasi ported to Malden (beta) and Livonia (beta)
• Resized and repositioned markers in all the maps
• Moved HQ management from the flag to Petros
• Start of localisation as the basis for translated versions
• UI update for readability
• PvP players are not spawning friendly AI anymore
• Members now also can get missions from Petros – not only the commander
• Improved chopper and plane spawns on airfields
• Punishment and logging implemented for friendly fire
• PvP switch time-out enabled
• Loadouts and starting gear overhaul
• Improved ammo truck mission
• Complete overhaul of PvP units
• Multiple functions rewritten for readability

Fixes

• Fixed boat spawning on Malden
• Changed the object of fireX into a tent got rid of clipping through the floor
• Misc items are now unlocking
• Blufor units spawning as Greenfor with 3CB loadouts
• Non-RHS NVGs removed when using RHS
• Loading issue on Linux servers resolved
• Radio tower repair missions working again
• HQ grenade shield re-implemented
• Island-recognition for maps with multiple islands fixed
• Static weapons in outposts couldn’t be manned by AI
• Static weapons at airfields can be stolen
• Russian aircraft spawning in Armia Krajowa fixed

AntiStasi Official Community Edition 1.4c2.0

10 Aug 01:40
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First proper release of the AntiStasi Community Version of AntiStasi 1.4

Bugfixed and translated version of AntiStasi based on Barbolani's version 1.4.0.2.

Changelog as of commit 480bf7a

Improvements this version

  • Support for 3CB - You can now play as the British Armed Forces (not working in Blufor mission)
  • PvP players can get into the passenger seats of vehicles (i.e - they can be taken captive)
  • Undercover is much more likely to be broken by outposts at higher war levels
  • Arsenal categorization is significantly improved. Fewer items will be wrongly in the 'Bipod' section.
  • HEMTT Cargo and HEMTT Flatbed added to the list of trucks in Vanilla.
  • The Heal and Repair box now removes vehicles and players from the wanted list
  • The Heal and Repair box now has a 30 second cooldown timer. No more spam-healing.

Fixes this version

  • Vanilla police replaced with RHS police where appropriate
  • Players no longer start with guns appropriate to their role (No more free guns)
  • Bodies now vanish when players disconnect
  • Apex Jeeps replaced with Offroads (to remove dependency on DLC)
  • Civilans now correctly increase Occupant aggression if shot in limbs
  • Players are no longer rewarded for killing civilians in singleplayer
  • Players no longer have rifleman radios during WW2
  • German radios no longer vanish during WW2
  • Dogs can no longer detect you from the other side of the world (100m reduced to 20m)
  • Player loadouts are removed for players that disconnect while unconscious or downed
  • Only rebels can save - no more BLUFOR loadouts sneaking onto the rebel side
  • Supply missions no longer claim you can sell supplies.
  • Marker text and colours should update more reliably when changing side
  • Roadblocks no longer spawn two flags
  • Times on missions should no longer be missing 0s (13:07, rather than 13:7)
  • Petros no longer has 'Build HQ on him' when he dies.
  • Sleeping bag is less likely to clip into the ground (still happens rarely)
  • Vehicles are much less likely to fly off into the sky while you're placing them.
  • Many, many fixes for personal saving. It's now more reliable than ever.
  • Undercover no longer works in airports (no stealing helicopters early-game)
  • Another fix for commander getting stuck on none
  • Objects placed near HQ like bunkers no longer wander off when you reload

AntiStasi Official Community Edition 1.4c1.04 - outdated

09 Aug 11:27
480bf7a
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Bugfixed and translated version of AntiStasi based on Barbolani's version 1.4.0.2.

Changelog as of commit d3bfecf

Improvements

  • Improves moveHQObject reliability
  • Fixes Arsenal duplication issues
  • Fixes civs being able to be killed without penalty
  • Fixes killing guard dogs damaging prestige
  • Fixes multiple singleplayer bugs
  • Fixes box/flag/map not moving when placed
  • Adds cleaning Occupants and Invaders groups to the debugging loop
  • and a hand-full more

AntiStasi Official Community Edition 1.4c1.03 - outdated

09 Aug 11:27
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Bugfixed and translated version of AntiStasi based on Barbolani's version 1.4.0.2.

Changelog as of commit 3bb6b45

Improvements

  • Petros gets respawned automatically if he for some reason vanishes
  • Frequencies of SR and LR don't change when you enter the Arsenal
  • Improved commander assignment reliability on connect
  • Empty groups get deleted --> most likely no more group-bug after a few hours of gameplay
  • Money saving fixed
  • roadsDB.sqf added for Chernarus
  • multiple-engineers-in-group-problem fixed

AntiStasi Official Community Edition 1.4c1.02 - outdated

09 Aug 11:26
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Bugfixed and translated version of AntiStasi based on Barbolani's version 1.4.0.2.

Changelog as of commit 5c48598

Improvements

  • ADV - ACE Medical support
  • Add validation stepp to savePlayer
  • Improved vehicle placement and building system
  • Fixed commander not being reassigned
  • Fixed arsenal bug regarding magazine UI
  • Prevents non-members becoming commander
  • Fixed campaign saves failing

[Broken] AntiStasi Official Community Edition 1.4c1.01 - outdated

09 Aug 11:24
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There is a known issue with this build: Your campaign will not save. This issue is fixed in 1.4c1.02.

Bugfixed and translated version of AntiStasi based on Barbolani's version 1.4.0.2.

Changelog as of commit cc212cf

Improvements

  • Players save on disconnect
  • Commander can pass command to someone by resigning while looking at them
  • Vehicles are teleported along with players when outside member leash range
  • Placing vehicles from the garage is more reliable
  • Building fortifications UI improvements
  • Ammo is now accessible when X magazines is reached, rather than 500 rounds
  • Notification when a player is given temporary membership
  • Notifications removed when a player joins BLUFOR/OPFOR
  • Translated version is backwards compatible with original Antistasi 1.4
  • Add a light to the flag

Fixes

  • Shooting from vehicles should now always break undercover if in range of a city or enemy
  • Undercover Friendly NPCs should drive on roads always
  • Mission convoys should bug out less (Still not perfect)
  • Civilians no longer shout orders to each other
  • ACE removed from mod blacklist in singleplayer
  • Object moving in the HQ should bug out less
  • Player saves no longer carry over from previous campaigns
  • Camping light no longer loses actions (replaced with sleeping bag)
  • Static weapons always spawn the correct bags, in more sensible places
  • Non-commander admins can give temp membership
  • Arsenal sorting now works, alphabetically and by count
  • Arsenal bug where items temporarily stop being unlimited
  • Reduce number of groups left around
  • Curator modules added to all maps
  • Fix IFA Detection in WW2
  • Several exploits
  • Several runtime errors