Arma 3
Ravage Altis Wasteland
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Update: 9 Jan, 2019 @ 3:29am

-Replaced current VD's bandit camp system with his new improved one
-Added VD's randomized shipwreck spawner that can contain high end loot (found randomly on the shores)
-Included VD's heli-crash sites
-Added horse-mod as a dependency to allow people to ride horses in game :)
-Added hideouts
-Updated scenario along with using VD's latest scripts

Update: 6 Nov, 2018 @ 7:06pm

V1.7
-"Manually placed vehicles" can no longer be damaged
-Added more "manually placed" vehicles (Visiting the survivor camps will let you know what i mean :D)
-Fixed an issue where you couldn't buy nor sell stuff to weapon traders in a survivor area
-Added a "hidden respawn camp" item to a survivor area that didn't have it
-Increased chances of getting loot from lootable items

Update: 31 Oct, 2018 @ 8:46pm

-Bandit camps are now dynamically randomized and will disappear if player is not near it for certain amounts of time (will reappear somewhere else)
-Allowed players to earn banknotes for each zombie killed
-Increased mod requirements due to the newly implemented random bandit camps that require it

Update: 31 Oct, 2018 @ 8:20pm

Ignore!

Update: 21 Aug, 2018 @ 9:44pm

-Added more starting respawn points
-Removed starting respawn point (players will no longer spawn at the small survivor camp)
-Small starting survivor camp is now a "survivor area" that players can find
-Re-created story to accompany the new starting respawn points

Update: 11 Jul, 2018 @ 11:33am

-Removed the "flashlight" box and went back with the old chemlight boxes
-Added weapon flashlights to go alongside the chemlights
-Removed random radioactive areas due to safe zones failing to exclude them for some reason (will put back in if problem is solved)
-Added radioactive water and rain to replace random radioactive areas
-Reduced default activation distance for ai to match vehicle activation distance (both right now being 350m)
-Reduced activation distance multiplier (to improve performance)

Update: 8 Jul, 2018 @ 10:33pm

-Issue with survivor guards and traders not staying still should be fixed
-Removed ai vehicle patrol for now until I can find a way to lessen their presence (found 8 Car patrols under 5 minutes in cities and such)

Update: 7 Jul, 2018 @ 8:13pm

-Added zombie blacklists & bigger safe zones to large survivor areas to improve performance
-Forced survivor guards to "stand up" at all times (Just so that they can actually hit something and not "wuss out")

Update: 7 Jul, 2018 @ 2:04pm

-Replaced all "Chemlight" boxes with ones containing flashlights from Brick's "flashlight mod"
-Fixed a problem where certain gates to survivor areas won't open

Update: 6 Jul, 2018 @ 2:19pm

-Added a "chemlight box" to each friendly survivor area
-Added loot storage boxes to each friendly survivor area