Releases: KillahPotatoes/KP-Liberation
v0.963a-Hotfix2
Hotfix 1 worked great. It deactivated BI Revive now if ACE was loaded..... but also (due to a leftover in one if clause) doesn't activated it when there is no ACE. Now it's finally fixed and working as intended. Also tested on a dedicated server with 2 people once with ACE (BI Revive Parameter set to enabled) and it was deativated as intended. And another test without ACE (BI Revive Parameter still set to enabled) and it was enabled and working as intended.
Have fun and I guess we'll have many bugs to fix after release of 0.97 in some months.
- Fixed: Final fix for BI Revive enable/disable automation
v0.963a-Hotfix
Small fix for the current version (no version increment).
There was an issue with the BI revive deactivation on dedicated servers which I had already on our community version, but I missed to push the commit of it. Thanks to some people who complained about it's not working, so that I looked again at it. Thought it were just their ACE settings, as we had this missing commit in our missionfile ^^.
Fixed: BI Revive wasn't disabled on dedicated servers when ACE medical is loaded.
v0.963a
- 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
- Removed: Some old scripts which aren't needed anymore.
- 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.
- 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.
v0.963
- 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.
v0.962
- 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.
v0.961
- 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.
v0.96Hotfix
- Updated: RHS GREF resistance preset. Thanks to FatRefrigerator
- Fixed: Sort function for storage areas.
- Fixed: HC Sector spawn issue.
v0.96
- 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.
v0.955
- 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
v0.954
- 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