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Releases: KillahPotatoes/KP-Liberation

v0.953

12 Jun 05:27
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Github Releases (by Release)

  • 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

v0.952

03 Jun 23:10
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Github Releases (by Release)

  • 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

v0.951

28 May 14:10
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Github Releases (by Release)

  • 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

v0.95

21 May 23:24
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Github Releases (by Release)

  • 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 into kp_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 with remoteExec
  • 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

v0.94 Hotfix 1

20 Mar 08:14
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Github Releases (by Release)

  • Removed Apex dependencies on Chernarus missionfile (custom chimera base had two apex rocks)
  • Removed Apex dependencies on Taunus missionfile
  • Fixed custom flag texture not applied after savegame load
  • Fixed Mapmarker disable won't work

v0.94

16 Mar 17:31
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Github Releases (by Release)

  • 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
  • Replaced old hostile markers (exclamation marks) with a unit count sensitive area marking system
  • Removed dependencies on Takistan missionfile
  • Tweaked the 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

v0.931 Chernarus Missionfile

10 Mar 10:04
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v0.931

07 Mar 10:33
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Initial Release

06 Mar 17:11
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Github Releases (by Release)

  • Added the kp_liberation_config.sqf with some additional config values
  • Added ACE support
  • Added fuel consumption script
  • Moved the classnames_extension.sqf to a preset system
  • Added preset system (will grow with more maps) to choose between different classnames_extension presets
  • Added a custom.sqf in the preset system, where you can adjust everything to your liking (like editing the old classnames_extension.sqf)
  • Tweaked the player group organisation (group changing via extended options ingame still enabled)
  • Added BI Revive System. Activate it via Parameters in the MP Lobby if you don't use ACE
  • Added an option in the mission parameters to disable the whole mapmarkers and disable the function in the extended options for every player
  • Removed Farooq's Revive

v0.93 Hotfix

06 Mar 19:43
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Fixed BI Revive Error

If you start the mission not from the editor or dedicated server, you've
gotten an error message. So I moved the params directly into the list
without include. Nice side effect is, that you can adjust the default
values now without problems.