Releases: KillahPotatoes/KP-Liberation
Releases · KillahPotatoes/KP-Liberation
v0.953
- 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
- 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
- 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
- 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 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
v0.94
- 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
v0.931
Initial 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
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.