4.4+ Altis Life is soooo damn dynamic. Enablefatigue = false; //Set to false to disable the ARMA 3 fatigue system. Disable new 1.54 stamina system/sway system. I think this will define those who think Arma is a simulation and those that think it is a game. The biggest frustration is that there is no option for turning the stamina system off - it has been forced on everyone. I haven't experienced the sway yet - I could not play long enough to experience.
(Redirected from ARMA 3: Contact)
ARMA 3 | |
---|---|
Developer(s) | Bohemia Interactive |
Publisher(s) | Bohemia Interactive |
Director(s) | Joris-Jan van 't Land Jay Crowe |
Producer(s) | Marek Španěl |
Programmer(s) | Ondřej Martinák Vojtěch Hladík |
Artist(s) | David Zapletal |
Composer(s) | Ondřej Matějka Grigorij Tolkačev Nathan McCree |
Series | ARMA |
Engine | Real Virtuality 4 |
Platform(s) | Microsoft Windows[1] |
Release | Microsoft WindowsOS X, Linux
|
Genre(s) | Tactical shooter |
Mode(s) | Single-player, multiplayer |
ARMA 3 is an open-world, realism-based, military tactical shooter video game developed and published by Bohemia Interactive. It was released for Microsoft Windows in September 2013, and later announced for macOS and Linux in August 2015.[4]
ARMA 3 takes place in the mid-2030s, on the islands of Altis and Stratis in the Aegean Sea,[5] and the South Pacific island of Tanoa. The islands feature photo-realistic terrain and water environments. Altis is the largest official terrain in the ARMA series with ground area covering approximately 270 square kilometres (100 sq mi). The smaller island, Stratis, expands over an area of 20 square kilometres (7.7 sq mi).[6]
The single-player campaign has the player take control of U.S. Army soldier Corporal Ben Kerry. During the campaign, the player will face everything from lone wolf infiltration missions to the commanding of large scale armored operations. The player will be able to choose different objectives and weaponry (such as UAVs, artillery, and air support) according to their play style.[7][8][9]
- 1Synopsis
- 3Downloadable content
- 5Controversies
Synopsis[edit]
Setting and characters[edit]
The island of Lemnos served as the inspiration of the island of Altis.
Flag of Altis and Stratis
ARMA 3 is set in 2030s, when a new Eastern military alliance, known as the Canton-Protocol Strategic Alliance Treaty (CSAT), led by Iran and China, is growing in global influence, while the North Atlantic Treaty Organization (NATO) is on the decline.
The main singleplayer campaign, The East Wind, is set on the Republic of Altis and Stratis (Altis for short), a Mediterranean island nation comprising the islands Altis (based on Lemnos) and Stratis (based on Agios Efstratios). In 2026, a civil war erupts on Altis following a coup d'etat by the Altis Armed Forces (AAF). In 2030, a ceasefire is declared. A loyalist rebel group, the Freedom and Independence Army (FIA), rejects the new military government and wages a guerilla campaign against the AAF. NATOpeacekeeping forces are deployed to Altis, establishing a US-led joint NATO-AAF peacekeeping force, Task Force Aegis (TF Aegis). Five years later, NATO investment in the Aegean dwindles, and CSAT begins to subsidize the AAF and mobilizes its own forces in the Pacific. With the peacekeeping mandate nearing its end, NATO begins to withdraw from Altis, and tensions rise between AAF and NATO.[10][11]
The DLC campaign, Apex Protocol, added in the ARMA 3: Apex expansion, is set on the Northern Division of a South Pacific island group nation known as the Horizon Islands Federation. The division is commonly known as Tanoa, the largest island in the division. The campaign takes place after the events of the base game campaign, following the regroup with NATO ending.
Remnants of War is a story-driven DLC campaign added in the Laws of War DLC. The story focuses on Nathan MacDade, an EOD technician working for the International Development and Aid Project (IDAP for short), a humanitarian NGO. Other scenarios are explored as Nathan reminisces about past events. Some actions the player can take have moral consequences, which are reflected in the ending.
The main player character of the singleplayer campaign is Corporal Ben Kerry, a US Army soldier deployed on Stratis. Players also play as Sergeant Conway during the prologue. Other major NATO characters include Staff Sergeant Adams, General Armstrong, as well as Combat Technology Research Group (a NATO spec ops group, CTRG for short) personnel Captain Scott Miller, and Miller's second in command Lieutenant James. Major FIA characters include Kostas Stavrou, leader of northern FIA forces, and Nikos Panagopoulos, an FIA head. Players play as CTRG Group 15 operators in Apex Protocol.
The East Wind[edit]
In 2034, a firing incident between the AAF and FIA leads to the breakdown of the ceasefire between AAF and FIA, eventually escalating into open warfare. NATO-AAF relations deteriorate, and NATO peacekeeping is reduced to the smaller island of Stratis only. By 2035, NATO prepares to fully withdraw from Stratis.
On July 7, 2035, the AAF suddenly attacks the remaining NATO forces on Stratis, destroying their bases and killing their commander.[N 1] Corporal Ben Kerry and Staff Sergeant Adams attempt to regroup with NATO survivors, but Adams is killed by a landmine. Kerry and other NATO survivors eventually regroup under a group of British special forces led by Captain Scott Miller. Miller organizes a number of guerrilla missions to weaken the AAF, to little effect, while Miller's own team conducts many clandestine operations. Miller manages to contact NATO command and arranges for a re-invasion of Stratis. To assist with the invasion, Miller leads the survivors to take control of a town on Stratis. However, CSAT reinforcements foil the operation, and Miller orders the survivors to head to Altis on two boats he prepared in a small cove. Miller states that the survivors will link up with the FIA upon arriving at Altis, but AAF attack jets attack and destroy the boats before they arrive at Altis.
Kerry wakes up on Altis and manages to reunite with Miller. Kerry is taken to the FIA and given charge of an FIA squad to help them carry out numerous guerrilla missions on Altis. Later on, the FIA learns that NATO main forces will be invading Altis, and plans their own operation to assist NATO. During the operation, Kerry witnesses NATO gunships firing on FIA forces, killing FIA commander Kostas Stavrou. Kerry manages to call off the attack through a downed NATO pilot. The next day, NATO commander Colonel Armstrong meets with Kerry and tells him that they were unaware of the FIA's activities on the island. When Kerry asks about Miller, Armstrong responds that he has no knowledge of Scott Miller, and that British forces left Stratis many months ago.
Armstrong, under the callsign 'Crossroads', orders Kerry to lead an FIA squad and assist in NATO operations. NATO manages to push back both AAF and CSAT forces, securing most of Altis. Crossroads confirms that Miller is not hostile, but he warns Kerry to avoid Miller and his team. During this time, tectonic activity on Altis increases sharply.
With the AAF on the verge of defeat, CSAT largely withdrew from the situation. As Crossroads orders all NATO forces to regroup for one final offensive, Kerry is suddenly contacted by a dying Lt. James, Miller's second in command, who provides his location to find him. Kerry can either regroup with NATO or disobey orders and find James.
If Kerry regroups with NATO, Kerry is ordered to lead a reconnaissance squad to mark out enemy positions and spearhead the offensive. Shortly after the offensive begins, the AAF surrenders unconditionally. An epilogue set six weeks later shows peace returning to Altis, while Kerry, now Sergeant, works with the continued NATO presence to maintain peace.
If Kerry looks for James, Kerry finds him at the site of a failed assault by Miller's team on a secret CSAT facility. James orders Kerry to find a truck loaded with a special device and take it to Miller, before dying. Kerry fights through CSAT special forces in the facility, finds the truck, and brings it to Miller. Kerry confronts Miller about his manipulations and the nature of the device, but Miller only hints that the device is responsible for the recent tremors. As they talk, CSAT suddenly launches a massive invasion against both NATO and the AAF, forcing NATO into withdrawal. Miller initially promises to return for Kerry after he takes the device off the island, but breaks the promise after he leaves, leaving Kerry alone to find a way off the island.
Apex Protocol[edit]
Following a major tsunami known as the Pacific disaster, the paramilitary crime syndicate, the Syndikat, rose to power in several regions on Tanoa. Finding the Syndikat's rapid expansion suspicious, NATO sends in CTRG Group 15 to investigate.
CTRG Group 15, under callsign 'Raider', deploys on Tanoa and conducts several operations against the Syndikat, destroying a Syndikat ammo depot and ambushing a Syndikat convoy. They discover evidence of CSAT support of the Syndikat. During an operation to capture the Syndikat's leader, Solomon Maru, Raider instead finds that they've been led into an ambush by the Chinese CSAT special forces Viper Team. Raider manages to escape from the ambush.
Following the ambush, Raider conducts an operation to rescue CTRG asset 'Keystone'. Keystone turns out to be Captain Scott Miller, leader of CTRG Group 14, who had been tracking the special CSAT device since it left Altis, which is a tectonic weapon codenamed 'Eastwind'. Miller believes that Viper deployed Eastwind on Tanoa, causing the Pacific disaster, and supported the Syndikat, all to destabilize Tanoa.
After rescuing Miller, CTRG raids a Viper black site on Tanoa to retrieve Eastwind. They find the black site already attacked and abandoned; Syndikat double-crossed CSAT before CTRG arrived, holding Eastwind ransom to blackmail against CSAT. CTRG did however recover files about CSAT's 'Apex Protocol,' which involves using operatives to destabilize strategically-important nations so CSAT can provide assistance and foster CSAT support.
CTRG tracks Eastwind to a large port, where CSAT attempts to deal with Syndikat to recover Eastwind, while Maru arms Eastwind. CTRG quickly attacks, fighting against both Syndikat and Viper, and manages to kill Maru, disarm Eastwind, and secure the device. Following the operation, CSAT's Apex Protocol is exposed to the whole world, leading to international condemnation, while Eastwind is now in NATO's possession.
Remnants of War[edit]
Days after the end of the NATO invasion of Altis, a civilian mechanic from the Altis town of Oreokastro returns to the town, after hearing news that his missing brother had appeared at the town's church in a recent firefight. As he searches the church, he is killed by a landmine.
Several days later, journalist Katherine Bishop conducts an online interview with Nathan MacDade as he works on the disposal of explosive remnants of war at Oreokastro. Oreokastro, formerly a major FIA garrison and the site of an IDAP camp, was completely destroyed during the war and is now a ghost town. Nathan reminisces about Oreokastro's past as he conducts his work, and tells five stories surrounding Oreokastro during the war.
- In the first story, after the breakdown of the FIA-AAF ceasefire, NATO peacekeeper Staff Sergeant Adams led a TF Aegis squad to secure a NATO airdrop intended for the Oreokastro IDAP camp, and repelled an attack from FIA bandits.
- In the second story, a FIA fighter from Oreokastro, Alexis Kouris, sets up defenses around Oreokastro after the AAF announced their plans to assault the town.
- In the third story, Nathan recounts a rumor that a squad of supposed CSAT special forces parachuted in near Oreokastro and designated FIA positions in the town for an AAF cluster bomb air strike, destroying much of the town. Nathan notes that NATO casings were discovered on site, and it is implied that the special forces may have been Miller's CTRG team instead.
- In the fourth story, Markos Kouris, Alexis' brother and a non-combatant at Oreokastro, was heavily injured by the AAF air strike. As the AAF assaults the town, Markos limps his way to the IDAP camp at the town church, and was eventually evacuated. The town is abandoned after the assault.
- In the final story, set during the NATO invasion of Altis, AAF officers Lieutenant Antoniou Dimitriou and Major Gavras were overwhelmed by NATO-FIA forces and were pushed back to Oreokastro. The two defend themselves at the town's church, and deploy landmines for self defense. They withstand the attack and extract. Alexis is one of the casualties in the assault, leading Markos to search the church after the war, resulting in him being killed by leftover landmines.
Back at present, Katherine asks Nathan about who he thinks is most responsible for the destruction of Oreokastro: NATO, CSAT, AAF, FIA, or nobody. After Nathan responds, Katherine shows Nathan a draft of her report on the impacts the war had left on the life on Altis, the contents reflecting on the player's actions throughout the campaign. As Nathan completes the EOD operation, he bides Katherine farewell as he and his team pack up and leave Oreokastro, proceeding to their next cleanup site.
Development[edit]
Jay Crowe was the game's creative director and provided some voice acting for the game.
Bohemia Interactive officially announced the development of ARMA 3 on May 19, 2011.[12] In June 2012 an alpha version of the game was demonstrated at E3.[13] In August 2013, Bohemia Interactive announced that they will release three downloadable content episodes for free after the game's initial launch.[14] An alpha version of the game was released on March 5, 2013, allowing players to experience the game during development, as well as assist in development by reporting bugs and giving feedback on their experience. The beta version was released on June 25, 2013, and anyone who owned the alpha would have their copy automatically upgraded.[15] The final version of ARMA 3 was launched on September 12, 2013. At its launch, ARMA 3 featured more showcase missions and the large island of Altis.[16]
ARMA 3 uses a new version of Bohemia Interactive's Real Virtualitygame engine.
Downloadable content[edit]
Zeus[edit]
In February 2014 the first, free DLC for the game, entitled Zeus, was announced. It allows players to use the game's Zeus mode in multiplayer where the player(s) designated as Zeus gain god-like powers and can control scenarios in real time using a full 3D overview of the match reminiscent of the game's Eden editor's primary interface.[17]Zeus was released on April 10, 2014.
Karts[edit]
Bohemia Interactive featured an April Fool's joke video on April 1, 2014. It announced a DLC Karts that would add a Go-kartracing into the game. The video was a parody of Jean-Claude Van Damme's Splendid Split video using the character of Scott Miller. The video became popular and fans liked the idea so Bohemia Interactive released the DLC on May 29, 2014. The DLC added 20 types of Karts and objects useful for creating tracks and driver models. ARMA 3: Karts is the first paid DLC for ARMA 3.[18]
Helicopters[edit]
The Helicopters DLC is second premium DLC for Arma 3 and was released on November 4, 2014. Content exclusive for owners of this DLC includes two new heavy transport helicopters, a single-player scenario and time trials.[19]
The DLC was also accompanied by a platform update, which added new mechanics including firing from passenger seats of vehicles, sling loading with helicopters and an advanced flight dynamics model which is an improved version of the flight model from another Bohemia game, Take On Helicopters.[20]
Marksmen[edit]
Marksmen is a premium DLC for Arma 3 released on April 8, 2015. Owners of the DLC get access to new equipment including new weapons, scopes, ghillie suits and single-player content.[21]
The DLC was supported by an update for Arma 3, which included new mechanics for weapon resting, bipods, recoil, AI suppression and sound scape alongside new content and a game mode called End Game.[22]
Apex Expansion[edit]
ARMA 3: Apex is ARMA 3's first expansion, released on July 11, 2016. It was announced as part of Bohemia Interactive Roadmap for ARMA 3 in 2015-2016.[23] The expansion includes some free features for users which optimize the game and act as a visual update as well. The main features for this expansion are:
- Tanoa – A new map for ARMA 3 set in the South Pacific Islands with an overall map size of 100 square kilometres (38.6 sq. mi).[24]
Jets[edit]
Arma 3: Jets is the first piece of DLC developed in cooperation with a partner, Bravo Zero One Studios, adding gameplay improvements and new units to the game including planes and an aircraft carrier. It is included as part of DLC Bundle 2 and was released on May 16, 2017.
Some of the aircraft included in the Jets DLC are the The F/A-181 Black Wasp II, F/A-181 Black Wasp II (Stealth), To-201 Shikra, To-201 Shikra (Stealth), A-149 Gryphon And the Sentinel UCAV. The DLC also includes many performance changes and the addition of a new interactive object; the USS Freedom.
This DLC also includes a large sensory overhaul, changing the way radar, laser and missile tracking functions. Some of the other overhauls included in the DLC include an extended damage model and a dynamic load out system.
Malden 2035[edit]
To celebrate the 16th Anniversary of Operation Flashpoint, Bohemia Interactive announced it was working on a full recreation of one of the game's maps: the fictional Mediterranean island of Malden. It contained new assets as well as many already created for Altis and Tanoa, and was released free for all game owners in June 2017.
Laws of War[edit]
This DLC was developed Bohemia Interactive's new studio in Amsterdam, Netherlands under the code-name Orange, and pursued an aspect of warfare not often covered by other games. This DLC was released on September 7, 2017.
The DLC added many new features, including a new faction called the International Development and Aid Project (which specialises in rapidly responding to crisis requiring humanitarian aid), a new miniature campaign for users to play, new vehicles, two new unmanned aerial vehicles, an APERS Mine Dispenser, cluster munitions, and various new clothing items.[25]
Tac-Ops Mission Pack[edit]
This DLC is included in DLC Bundle 2 and was released in late November, 2017. It includes three distinct singleplayer military 'operations' (essentially mini-campaigns), each focusing on different aspects of ground combat. Each operation requires careful planning in order to succeed (as all decisions the player makes can affect the outcome) but all offer high replayability.
Other features include an 'After Action Report' video, which includes insights for each operation from one of Bohemia Interactive's military consultants, new music tracks, new Steam achievements, and improvements to the game's scripting system in order to help players more easily create complex scenarios.
Tanks[edit]
The Tanks DLC is a premium DLC released on 11 April 2018 focusing on armoured assets. Premium content includes three vehicles and a mini-campaign. Accompanying platform update brought new handling and damage models for vehicles alongside expanded anti-tank launcher systems and additional content.[26][27]
Global Mobilization[edit]
This DLC was released on 29 April 2019. It includes a 10 mission singleplayer Campaign, three new factions (West Germany, East Germany, and Denmark), 42 new vehicles (with new variants), 21 weapons (with new variants), 'various' infantry clothing, new terrain and gear, and 17 multiplayer scenarios.
The DLC is set in Cold War West and East Germany during the 1980s, which includes the new map of Weferlingen which is 419 km2 (162 sq mi) and adds a new building style and 'fresh feel' to the Arma 3 series.
Contact[edit]
Contact is an expansion released on 25 July 2019 set in the fictional Eastern European country of Livonia in form of a new 163 km2 (63 sq mi) map.[28] The DLC brings two new factions, the Livonian Defense Force and Russian Spetsnaz, along with new weapons and equipment.
This DLC also contains a new campaign called First Contact, in which the player takes part in a military training exercise when an alien vessel enters the atmosphere.[29]
Other content updates[edit]
The Bootcamp Update was released on 14 July 2014. It features training content, a Virtual Reality terrain, and a short campaign. The Bootcamp Campaign serves as the prequel to the main game. It follows Sergeants Conway and Adams one year prior to the Eastwind Campaign. The goal of this update was to present the game to new players.[30]
The Nexus update was released on 1 December 2015. It brought an improved version of the official multiplayer mission 'End Game', a spectator mode, and multiple improvements such as soldier protection, stamina, and an audio overhaul.[31]
The Eden update, released on 18 February 2016, added an in-game 3D editor, making the creation of missions easier. It also included launcher and server browser improvements, and an update to the audio system.[32]
A 'Visual Update' was released with the 1.60 update, in May 2016, in advance of the Apex update.
As of 1 August 2018, the 1.84 update was released, together with the Encore content pack, which contains additional anti-air assets, fixed-wing armaments, and the fictional Liberty-class destroyer.
On 8 December 2018, the 1.86 update added the Warlords multiplayer missions,[33] based on a capture the island (CTI) scenario.
Reception[edit]
Reception | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
ARMA 3 has received generally favorable reviews, garnering a score of 74 out of 100 on the review aggregation website Metacritic based on 38 reviews.[35] Some reviewers praise the modifications Bohemia Interactive have done with the engine, animations and sound. However, others criticised the lack of single-player content on release, mainly a campaign.
PC Gamer selected the game to be the simulation game of the year.[38]ARMA 3 also gained Czech game of 2013 Award for technological contribution to Czech video game output and was elected to be best Czech video game of the Year in Booom 2013.[39][40]Rock, Paper, Shotgun selected ARMA 3 to be 16th best FPS of all time and the 10th best Simulation Game of all time.[41][42]
The islands of Altis and Stratis also received much praise. The Guardian even included them along with Chernarus (the setting of ARMA 2 and DayZ) in its list of 10 most beautiful video game environments. Other video game worlds in the list included Skyrim, Los Santos, Empire Bay etc.[43]
It was announced on May 28, 2014, that the game had sold one million copies. In October 2015 sales had reached two million units, and in March 2017 it reached 3 million sales.[23][44]
The game has sold 5 million copies as of June 2019.[45]
Controversies[edit]
Espionage arrests[edit]
The Greek media[46] reported on 10 September 2012 that two Czechs were arrested on the Greek island Lemnos and charged with espionage. According to Greek media reports, the two men claimed to be working for Bohemia Interactive in an official capacity, recording videos[46][47] and taking photographs for the development of ARMA 3. Under Greek law taking photographs of military installations and the like is prohibited for reasons of national security.[48] Prior to the incident, the issue of the game causing potential threats to Greek national security was discussed in the Greek Parliament in 2011.[49]
The two were initially identified as David Zapletal and Pavel Guglava,[50] although it was later confirmed that the two were actually Martin Pezlar and Ivan Buchta. The duo's employee status under Bohemia Interactive was confirmed, but the company later stated that they were on the island 'with the sole purpose of experiencing the island's beautiful surroundings'.[51] Buchta and Pezlar refuted the charges of espionage, maintaining that they 'went just to a holiday [...] to enjoy the beauty of the island', noting that the layout of the virtual island in the development studio 'was practically done' prior to their arrival, and that any video or photographic recordings were intended for memorabilia purposes and that they would have little or no use in the game's development.[52] After being held in custody for 128 days, the Greek government released the arrested developers from jail on 15 January 2013.[53]
While the two were imprisoned, Bohemia Interactive shut down access to one of the threads on their official forums[54][55] titled Greek Military which was created on 1 August 2012. Bohemia Interactive has since made several statements regarding the situation on their official forums, discussing legal matters and warning users regarding the problems arising from photographing Greek military installations.[56] As a result of the incident, on 2 February 2013, Bohemia Interactive announced that the name of the main island 'Lemnos' would change to 'Altis'. The Greek island of Lemnos was chosen as inspiration after Bohemia Interactive CEO Marek Španěl had visited the place on vacation. According to Bohemia Interactive, the name change is meant to emphasize the game is fiction. The game's smaller island named 'Stratis' remained unchanged.
Ban in Iran[edit]
In September 2012, Iran's National Foundation of Computer Games and the Iranian Revolutionary Guard Corps refused to allow the sale of ARMA 3 due to the game portraying the CSAT faction (similar in equipment and language to Iran) as an enemy to NATO.[57][58]
Notes[edit]
- ^The exact cause of AAF attacking NATO is unclear, though it is implied to be a reaction to a NATO black operation.
References[edit]
- ^'Experimental client ports to Mac and Linux'. Retrieved September 1, 2015.
- ^'Arma 3 releases on September 12'. August 8, 2013. Retrieved August 10, 2013.
- ^Stahie, Silviu (August 7, 2015). 'Arma 3 Is Coming to Linux as a Non-Native Port from Bohemia Interactive'. Softpedia. SoftNews NET SRL. Retrieved August 10, 2015.
- ^'Arma 3 announced, releasing Summer 2012, first screenshots'. Retrieved July 8, 2011.
- ^'Arma 3 renames main island to avoid undesired real-life connotations'. Retrieved February 1, 2013.
- ^'Interview: Bohemia Talk Arma 3, Modding, Day Z'. Retrieved June 14, 2012.
- ^'E3 2011: ARMA 3 Preview'. Archived from the original on September 24, 2011. Retrieved September 26, 2011.
- ^'Bohemia on Carrier Command, ARMA 3'. Retrieved September 26, 2011.
- ^'Arma 3 Features'. Retrieved June 14, 2013.
- ^https://arma3.com/features/campaign
- ^https://arma3.com/features/factions
- ^'ARMA 3 announced'. Retrieved August 10, 2013.
- ^'Arma 3 shown during E3 2012'. Retrieved August 10, 2013.
- ^'Free DLC'. August 6, 2013. Retrieved August 10, 2013.
- ^'Arma 3 beta beginning June 25'. Retrieved June 14, 2013.
- ^'First ArmA III campaign episode available on 31st of October'. Retrieved October 20, 2013.
- ^Tom Senior. 'Arma 3 Zeus video shows 90 minutes of player-directed war'. PC Gamer. Retrieved February 26, 2014.
- ^Chalk, Andy. 'Arma 3 Karts goes from April Fools' joke to real-life DLC'. PCGamer. Retrieved May 29, 2014.
- ^'Helicopters Release Announcement'. arma3.com. Bohemia Interactive. Retrieved March 7, 2015.
- ^'Arma 3's Helicopters DLC takes flight on November 4th'. PCGamesN. Retrieved May 28, 2019.
- ^'Marksmen'. Arma 3. Retrieved May 28, 2019.
- ^Birnbaum, Ian (April 9, 2015). 'Arma 3: Marksmen DLC review'. PC Gamer. Retrieved May 28, 2019.
- ^ abCrowe, Jay. 'Arma 3 Roadmap 2015-2016'. Retrieved October 16, 2015.
- ^'Tanoa | ARMA 3'. Arma 3. Retrieved February 16, 2016.
- ^'Laws of War', arma3.com
- ^'Tanks'. Arma 3. Retrieved May 28, 2019.
- ^O'Connor, Alice (April 11, 2018). 'Arma 3's Tanks DLC rolls out alongside big free update'. Rock, Paper, Shotgun. Retrieved May 28, 2019.
- ^'Arma 3 Contact brings aliens to the military sim – it even includes a tin foil hat'. PCGamesN. Retrieved May 28, 2019.
- ^O'Connor, Alice (May 24, 2019). 'Arma 3 makes first contact in next expansion'. Rock, Paper, Shotgun. Retrieved May 28, 2019.
- ^'Arma 3's Bootcamp update now live, promises to train you in the art of war'.
- ^'Arma 3 Nexus Update'.
- ^'Arma 3 Eden Update'.
- ^'ARMA 3 WARLORDS UPDATE IS LIVE | News'. Arma 3. Retrieved January 8, 2019.
- ^'Arma III for PC'. GameRankings. Retrieved February 5, 2014.
- ^ abcde'ARMA 3 Reviews'. Metacritic. Archived from the original on December 4, 2015. Retrieved September 17, 2013.
- ^'Arma 3 Review'. GameSpot. Retrieved February 11, 2014.
- ^'Arma 3 Review'. IGN. Retrieved February 11, 2014.
- ^'Simulation of the year: Arma 3'.
- ^'ČESKÁ HRA ROKU 2013'. České hry. Retrieved April 5, 2014.
- ^'Anketa Boom 2013 vyhodnotená, aká je najlepšia slovenská a česká hra?'. Sector.sk. Retrieved May 31, 2014.
- ^Meer, Alec. 'The 50 Best FPS Ever Made'. Rocket, Paper, Shotgun. Retrieved May 19, 2015.
- ^Stone, Tim. 'The 25 Best Simulation Games Ever Made'. Rocket, Paper, Shotgun. Retrieved May 19, 2015.
- ^Kelly, Andy. 'GTA V to Skyrim: the 10 most beautiful walks in gaming'. The Guardian. Retrieved May 12, 2014.
- ^Purchese, Robert (May 29, 2014). 'Arma 3 sales pass the 1m mark'. Eurogamer. Gamer Network. Retrieved May 29, 2014.
- ^Wolf, Karel. 'Vojtěch Ješátko (Bohemia Interactive): VR jsme zkoumali, ale o jejím využití neuvažujeme'. Lupa.cz (in Czech). Retrieved June 22, 2019.
- ^ ab'Κατηγορούμενοι για κατασκοπεία δύο Τσέχοι που συνελήφθησαν στη Λήμνο (translation: Two Czech nationals arrested on Lemnos accused of espionage)'. In.gr. September 10, 2012. Retrieved September 11, 2012.
- ^'Greek police arrest two Czech men over suspected spying'. ceskenoviny.cz. September 11, 2012. Retrieved September 17, 2012.
- ^1.(Greek) Penal Code, article 149;in Greek : Ποινικός Κώδικας, άρθρο 149,
2.(Greek) Compulsory Law 376/1936;in Greek with title, date and index details: Αναγκαστικός Νόμος 376/1936 «Περί μέτρων ασφαλείας οχυρών θέσεων», ΦΕΚ 546, Τεύχος Α', December 18, 1936, and
3.(Greek) Legislative Decree 397/1947; in Greek with title, date and index details: Νομοθετικό διάταγμα 397/1947 «Περί προσθήκης διατάξεων εις το άρθρον 1 του Α.Ν. 376/1936 «περί μέτρων ασφαλείας οχυρών θέσεων»», ΦΕΚ 181, Τεύχος Α', August 21, 1947. - ^'Πεδίο μάχης η Λήμνος στο ARMA 3 (translation: Lemnos a battlefield in ARMA 3)'. I Kathimerini. October 25, 2011. Archived from the original on March 12, 2012. Retrieved September 15, 2012.
- ^'Κατασκοπία, παιχνίδι ή και τα δυο; (translation: Epsionage, game or both?)'. To Proto Thema. September 11, 2012. Archived from the original on September 13, 2012. Retrieved September 15, 2012.
- ^'Game makers arrested over alleged spying in Greece'. BBC. September 13, 2012. Retrieved September 15, 2012.
- ^'129 days in prison: A Bohemia developer speaks out about his detainment in Greece'. Polygon. February 8, 2013. Retrieved June 8, 2013.
- ^Stephen Totilo (January 15, 2013). 'After 128 Days in Jail, Arma III Developers Finally Get To Go Home'. Kotaku.com. Retrieved September 13, 2013.
- ^'ArmA 3 Devs Accused of Espionage in Greece'. GameFront. September 11, 2012. Retrieved September 15, 2012.
- ^'ArmA dev confirms: staff arrested, accused of spying by Greek authorities'. Eurogamer. September 11, 2012. Retrieved September 17, 2012.
- ^'New name for main island in Arma 3'.
- ^'Iran denies licence to Arma III computer game'. trend.az. September 19, 2012. Retrieved September 20, 2012.
- ^''Arma 3' banned in Iran'. The Verge. September 19, 2012. Retrieved September 20, 2012.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=ARMA_3&oldid=915673632'
This mission is only a continued project based on the original, but most likely abandoned, mission from GreuhZbug.
If you like the work and think it's worth a small donation, feel free to use the following link:
Overview
The area has fallen to the enemy, and it is up to you to take it back. Embark on a persistent campaign with your teammates to liberate all the major cities of the area that will most likely span several weeks of real time.
- Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area.
- Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps.
- Purchase both infantry and both ground and air vehicles using three different types of physical resources; supplies, ammunition and fuel.
- Build the FOB of your dreams with an in-game 'what you see is what you get' system.
- Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn.
- Combat aggressive and cunning hostile forces who react and adapt to your actions.
- Monitor and work alongside, or against, independent guerrilla forces.
- Learn that every window is a threat thanks to the custom urban combat AI.
- Accomplish meaningful secondary objectives that will benefit your progression.
- Never lose your progress with the built-in server-side save system.
Needed Mods
These mods are needed if you want to use the prepackaged missionfiles from the release tab or Steam Workshop.You can play every map without any mods (only the maps themself) if you set the preset to custom in the file
kp_liberation_config
.- Al Rayak
- Altis
- None
- Chernarus
- Chernarus Winter
- Livonia
- Contact DLC
- Lythium
- Malden
- None
- Panthera
- Sahrani
- Song Bin Tanh
- Takistan
- Tanoa
- Apex DLC
- Taunus (very resource-intensive map)
- Weferlingen
- Global Mobilization CDLC
- Weferlingen Winter
- Global Mobilization CDLC
Recommended Mods
These mods are recommended by us, as they are likely to increase your gaming experience:
Also you should think about using these mods as serverside mods:
Recommended Difficulty Settings
I recommend using the following difficulty settings for this mission (User profile of your server):
In the server config file:
Media
Changelog
0.96.6 (09th September 2019)
- Added: Swedish Forces Pack transport configs. Thanks to Dahlgren
- Added: Parameter to enable/disable the vanilla A3 dynamic fog behavior. Default enabled, so
fucking_set_fog.sqf
isn't running by default. - Added: Parameter to enable/disable limitations on Zeus functionalities. Default enabled to keep old behaviour.
- Added: Parameter to decide to start the campaign with a FOB container (default, like before) or a FOB truck.
- Added: Parameter to allow enemies stay in immobile vehicles (default 50% chance).
- Added: Sector despawn scaling. The longer sector is activated the longer it de-activates. Configurable as parameter, 5min additional delay max by default.
- Added: Korean localization. Thanks to PanzerKoLee
- Updated: Russian localization. Thanks to DjHaski
- Tweaked: Initial FOB box doesn't have equipment in the inventory anymore.
- Tweaked: Height check for mobile respawn now relies on
isTouchingGround
instead of z value of position. - Tweaked: Transport config heights on M977 vehicles. Thanks to FishAI
- Tweaked: AI in building now has a dynamic radius to look for enemies until they start moving again depending on blufor/opfor ratio in sector.
- Fixed: Potato 01 was created after server restart, even if there was one saved.
- Fixed: Missing variable
stats_blufor_teamkills_by_players
. Also no separation between by players or not by players for teamkills anymore. - Fixed: Factory storages could disappear randomly on save load.
- Fixed: Some Presets had CUP Towing Tractor in the wrong place or duplicated. Thanks to Eogos
- Fixed: CUP Presets still had the Nemmera in the support vehicle section. Thanks to Eogos
- Fixed: FOB resources weren't updated in build dialog, when building infantry units.
- Fixed: Some missing parameter information in the map screens parameter overview.
- Fixed: After creating a clearance at a FOB some light sources could remain.
0.96.5 (26th July 2019 due to Contacts Release)
- Added: Contact DLC LDF preset.
- Added: Contact DLC transport configs.
- Added: The Unsung Vietnam War Mod blufor preset.
- Added: The Unsung Vietnam War Mod opfor preset.
- Added: The Unsung Vietnam War Mod resistance preset. Thanks to Bunnyhopps
- Added: The Unsung Vietnam War Mod civilian preset.
- Added: The Unsung Vietnam War Mod arsenal preset. Thanks to Bunnyhopps
- Added: The Unsung Vietnam War Mod transport configs.
- Added: Swedish Forces Pack arsenal preset. Thanks to Dahlgren
- Added: Swedish Forces Pack Desert blufor preset. Thanks to Dahlgren
- Added: Swedish Forces Pack Woodland blufor preset. Thanks to Dahlgren
- Added: Several CUP blufor presets. Thanks to Eogos
- Added: Several CUP opfor presets. Thanks to Eogos
- Added: Several CUP resistance presets. Thanks to Eogos
- Added: Several CUP civilian presets. Thanks to Eogos
- Added: Several CUP transport configs. Thanks to Eogos
- Added: Statistic values for destroyed civilian buildings and vehicles.
- Added: Statistic values for total and friendly resistance kills.
- Added: Statistic values for spent/produced resources.
- Added: Statistics will be posted additionally in the server log after winning the campaign.
- Added: Encore Anti Air static to sensible presets.
- Added: Additional victory conditions, selectable in the mission parameters.
- Added: BI garbage collection via description.ext file.
- Added: Transport configs for the civil transporters (which came with Laws of War).
- Added: Livonia basefile.
- Added: Livonia building ignore list.
- Added: Island Panthera basefile. Thanks to Eogos
- Added: Island Panthera building ignore list. Thanks to Eogos
- Added: Song Bin Tanh basefile.
- Added: Song Bin Tanh building ignore list.
- Added: 'Create Clearance' Action at FOB for Commander or logged in Admin. Clears all terrain objects (no built objects) in FOB radius.
- Added: FOB templates (FOB hunting) are now choosen in accordance with the selected opfor preset. Currently Unsung, Apex and 'everything else' are separated. Thanks to Bunnyhopps
- Added: 15 new FOB templates for the FOB hunting side mission. Thanks to Bunnyhopps
- Removed: Vanilla player score saving.
- Removed: Old garbage collection script, as there are now engine solutions available.
- Tweaked: Changed default recycle building from carservice building to tanks repair depot building.
- Tweaked: Changed default air building from small radar dome to encore static radar.
- Tweaked: Vehicle in Vehicle action on FOB box is not displaying directly anymore when approaching the box.
- Tweaked: Added elite vehicles to CSAT presets.
- Tweaked: Formatting/Comments in the preset files.
- Tweaked: objectInit function and added comments to the array.
- Tweaked: Some smaller code optimizations in the whole framework.
- Tweaked: Changes in elite vehicles in presets are now also applied during a running campaign.
- Tweaked: Player lead squads are now also saved near FOBs. (but still needs to be reassigned via zeus after load, of course)
- Tweaked: Weather is now only handled by the server.
- Tweaked: Gear check after leaving the arsenal or load a loadout improved to not strip you completely. Thanks to Zharf
- Tweaked: Build tool now also adds the correct map name to the mission name, like in the release files.
- Tweaked: Sector defenders waypoint creation.
- Tweaked: Daytime parameter values.
- Tweaked: Shorter nights now multiplies the selected daytime time multiplier by 4 between 20:00 and 04:00. (3x between 21:00 and 03:00 before)
- Fixed: Intel value could get corrupted if leaving the secondary dialog directly after starting a mission.
- Fixed: 'All is red' for first player after a server restart. (just a visual bug, doesn't affect gameplay)
0.96.4 (10th May 2019 due to Global Mobilization Release)
- Added: East Germany arsenal preset.
- Added: West Germany arsenal preset. Thanks to Dahlgren
- Added: East Germany blufor and opfor preset.
- Added: East Germany Winter blufor and opfor preset.
- Added: West Germany blufor and opfor preset.
- Added: West Germany Winter blufor and opfor preset.
- Added: Germany (Global Mobilization) resistence preset.
- Added: Germany (Global Mobilization) civilian preset.
- Added: CSAT Vanilla blufor preset, CSAT Apex blufor preset and CSAT Arsenal preset. Thanks to zandru
- Added: AAF and NATO opfor presets. Thanks to zandru
- Added: Weferlingen Summer basefile.
- Added: Weferlingen Winter basefile.
- Added: Chernarus Winter basefile.
- Added: Weferlingen Summer and Winter building ignore list.
- Added: Rosche building ignore list. Thanks to madpat3
- Added: Support for ACE arsenal. Can be enabled via mission parameter.
- Added: Fog removal script readded, as some people had issues with too much fog after some time.
- Added: Vehicle in Vehicle transport actions for FOB Box.
- Added:
kp_objectInits.sqf
for custom code on a vehicle after it has been loaded or built. No more changes in save_manager.sqf and do_build.sqf needed. Explanation in the Wiki - Removed:
KP_liberation_guerilla_transports
array from resistance presets, as it isn't used in the legacy framework. - Updated: Italian localization. Thanks to k4s0
- Tweaked: Title of the mission to conform the Mission Name Standard from BI Forums
- Tweaked: Weather module is also loaded, even with ACE running. (ACE doesn't control weather completely anymore)
- Tweaked: Disabled script that switched locality of all blufor units to the commander machine. (should fix UAV issue)
- Tweaked:
allPlayers
replaced with(allPlayers - entities 'HeadlessClient_F')
for scripts which should pause when no players are online. (logistic, resources, battlegroups) - Tweaked: Marker for civilian informant is an area now and not centered on the informants position anymore.
- Tweaked: Renamed Huron marker.
- Tweaked: If there isn't enough enemy territory left for a secondary mission to start, the player gets a small hint now.
- Tweaked: BWMod item classnames in KP_liberation_allowed_items_extension. Thanks to madpat3
- Tweaked: Equalized all Eden attributes of the mission.sqm files.
- Tweaked: Replaced deprecated
BIS_fnc_conditionalSelect
function calls with sensible select statements. - Tweaked: Versioning format from e.g. 0.964 to 0.96.4 for a better separation.
- Tweaked: Arsenal whitelist/blacklist classes are case insensitive.
- Tweaked: Vehicle permissions now via sensible event handlers instead of loop. Thanks to ColinM9991
- Tweaked: Objects placed in Eden Editor won't be saved anymore. Fixes possible duplications on save/load.
- Tweaked: Whole in game date and time is now persistent, not only the daytime.
- Fixed: Annoying popup since A3 1.90 concerning missing entry for
widthRailWay
. - Fixed: Blufor soldier losses weren't counted in statistics.
- Fixed: Missing
itemRadio
in some arsenal presets.
0.963a (10th April 2018 as 'legacy support' release)
- Added: Action to raise/lower object while building. Thanks to darrell-aevum
- Added: Some classnames to arsenal allowed extension list. Thanks to madpat3
- Added: Functionality to save/load mission parameters. Thanks to veteran29
- Added: Presets for: RDS Civilians, Project OPFOR SLA and Project OPFOR RACS. Thanks to PSYKO-nz
- Added: Automatic mission pbo build tool (available on GitHub). Thanks to Dahlgren and veteran29
- Added: Tanks DLC classnames for presets.
- Added: Group diag output for serverlog.
- Added: Debug output for group count and amount of active scripts. Liberation starts with [13,70,0,1] and may rise to [70,70,0,1].
- Added: Notification for incoming guerilla forces when attacking a sector.
- Added: Vehicle chance for guerilla forces who approach a sector.
- Added: Traditional Chinese localization. Thanks to KOEI5113
- Added: IDE editorconfig file.
- Added: Overview of actual applied mission parameters on the map screen as diary record.
- Removed: Some old scripts which aren't needed anymore.
- Removed: Always no fog.
- Tweaked: All
spawn compileFinal preprocessFileLineNumbers
replaced withexecVM
. - Tweaked: All
createGroup
now with activateddeleteWhenEmpty
. - Tweaked: All
BIS_fnc_relPos
replaced withgetPos
. - Tweaked: Guerilla forces event chances, strength gain values and unit amounts.
- Tweaked: The Commander / Admin can now change the permissions of offline players.
- Tweaked: BI Revive is now automatically deactivated if ACE Medical is loaded.
- Tweaked: FPS map marker is now below the map and also shows count of local groups.
- Tweaked: Overview picture for loading and mission selection screen.
- Tweaked: Log output source name is now set at each run.
- Fixed: Placement of buildings after save/load. Thanks to Cre8or
- Fixed: Sometimes helicopters exploded when spawning on the deck of the USS Freedom.
- Fixed: Players couldn't ziptie the civilian informant, if playing with ACE.
- Fixed: File name instead of mission name in mission selection screen.
- Fixed: 'Taking Command' spam from AI after players death.
- Fixed: Fixed range for recycling and start of building instead of using FOB range.
- Fixed: Some vehicles with dynamic loadout support lost their weapons when rearmed by Liberation rearm module.
0.963 (05th January 2018)
- Added: Some missing RHS vehicles for the ACE medical system.
- Removed: Provided ACE settings, as they are not used anymore since the last ACE update.
- Tweaked: Arsenal blacklist for more compatibility with 3cbBAF. Thanks to Applejakerie
- Tweaked: Some small tweaks for the Lythium basefile.
- Tweaked: BWMod Classnames due to the last mod update. Thanks to madpat3
- Fixed: There was a string key twice in the stringtable.
- Fixed: Lythium basefile was missing mission name and description in the lobby.
- Fixed: Issue with building premade squads.
0.962 (10th December 2017)
- Added: ACE carry interaction for resource crates. Thanks to veteran29
- Added: Some additional debug outputs.
- Added: RHS AFRF Preset for the player side. Thanks to veteran29
- Added: Lythium basefile. Thanks to Enigma
- Added: Portuguese localization. Thanks to NomadRomeo
- Added: BW Mod Tropentarn preset.
- Added: Project OPFOR Islamic State enemy preset and Project OPFOR resistance preset. Thanks to Applejakerie
- Updated: RHS transport configs.
- Updated: RHS vehicles in presets.
- Updated: Devkit mission.sqm.
- Tweaked: Wounded civilians event. Thanks to veteran29
- Tweaked: Extended allowed items extension list with some bwmod classnames. Thanks to madpat3
- Tweaked: Detection of UAVs. Thanks to veteran29
- Tweaked: Enemy vehicle crew spawning. Ensure that they'll be on the right side (important for red vs blue). Thanks to veteran29
- Tweaked: If you enter the arsenal with a packed weapon or UAV backpack, it won't be identified as blacklisted anymore.
- Tweaked: FOB container mass now scales with the selected spartan helicopter maximum load. Thanks to veteran29
- Tweaked: Removed clutter and AI from the USS Freedom on all maps.
- Tweaked: Cleaned all custom placed places on all maps some more and renamed the respawn marker from
respawn_west
torespawn
. - Tweaked: Increased the distance of the Little Bird spawnpoints on the USS Freedom and let them facing to the front.
- Tweaked: Some typos in the german stringtable. Thanks to gqgunhed
- Tweaked: The US Army woodland troops got the new OCP and were able to throw away their old UCP.
- Fixed: Wounded civilian animation in dedicated server environment. Thanks to veteran29
- Fixed: With ACE you could take unconscious AI as POW.
- Fixed: You couldn't handcuff surrendered AI with ACE zipties.
- Fixed: Guerilla could spawn as neutral combatants.
- Fixed: Unloading crates from vehicles could let them sink into the ground since the last ArmA Update.
0.961 (6th November 2017)
- Added: ACE auto detection. (BI Revive still has to be disabled manually)
- Added: Parameter to decide if vehicles should have cleared cargo or not. Thanks to veteran29
- Removed: ACE compatibility parameter.
- Updated: ACE settings from our community due to the new pylons system in ACE.
- Updated: Italian localization. Thanks to k4s0
- Updated: Chinese Simplified localization. Thanks to nercon
- Updated: List of ignored buildings for the civil reputation.
- Tweaked: Logistic convoy ambush chance balancing.
- Fixed: SMAW optic placed in wrong array in RHS presets.
0.96 (12th October 2017)
- Added: BI Support System functionality. (Currently deactivated, as there are still issues in MP)
- Added: Parameter for access to the Support System -> Disabled, Commander, Whitelist, Everyone.
- Added: BI Artillery support for artillery vehicles and mortars (if built manned or AI ordered to get in as crew).
- Added: Players can request artillery support from players (generates task).
- Added: Civil Reputation.
- Added: Config variables in
kp_liberation_config.sqf
. - Added: Reputation penalty for killing civilians.
- Added: Reputation penalty for killing allied resistance fighters.
- Added: Reputation penalty for seizing civil vehicles.
- Added: Reputation penalty for destroyed/damaged civil buildings. (evaluated only on capture a sector event)
- Added: Mission parameter to choose building penalty for damaged or only destroyed buildings.
- Added: Reputation gain for liberated sectors.
- Added: After capturing a sector you might find wounded civilians. You can also gain reputation for offering medical support.
- Added: Config variables in
- Added: Civil informant.
- Added: If you've a good reputation, a civil informant can rarely spawn at blufor sectors.
- Added: Intel increase, if you capture the informant and bring him back to a FOB.
- Added: There is a chance that an informant will reveal a time critical task to kill a HVT.
- Added: Asymmetric Threats.
- Added: Possibility of IEDs in blufor sectors, if you have a bad civil reputation.
- Added: Own logistic convoys can be ambushed by guerilla forces.
- Added: Value for guerilla strength which will be affected by the events connected to guerilla forces.
- Added: Guerilla forces presets.
- Added: Dynamic guerilla forces equipment depending on their strength value.
- Added: Chance that guerilla forces will join the fight at a sector as friend or foe. (depends on reputation)
- Added: Possibility of a guerilla ambush in blufor sectors (additional to IEDs).
- Added: Chinese Simplified localization. Thanks to nercon
- Added: Automatic server restart script for dedicated servers. Thanks to k4s0
- Added: Settings in the mission parameters for particular debug messages.
- Added: Factory map markers now indicate which production facilities are available there.
- Added: LoW Civilians.
- Added: LoW UAV backpacks to the default blacklist.
- Added: LoW AL-6 Pelican UAV.
- Added: Some of the new RHS vehicles.
- Added: Turkish localization. Thanks to Carbneth
- Added: Parameter to set a cooldown for using mobile respawns.
- Updated: English ingame tutorial texts in stringtable. Thanks to FatRefrigerator
- Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
- Removed: Vehicle explosion chance script for convoy ambush.
- Removed: Old debug messages.
- Tweaked: Terrain alignment will be persistent during repeat building of objects (like walls). Thanks to veteran29
- Tweaked: Some reordering of UI elements.
- Tweaked: Localization support for the extended options menu. Thanks to nercon
- Tweaked: Highlight color in production list changed to blue instead of misleading green.
- Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as
(Supplies/Ammo/Fuel)
. - Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet).
- Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface.
- Tweaked: Cities won't be able to produce resources anymore.
- Tweaked: IED count in cities, capitals and factories is now dependend on the civil reputation.
- Tweaked: Corrected some strings in the stringtable.
- Tweaked: Factories don't have all facilities from the start anymore. The facility they start with is set at campaign start.
- Tweaked: Replaced all deprecated
BIS_fnc_selectRandom
with the engine solutionselectRandom
. - Tweaked: Server log will now contain the
[STATS]
message of all clients. (players and HCs) - Tweaked: Preset system split to select blufor, opfor, resistance and civilians independently. Thanks to Applejakerie
- Tweaked: Capitals, cities and factories are now basically guarded by 'militia' forces. Switching to regular army if the enemy combat readiness is increased.
- Tweaked: Static weapons array missed some weapons.
- Tweaked: Civil vehicles are now saved at a FOB after they were seized by players.
- Tweaked: Some small code optimizations and format corrections.
- Fixed: Player got custom recoil and aiming coefficients on respawn.
- Fixed: Rare script error on closing respawn screen directly after joining the mission.
- Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.
- Fixed: It was possible to disassemble a mortar in preview.
- Fixed: Preview vehicles could get saved if you shut down the mission right after canceling the build process or if you'd still the preview in front you.
- Fixed: Small issues due to the default 'hold fire' combat mode for AI.
- Fixed: Single Infantry units weren't saved sometimes.
- Fixed: Paratroopers got sometimes an attack helicopter instead of a transport helicopter.
- Fixed: Rescue helipad blocked building in their near vicinity.
- Fixed: MPKill Eventhandler issue when using ACE.
- Fixed: Function to buy a logistic truck worked but caused an error in dedicated server environment.
- Fixed: Couldn't build under powerlines.
- Fixed: Items in backpack weren't checked by arsenal blacklist crawler.
0.955 (24th June 2017)
- Added: Some small aesthetic things for the buildlist
- Added: Exception for TFAR items from the 1.0 Beta (it's TFAR_ and not tf_ in the classnames there)
- Added: Malden missionfile. Thanks to Applejakerie
- Updated: German tutorial texts. Thanks to madpat3
- Tweaked: Jets removed from battlegroups, so they won't spawn on the ground. But they still appear on high awareness
- Tweaked: Recycle action code, changed from
distance
todistance2D
to prevent issues with buildings like the airport lamp - Tweaked: Helipads are now added to Zeus, so the commander can delete them, as they can't be recycled normally
- Fixed: Production and Logistic Overview wasn't usable in normal UI scale
- Fixed: The RHS 'Mk.V SOC' boat got no recycle action due to the mounted static weapons
0.954 (19th June 2017)
- Added: Some small aesthetic things for the buildlist
- Added: Transport configs for the unarmed Blackfish variants (can hold 5 crates). Thanks to Applejakerie
- Tweaked: Production dialog list entries are now color coded depending on the actual production
- Tweaked: Small changes in the save_manager.sqf concerning object placement
- Tweaked: Raised the default production interval a little bit
- Tweaked: Updated ACE serverside settings
- Fixed: UAVs counted to heli / plane count concerning used slots
- Fixed: SDV was missing in the boats array to be able to place it on water
- Fixed: H-Barrier classname changed from the protected to the public one
0.953 (12th June 2017)
- 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
0.952 (4th June 2017)
- 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
0.951 (28th May 2017)
- 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
0.95 (22th May 2017)
- 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
withremoteExec
- 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
0.94 (20th March 2017)
- 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
- Removed: Dependencies on Takistan missionfile
- Removed: Apex dependencies on Chernarus missionfile (custom chimera base had two apex rocks)
- Removed: Apex dependencies on Taunus missionfile
- Replaced: Old hostile markers (exclamation marks) with a unit count sensitive area marking system
- Tweaked: 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
- Fixed: Custom flag texture not applied after savegame load
- Fixed: Mapmarker disable won't work
0.931 (10th March 2017)
- Added: Takistan Missionfile
- Added: Chernarus Missionfile
- Added: RHS Takistan Classnames Preset (desert camo)
- Added: RHS Classnames Preset (woodland camo)
- Added: RHS / BW Mod Classnames Preset (woodland camo)
- Fixed: BI Revive Error
- Fixed: Starting game with a prebuild FOB caused errors on Takistan
0.93 (7th March 2017)
- Added:
kp_liberation_config.sqf
with some additional config values - Added: ACE support
- Added: Fuel consumption script
- Added: Preset system (will grow with more maps) to choose between different classnames_extension presets
- Added:
custom.sqf
in the preset system, where you can adjust everything to your liking (like editing the oldclassnames_extension.sqf
) - Added: BI Revive System. Activate it via Parameters in the MP Lobby if you don't use ACE
- Added: Option in the mission parameters to disable the whole mapmarkers and disable the function in the extended options for every player
- Added: Ability to blacklist arsenal items
- Removed: Farooq's Revive
- Tweaked: Player group organisation (group changing via extended options ingame still enabled)
- Tweaked: File organization (split scriptpart from missionpart, so it's easier to provide different maps)