Arma 3
Dead's Overthrow
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Update: 22 Jun, 2020 @ 8:52am

-Added in support for BWMod
- Greatly improved/fixed base recon mission (credit to Blanks)
- Fixed missions sometimes appearing multiple times
- A lot of small adjustments to various missions
-Backwards save compatibility for older saves (credit to Blanks)

Update: 21 Jun, 2020 @ 1:25pm

(For all practical purposes) the same as the previous version.

Update: 20 Jun, 2020 @ 10:27pm

-Completely rebuilt how the game keeps track of base vehicle garrisons, will make it easier to manipulate in the future.
-NATO AI can now spend its money to replace vehicles destroyed by players at bases.
-Destroyed base vehicle garrisons are now kept track of with the persistence save.
-Stealing wheels from NATO owned vehicles will set you wanted.
-NATO should not abandon certain vehicles just because they are immobile.
-Fixed vehicles being frozen in time and space when run with VA.
-Reduced profitability of tunicate crafting.
-Significantly increased value of goods produced by factories.
-Nudged a comms base on Tanoa so it no longer overrides the factory.
-Tweaked some weapon selection by Police.
-A bajillion small tweaks that have been fixed/changed/whatever.

Update: 11 Jun, 2020 @ 7:06pm

-Same as previous, just forgot to turn certain debug features off.

Update: 11 Jun, 2020 @ 6:54pm

-Added additional mod compatibility for NIArms All in One.
-Hopefully fixed gang members being invincible.
-Fixed many bugs with the tagging job.
-Potentially fixed some bugs with the AI loot command.

Update: 10 Jun, 2020 @ 3:22am

-Reworked Nato unit loadouts, should now be a lot more consistent across all maps, I.E you shouldn't see men in bright green tropical uniforms in the deserts of Malden
-Reworked how loadouts are chose for the AI, you should see a much greater variety in which weapons NATO troops use
-Reworked Garrisons, higher strength bases will now be significantly harder to attack, hopefully adding some further difficulty without making it overly hard.
-Fixed statics and garrisoned vehicles so they should now almost never flip over/explode when spawned
-Attempt to slightly help with lag, units are now spawned in groups rather than all at once
-Added some new tactical options for the AI to make use of in the mid-late game, what those are ill leave for you to find out.
-Revised/reworked all of the bases on all maps, their starting strength and strategic importance to the AI has been reevaluated along with many (mostly on Tanoa) being moved/removed/added to more sensible locations.
-A ton of various bug fixes I was able to iron out thanks to MDK

A downside to this update is it removes a lot of the mod compatibility with other mods not explicitly required, however the framework has been set to add custom compatibility for at least some of the more popular mods.

Update: 25 May, 2020 @ 11:26am

-Fixed a few errors in the cba_config file.

Update: 23 May, 2020 @ 1:01pm

-Attempted Adding exception for ACEX headless client

Update: 20 May, 2020 @ 8:55pm

-Added ability to fast travel between owned businesses
-Changed business flag to use map specific flag rather than just Tanoa's in all cases.

Update: 19 May, 2020 @ 4:52pm

-Edited virtualization to use better method when creating vehicles so they shouldn't spawn inside of something and detonate anywhere near as often.
-Edited NATO attack helicopter spawn so it spawns flying in air rather then on ground to hopefully stop it from exploding on creation.
-Added in a few more assets to Altis.