Arma 3
Impasse Total War - Altis
Showing 21-30 of 37 entries
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Update: 12 May @ 5:46pm

- Fix - command menu option broken

Update: 12 May @ 2:13pm

- Add - reworked the supports menu (0-8) adding 'supports', 'transports', and 'commander'
- Add - added player requested artillery (0-8-3-3)
- Add - added player requested Close Air Support (CAS), bomber and helicopter variants (0-8-3)
- Add - added player requested transport truck which can also deliver new teammates (0-8-4-2)
- Fix - on loading a saved game, don't load in all the old bases to improve performance later in the game when lots of bases exist. You can cause unloaded bases to be loaded by fast traveling to them.
- Fix - turn down vehicle spawn rate slightly
- Fix - speed up flag capture if no enemy are in the zone
- Fix - don't despawn vehicles sitting idle (stuck) if they are in the zone they are supposed to be capturing/defending
- Fix - add tooltips to show full faction name so long names can be fully seen

Update: 9 May @ 8:07am

- Add - added support for UVO mod (Unit Voice Overs)
- Fix - bug in garrison causing zone not to advance once all objectives captured
- Fix - bug in vehicle parsing seen in CFP vehicles causing some non-ai vehicles to be selected
- Fix - bug in civilian behavior if zone had no buildings
- Fix - allow fast travel/repair at flag/garage pad at flag at >90% instead of only at 100%
- Fix - fast travel to/from garage pad now asks squad leader if teammates should be brought along

Update: 9 May @ 8:05am

Update: 6 May @ 7:30pm

Hot Fixes:
- Add - pause dedicated server if all players disconnect
- Fix - improvements to garrisoned units, they now close doors and do a better job being on the floor (as opposed to under or in the floor)
- Fix - deploying airfield broke fast travel
- Fix - deployed airfield was not being saved between game sessions
- Fix - could not retrieve stored vehicles at the mechanic
- Fix - saved vehicles were not being saved between game sessions
- Fix - added another option for how many objectives "less" and tweaked the objective find algorithm to try to keep more spacing between objectives especially when using less objectives
- Fix - when delivering units and are at an already captured base, the warning letting you know it's already captured wasn't showing on clients
- Fix - driverless vehicles (as found in SPE CDLC) broke the mission
- Fix - attack vehicles and dual purpose vehicles (attack and transport) were swapped causing non-transport vehicles to spawn for transports
- Fix - on first game play (not loading from a save), garage pad icon and repair functionality not working.
- Fix - HCC (High Command Controller) squads created from teammates were being controlled by the mission. They now stay under player control.

Update: 5 May @ 1:51pm

- New Maps - Ivanivokova, Madrigal
- New Feature - new garrison options (none,few,many) to have units move into buildings in objectives they own when no enemy near the objective.
- Add - added option to have some friendly troop stay back at base for players to transport to the front lines (for players who like flying/driving)
- Add - added notice board by garage pad of contested flags, garage is now access from here instead of flag and allows fast travel back to the nearby flag
- Add - moved vehicle repair to the garage pad instead of around the flag (repair available if stopped and 'Fast travel in vehicle' shows in actions)
- Add - garage pad marker is now blue when accessible, and gray when not. Fast traveling to objective with gray garage marker will use parachute.
- Add - fast travel between garage pad and flag now possible
- Add - fast travel in vehicle from any repair point (garage pad of captured objectives, or repair point in bases)
- Add - added a "Very Few" option to number of vehicles which is half as slow spawn rate as "Much Less" for the attack vehicles.
- Fix - vehicle textures added when using 'choose specific vehicles using the garage interface' parameter weren't being applied to AI vehicles
- Fix - fast travel with unconscious AI could leave the AI unable to be revived - fix is to heal all ai that are traveling with you
- Fix - give more weight to the number friendly vs enemy ai count param, and add one for even less friendly ai
- Fix - on capture of zones, delete AI far from player so they are available to populate the new contested zones
- Fix - if player currentPilot ejects from aircraft, teammate AI in same vehicle should eject
- Fix - if static weapons run out of ammo, the gunner exits the vehicle or a bit, then the static refills
- Fix - fast travel in vehicle from repair points not available after respawning
- Fix - selecting a predefined loadout from the load cabinets when using 3CB factions was giving empty uniform/vest/backpack
- Fix - limit large maps to max of 50 AOs (adjusted by parameter for number of objectives)
- Fix - bug causing enemy reinforcements to get checked every 10 seconds instead of every 2 minutes
- Fix - don't spawn the Mi-6 helicopter in the base as it's just too big
- Fix - improvements to units getting into/out of player vehicles for player driven transports
- Fix - many smaller bugs squashed

Update: 24 Apr @ 10:12am

- Add - added option for vehicles to be air-dropped into objectives that don't have valid land route (can be disabled in parameters)
- Add - infantry in water for 8 minutes or more will be deleted
- Fix - ejecting from aircraft not opening parachute
- Fix - if you have access to zeus and die quickly multiple times in a row, you could lose zeus access
- Fix - get working with Tinter Furniture mod so placed bases aren't surrounded by furniture
- Fix - unit spawn bug causing system to slowly stop spawning units
- Fix - adjust AI spawn rate based on max units allowed on the map (really large number of AI were being throttled)
- Fix - spread out vehicle spawn positions on roads a bit as the sometimes collided
- Fix - cleaning up dead units did not delete empty groups
- Fix - unstuck handler wasn't pausing when game paused

Update: 20 Apr @ 3:53pm

- Fix - HC slots were not set to playable

Update: 20 Apr @ 12:30pm

- New Maps - Chernarus (Autumn,Summer,Winter), United Sahrani, Everon, Nogova
- Add - added Headless Client support. It needs to be enabled in parameters. (code from Gandalf)
- Add - added ability to fast travel in vehicles using vehicle repair points (in base or near flag)
- Add - increase number of AI allowed to 300 (150 each side, useful when using headless clients)
- Add - support for adding units to your team in the garage (vehicle positions in upper right)
- Fix - laser designators not showing in full arsenal
- Fix - improve the stuck unit handling to push for newly spawned vehicle to move more quickly
- Fix - bug placing statics when extra buildings feature was turned off
- Fix - bug when reviving disabled in parameters
- Fix - remove 'respawn' backpacks from the arsenal since this mission doesn't support them
- Fix - vehicles chosen with garage interface at mission start aren't in garage after save/load
- Fix - improve troop unloading as approaching objectives (land vehicle react better, heli slow down and keep low)
- Fix - player's helicopter dropping parachutes when returning to base to repair
- Fix - add gray outline around flag markers on screen to help see when flag is dropping when only 1 objective is active
- Fix - when unloaded, airfield crate could bounce into vehicle causing damage
- Fix - infantry using static weapons would no longer be managed by the infantry manager
- Fix - empty parachutes appearing behind helicopters
- Fix - when using OPTRE (Halo) covenant units, the grunts would rarely spawn (now allow unarmed units from Covenant, HL_Zombies, or RyanZombie factions) To get more grunts you may also need to 'select units' on the faction selection screen and choose all the grunts, but only a couple hunters, elites, jackals).
- Fix - mission hanging create AOs if statics chosen from garage interface for either team
- Fix - mission was trying too hard to place statics and could take 3+ minutes to give up if no flat ground in the objective

Update: 13 Apr @ 8:10pm

- Add - added option to have ai use static weapons in the zones (including mortars or not)
- Add - added option to disable stamina
- Add - when fast traveling, if you are squad leader and have AI, you can choose to bring the AI with you or not
- Fix - fix support for OPTRE WBK Expansion - wasn't using all units
- Fix - new game y/n question was triggering Zeus mode if Y is zeus key (caused player not to be able to select objective locations)
- Fix - choosing objective locations didn't work if player is faction without a map
- Fix - adjust number of artillery shells fired to account for how many objectives per zone there are.
- Fix - artillery timing wasn't converting desired minutes into seconds of delay (was firing way to frequently)
- Fix - artillery wasn't correctly avoiding friendly fire
- Fix - stuck unit fix now moves units standing still less frequently and shorter distances than vehicles
- Fix - don't allow 'divers' (swimmers) to be chosen for random units