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Ryko

AW Core Staff
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  1. Like
    Ryko got a reaction from Lindi in Community Update#3   
    We've been taking a look at this for I&A4.  Here's the proposed implementation:
     
    1) In base, you're restricted to your class weapons. We don't want Medics armed with rocket launchers; rather we want players to appreciate the utility of each of the individual roles. If you are given, or pick up, a piece of gear that you couldn't ordinarily equip yourself with, you put it down automatically on the ground.
    2) Outside of base (400m) you can pick up and use any gear that is available, but you are restricted to walking as long as it's in your inventory.
     
    In both cases, you're given a nag hint that tells you what the offending gear is or was.
     
    This "should" address the idea of keeping each role special, while also allowing players to use non-class gear in extraordinary situations.
  2. Like
    Ryko reacted to Stanhope in I&A 4 Beta Test Feedback   
    From Fridays test:
    20:04:55 Error in expression <ompass.sqf"; idleDaemon = [] spawn idleCode; [] spawn uiKB; cutText [""> 20:04:55 Error position: <idleCode; [] spawn uiKB; cutText [""> 20:04:55 Error Undefined variable in expression: idlecode 20:04:55 File mpmissions\__CUR_MP.Altis\onPlayerRespawn.sqf, line 42  
  3. Like
    Ryko got a reaction from Geb in I&A 4 Beta Test Feedback   
    Hi folks,
     
    Here's the thread to provide comments, questions or criticism for Invade & Annex 4.
     
    Current changelog (version 040):
    1. Loadout automatically saved when arsenal is closed.
    2. Fix for units can't ride in helicopter cargo.
    3. Fixed Team Leader, Spotter added to UAV chat channel.
    4. Tweak to gear removal daemon (CTRG marksman had SPAR17 removed despite it being in default loadout)
    5. Players may now see other group's waypoints (useful for showing helicopter pilots where to go, for example)
    6. Tweak to hostage rescue mission (rescue addactions may now disappear after being used, thus allowing the mission to complete)
    7. Tweaks to automatic parachute script (previously worn backpacks were not restored)
    8. Added weapon optics, muzzles and bipods to gear restriction script.
    9. Tweaks to vehicle respawning in attempt to fix it.
    10. Added Sling Weapon action.
    11. Tweaks to blufor tracking and spotting, you can now spot civilian and teammates. Spot timeout increased to 60 seconds (from 30).
    12. Deploying chaff/flares in base zone now doesn't count as firing in base.
    13. Tweaks to vehicle ejection detection so parachutes are only applied when required.
    14. Added NVGs to default loadouts in CTRG.
    15. Fix to destroy artillery mission (mission wouldn't complete if arty partially destroyed or uncrewed)
    16. Added respawn report button to IA4 menu.
    17. Tweaks to handleHeal event handler to attempt to reward medical actions.
    18. Tweaked fog settings (default: no fog).
    19. Added skyscraper buildings to Pyrgos and Kavala.
    20. Added enemy mortar support; mortar team occasionally spawns in main AO and targets players in the area. Enemy mortars target with RED SMOKE and after they are sighted in, will fire HE shells.
     
    Our next beta test is tonight at 1900 UTC.
  4. Like
    Ryko got a reaction from Mark T in Invade & Annex 4 Alpha Test Feedback   
    I'm locking this topic as I&A4 is out of Alpha and into Beta, and I'll create a new thread for that.
  5. Like
    Ryko got a reaction from itsmemario in Invade & Annex 3 Version History And Feedback Thread   
    Just a quick note for the beta of I&A4 (which I'm putting the final touches on now), I've decided that UAVs are just too problematic for player control, for a variety of reasons; hence I have crafted some script which makes them fully autonomous.  They work in conjunction with a new spotting mechanic that lets players target enemies, and you can spend reward points to issue recon and strike orders to the UAV.
     
    Ground-based UAVs we can investigate in the future, but I think they're pretty OP.
  6. Like
    Ryko got a reaction from GhostDragon in Invade & Annex 3 Version History And Feedback Thread   
    Just a quick note for the beta of I&A4 (which I'm putting the final touches on now), I've decided that UAVs are just too problematic for player control, for a variety of reasons; hence I have crafted some script which makes them fully autonomous.  They work in conjunction with a new spotting mechanic that lets players target enemies, and you can spend reward points to issue recon and strike orders to the UAV.
     
    Ground-based UAVs we can investigate in the future, but I think they're pretty OP.
  7. Like
    Ryko got a reaction from Chuck in Invade & Annex 4 Alpha Test Feedback   
    Alpha testing was basically a chance to do limited internal testing to weed out bugs and balance features.
     
    My loose goal is to launch I&A4 on Ahoyworld near the end of October.  Throughout October our plan is to push I&A4 on the EU1 server to see how it handles 64 players and to work mainly on balance (enemy counts, reward points, that sort of thing).  I&A3 will still be the main mission but we will probably assign Fridays and Saturdays as I&A4 days.
    The goal is to use as many vanilla functions as possible, so no.
  8. Like
    Ryko got a reaction from Stanhope in Invade & Annex 4 Alpha Test Feedback   
    Alpha testing was basically a chance to do limited internal testing to weed out bugs and balance features.
     
    My loose goal is to launch I&A4 on Ahoyworld near the end of October.  Throughout October our plan is to push I&A4 on the EU1 server to see how it handles 64 players and to work mainly on balance (enemy counts, reward points, that sort of thing).  I&A3 will still be the main mission but we will probably assign Fridays and Saturdays as I&A4 days.
    The goal is to use as many vanilla functions as possible, so no.
  9. Like
    Ryko got a reaction from Lindi in Invade & Annex 4 Alpha Test Feedback   
    Version 037 of I&A4 is now online and staff are testing internally in anticipation for the next Alpha test on Thursday.
     
    Change log:
     
    1. Tweaks to vehicle locking.
    2. Added Zeus dynamic group for admins to join (intended for running zeus missions).
    3. Fixed script error in medical notification.
    4. Fixes to capture / kill HVT mission.
    5. Fixed IA4 dialog button sizes.
    6. Tweaks to enemy reinforcements.
    7. Buying a reward no longer automatically closes the reward menu.
    8. Players are now rewarded on kills made by members of their group within 300m (you receive 1/3 of the points made by your group member making the kill).
    9. Engineers and Drivers no longer have their Toolkits removed.
    10. Added vehicle flip action. Action appears when vehicle is not destroyed and is pitched or banked at more than 50 degrees. The number of players requied to be within 10m of the vehicle increases proportionally to the vehicle mass: you will need 5 players nearby to flip a tank.
    11. Enemy vehicle crews will now attempt to repair vehicles.
    12. Removed most USS Freedom & Liberty UAV turrets from player control (except for the mk41 VLS and mk45 Hammer)
    13. Respawn timers altered for player vehicles, up to 1 hr for CAS vehicles, as low as 5 minutes for basic ground vehicles.
    14. Revision on how dead units are cleaned up.
    15. Fixed weather report.
  10. Like
    Ryko got a reaction from Noah_Hero in AWE Status   
    I honestly have no idea yet.
     
    As for the historical EU4 and the potential for IA4 and mods, I should add that there is discussion that this would replace the current implementation of AWE.  I agree that people probably wouldn't play an enhanced version if IA4 if it existed alongside the current AWE.
  11. Like
    Ryko got a reaction from Stanhope in AWE Status   
    I honestly have no idea yet.
     
    As for the historical EU4 and the potential for IA4 and mods, I should add that there is discussion that this would replace the current implementation of AWE.  I agree that people probably wouldn't play an enhanced version if IA4 if it existed alongside the current AWE.
  12. Haha
    Ryko got a reaction from Noah_Hero in AWE Status   
    ¯\_(ツ)_/¯
  13. Like
    Ryko got a reaction from Lindi in Invade & Annex 4 Alpha Test Feedback   
    Some thoughts on Friday's alpha test:
     
    1. Players in the same squad are awarded 1/3 of the points their squad mates earn on kills, if they are within 300m of the squad mate. (this reflects the fact that squads work together and earn points together, also that drivers and commanders will earn points on gunner kills. 
     
    2. What kind of frequency should higher end vehicles respawn? Could make it predefined for things like cas assets, could also keep track of all reward points earned by players and respawn assets based on the total amount earned by the team
     
    Your thoughts? 
  14. Like
    Ryko reacted to Colby in Invade & Annex 4 Alpha Test Feedback   
    Found that you can get in helicopter as pilot in base then switch your role to something else and still fly the helicopter. I could see how this could be ok if the player count is under 5 so then you could transport yourself faster
  15. Like
    Ryko reacted to Stanhope in Invade & Annex 4 Alpha Test Feedback   
    Some 'bugs' i can remember from last night:
     
    -AT and LAT roles need tweaking (for AAF)
    -Backpack was lost after jumping out of a helicopter
    -Donating points to your group leader gives you a pop-up with the variable name of your group-leader not the name of the person
    -When everyone else left I tried switching into vortex 1, which was empty at the time.  It told me that it was not empy but seeing how I was the only one on the server ...
    -clear vehicle inventory and sling weapon actions would be nice
  16. Thanks
    Ryko got a reaction from Kacper in Invade & Annex 4 Alpha Test Feedback   
    Good test today - I'm leaving the server up over the weekend for people to continue the test.
  17. Like
    Ryko got a reaction from Stanhope in Invade & Annex 4 Alpha Test Feedback   
    Good test today - I'm leaving the server up over the weekend for people to continue the test.
  18. Thanks
    Ryko got a reaction from Colby in Invade & Annex 4 Alpha Test Feedback   
    Good test today - I'm leaving the server up over the weekend for people to continue the test.
  19. Thanks
    Ryko got a reaction from Geb in Invade & Annex 4 Alpha Test Feedback   
    Version 035 of I&A 4 is on server now and undergoing testing.  We'll be doing another Alpha Test on Friday (1800GMT)
     
    Change log:
    1. Tweaks to compass direction (vehicle direction if driver, player / gunner direction in other cases)
    2. CSAT Xi'an added to vehicles whitelist for co-pilot allowance; base default Xi'ans now spawn unarmed. Reward Xi'ans spawn armed.
    3. Removed Scout version of the Nyx from Independent OPFOR vehicles.
    4. Only non-incapacitated players now considered for medical alert (players nearby who could revive you).
    5. Fixes to destroy cache mission.
    6. Tweaks to soldier blue force tracking (should stop it from disappearing randomly).
    7. Players not in your group will now show name and rank tags within 30m. Players in your group, this range is 200m.
    8. Fix for ground vehicles excluding gunners ('Co-pilot disabled on this vehicle')
    9. Added automated team-kill sanction measures (three strikes rule).
    10. Tweaks to medical actions (should get reward points for revives?)
    11. Restored ability of zeus players to remove players from group roles in squad management.
    12. Removed admin notification of player suicides, as no easy way to detect between manual respawn or just bleeding out.
    13. Add night vision goggles to all default loadouts.
    14. UAV operator now has access to artillery computer.
    15. Removed RANDOM button from Arsenal.
    16. Tweaks to OPFOR awareness, after calling in support, OPFOR units will return to patrol waypoints after dealing with threats.
    17. Added automatic parachutes to air vehicles (if you jump out of a helicopter, you'll automatically get a parachute; your backpack will be restored when you touch down).
    18. Revised arsenal. Suppressors and bipods are now reward-purchased items. Slight limit on weaponry as you can purchase additional weapons with reward points.
    19. Added weapons and gear purchase functionality to reward menu.
    20. Fix for donating points to group leader.
    21. Added reward-purchased deployable ammo box functionality with faction-specific box loadouts.
    22. Added first version of AI Buddy (purchased with reward points)
    23. Secondary missions: extended timeout to minimum 25 minutes, plus an extra 5-10 minutes. Also, first person detected by enemies in the secondary AO will trigger a bonus 10 minute extension.
    24. Added new secondary missions: destroy enemy artillery pieces and destroy tank platoon.
    25. Added remote designator backpack to Spotter class.
    26. Default quad bikes set to faction type.
    27. Time multiplier changed to default 6x, parameter option for 12x.
    28. Completely removed Freedom / Liberty / +turrets for AAF
    29. Added flavour rifles at Arsenal tables.
    30. Main AOs that have civilians now also spawn civilian vehicles; some on roads, some in garages (if there are any garages).
  20. Like
    Ryko got a reaction from Lindi in Invade & Annex 4 Alpha Test Feedback   
    Version 035 of I&A 4 is on server now and undergoing testing.  We'll be doing another Alpha Test on Friday (1800GMT)
     
    Change log:
    1. Tweaks to compass direction (vehicle direction if driver, player / gunner direction in other cases)
    2. CSAT Xi'an added to vehicles whitelist for co-pilot allowance; base default Xi'ans now spawn unarmed. Reward Xi'ans spawn armed.
    3. Removed Scout version of the Nyx from Independent OPFOR vehicles.
    4. Only non-incapacitated players now considered for medical alert (players nearby who could revive you).
    5. Fixes to destroy cache mission.
    6. Tweaks to soldier blue force tracking (should stop it from disappearing randomly).
    7. Players not in your group will now show name and rank tags within 30m. Players in your group, this range is 200m.
    8. Fix for ground vehicles excluding gunners ('Co-pilot disabled on this vehicle')
    9. Added automated team-kill sanction measures (three strikes rule).
    10. Tweaks to medical actions (should get reward points for revives?)
    11. Restored ability of zeus players to remove players from group roles in squad management.
    12. Removed admin notification of player suicides, as no easy way to detect between manual respawn or just bleeding out.
    13. Add night vision goggles to all default loadouts.
    14. UAV operator now has access to artillery computer.
    15. Removed RANDOM button from Arsenal.
    16. Tweaks to OPFOR awareness, after calling in support, OPFOR units will return to patrol waypoints after dealing with threats.
    17. Added automatic parachutes to air vehicles (if you jump out of a helicopter, you'll automatically get a parachute; your backpack will be restored when you touch down).
    18. Revised arsenal. Suppressors and bipods are now reward-purchased items. Slight limit on weaponry as you can purchase additional weapons with reward points.
    19. Added weapons and gear purchase functionality to reward menu.
    20. Fix for donating points to group leader.
    21. Added reward-purchased deployable ammo box functionality with faction-specific box loadouts.
    22. Added first version of AI Buddy (purchased with reward points)
    23. Secondary missions: extended timeout to minimum 25 minutes, plus an extra 5-10 minutes. Also, first person detected by enemies in the secondary AO will trigger a bonus 10 minute extension.
    24. Added new secondary missions: destroy enemy artillery pieces and destroy tank platoon.
    25. Added remote designator backpack to Spotter class.
    26. Default quad bikes set to faction type.
    27. Time multiplier changed to default 6x, parameter option for 12x.
    28. Completely removed Freedom / Liberty / +turrets for AAF
    29. Added flavour rifles at Arsenal tables.
    30. Main AOs that have civilians now also spawn civilian vehicles; some on roads, some in garages (if there are any garages).
  21. Thanks
    Ryko got a reaction from Solex in Invade & Annex 4 Alpha Test Feedback   
    Version 035 of I&A 4 is on server now and undergoing testing.  We'll be doing another Alpha Test on Friday (1800GMT)
     
    Change log:
    1. Tweaks to compass direction (vehicle direction if driver, player / gunner direction in other cases)
    2. CSAT Xi'an added to vehicles whitelist for co-pilot allowance; base default Xi'ans now spawn unarmed. Reward Xi'ans spawn armed.
    3. Removed Scout version of the Nyx from Independent OPFOR vehicles.
    4. Only non-incapacitated players now considered for medical alert (players nearby who could revive you).
    5. Fixes to destroy cache mission.
    6. Tweaks to soldier blue force tracking (should stop it from disappearing randomly).
    7. Players not in your group will now show name and rank tags within 30m. Players in your group, this range is 200m.
    8. Fix for ground vehicles excluding gunners ('Co-pilot disabled on this vehicle')
    9. Added automated team-kill sanction measures (three strikes rule).
    10. Tweaks to medical actions (should get reward points for revives?)
    11. Restored ability of zeus players to remove players from group roles in squad management.
    12. Removed admin notification of player suicides, as no easy way to detect between manual respawn or just bleeding out.
    13. Add night vision goggles to all default loadouts.
    14. UAV operator now has access to artillery computer.
    15. Removed RANDOM button from Arsenal.
    16. Tweaks to OPFOR awareness, after calling in support, OPFOR units will return to patrol waypoints after dealing with threats.
    17. Added automatic parachutes to air vehicles (if you jump out of a helicopter, you'll automatically get a parachute; your backpack will be restored when you touch down).
    18. Revised arsenal. Suppressors and bipods are now reward-purchased items. Slight limit on weaponry as you can purchase additional weapons with reward points.
    19. Added weapons and gear purchase functionality to reward menu.
    20. Fix for donating points to group leader.
    21. Added reward-purchased deployable ammo box functionality with faction-specific box loadouts.
    22. Added first version of AI Buddy (purchased with reward points)
    23. Secondary missions: extended timeout to minimum 25 minutes, plus an extra 5-10 minutes. Also, first person detected by enemies in the secondary AO will trigger a bonus 10 minute extension.
    24. Added new secondary missions: destroy enemy artillery pieces and destroy tank platoon.
    25. Added remote designator backpack to Spotter class.
    26. Default quad bikes set to faction type.
    27. Time multiplier changed to default 6x, parameter option for 12x.
    28. Completely removed Freedom / Liberty / +turrets for AAF
    29. Added flavour rifles at Arsenal tables.
    30. Main AOs that have civilians now also spawn civilian vehicles; some on roads, some in garages (if there are any garages).
  22. Like
    Ryko got a reaction from Kacper in Invade & Annex 4 Alpha Test Feedback   
    Version 035 of I&A 4 is on server now and undergoing testing.  We'll be doing another Alpha Test on Friday (1800GMT)
     
    Change log:
    1. Tweaks to compass direction (vehicle direction if driver, player / gunner direction in other cases)
    2. CSAT Xi'an added to vehicles whitelist for co-pilot allowance; base default Xi'ans now spawn unarmed. Reward Xi'ans spawn armed.
    3. Removed Scout version of the Nyx from Independent OPFOR vehicles.
    4. Only non-incapacitated players now considered for medical alert (players nearby who could revive you).
    5. Fixes to destroy cache mission.
    6. Tweaks to soldier blue force tracking (should stop it from disappearing randomly).
    7. Players not in your group will now show name and rank tags within 30m. Players in your group, this range is 200m.
    8. Fix for ground vehicles excluding gunners ('Co-pilot disabled on this vehicle')
    9. Added automated team-kill sanction measures (three strikes rule).
    10. Tweaks to medical actions (should get reward points for revives?)
    11. Restored ability of zeus players to remove players from group roles in squad management.
    12. Removed admin notification of player suicides, as no easy way to detect between manual respawn or just bleeding out.
    13. Add night vision goggles to all default loadouts.
    14. UAV operator now has access to artillery computer.
    15. Removed RANDOM button from Arsenal.
    16. Tweaks to OPFOR awareness, after calling in support, OPFOR units will return to patrol waypoints after dealing with threats.
    17. Added automatic parachutes to air vehicles (if you jump out of a helicopter, you'll automatically get a parachute; your backpack will be restored when you touch down).
    18. Revised arsenal. Suppressors and bipods are now reward-purchased items. Slight limit on weaponry as you can purchase additional weapons with reward points.
    19. Added weapons and gear purchase functionality to reward menu.
    20. Fix for donating points to group leader.
    21. Added reward-purchased deployable ammo box functionality with faction-specific box loadouts.
    22. Added first version of AI Buddy (purchased with reward points)
    23. Secondary missions: extended timeout to minimum 25 minutes, plus an extra 5-10 minutes. Also, first person detected by enemies in the secondary AO will trigger a bonus 10 minute extension.
    24. Added new secondary missions: destroy enemy artillery pieces and destroy tank platoon.
    25. Added remote designator backpack to Spotter class.
    26. Default quad bikes set to faction type.
    27. Time multiplier changed to default 6x, parameter option for 12x.
    28. Completely removed Freedom / Liberty / +turrets for AAF
    29. Added flavour rifles at Arsenal tables.
    30. Main AOs that have civilians now also spawn civilian vehicles; some on roads, some in garages (if there are any garages).
  23. Like
    Ryko got a reaction from itsmemario in Invade & Annex 4 Alpha Test Feedback   
    Version 035 of I&A 4 is on server now and undergoing testing.  We'll be doing another Alpha Test on Friday (1800GMT)
     
    Change log:
    1. Tweaks to compass direction (vehicle direction if driver, player / gunner direction in other cases)
    2. CSAT Xi'an added to vehicles whitelist for co-pilot allowance; base default Xi'ans now spawn unarmed. Reward Xi'ans spawn armed.
    3. Removed Scout version of the Nyx from Independent OPFOR vehicles.
    4. Only non-incapacitated players now considered for medical alert (players nearby who could revive you).
    5. Fixes to destroy cache mission.
    6. Tweaks to soldier blue force tracking (should stop it from disappearing randomly).
    7. Players not in your group will now show name and rank tags within 30m. Players in your group, this range is 200m.
    8. Fix for ground vehicles excluding gunners ('Co-pilot disabled on this vehicle')
    9. Added automated team-kill sanction measures (three strikes rule).
    10. Tweaks to medical actions (should get reward points for revives?)
    11. Restored ability of zeus players to remove players from group roles in squad management.
    12. Removed admin notification of player suicides, as no easy way to detect between manual respawn or just bleeding out.
    13. Add night vision goggles to all default loadouts.
    14. UAV operator now has access to artillery computer.
    15. Removed RANDOM button from Arsenal.
    16. Tweaks to OPFOR awareness, after calling in support, OPFOR units will return to patrol waypoints after dealing with threats.
    17. Added automatic parachutes to air vehicles (if you jump out of a helicopter, you'll automatically get a parachute; your backpack will be restored when you touch down).
    18. Revised arsenal. Suppressors and bipods are now reward-purchased items. Slight limit on weaponry as you can purchase additional weapons with reward points.
    19. Added weapons and gear purchase functionality to reward menu.
    20. Fix for donating points to group leader.
    21. Added reward-purchased deployable ammo box functionality with faction-specific box loadouts.
    22. Added first version of AI Buddy (purchased with reward points)
    23. Secondary missions: extended timeout to minimum 25 minutes, plus an extra 5-10 minutes. Also, first person detected by enemies in the secondary AO will trigger a bonus 10 minute extension.
    24. Added new secondary missions: destroy enemy artillery pieces and destroy tank platoon.
    25. Added remote designator backpack to Spotter class.
    26. Default quad bikes set to faction type.
    27. Time multiplier changed to default 6x, parameter option for 12x.
    28. Completely removed Freedom / Liberty / +turrets for AAF
    29. Added flavour rifles at Arsenal tables.
    30. Main AOs that have civilians now also spawn civilian vehicles; some on roads, some in garages (if there are any garages).
  24. Like
    Ryko got a reaction from Mark T in Invade & Annex 4 Alpha Test Feedback   
    Version 035 of I&A 4 is on server now and undergoing testing.  We'll be doing another Alpha Test on Friday (1800GMT)
     
    Change log:
    1. Tweaks to compass direction (vehicle direction if driver, player / gunner direction in other cases)
    2. CSAT Xi'an added to vehicles whitelist for co-pilot allowance; base default Xi'ans now spawn unarmed. Reward Xi'ans spawn armed.
    3. Removed Scout version of the Nyx from Independent OPFOR vehicles.
    4. Only non-incapacitated players now considered for medical alert (players nearby who could revive you).
    5. Fixes to destroy cache mission.
    6. Tweaks to soldier blue force tracking (should stop it from disappearing randomly).
    7. Players not in your group will now show name and rank tags within 30m. Players in your group, this range is 200m.
    8. Fix for ground vehicles excluding gunners ('Co-pilot disabled on this vehicle')
    9. Added automated team-kill sanction measures (three strikes rule).
    10. Tweaks to medical actions (should get reward points for revives?)
    11. Restored ability of zeus players to remove players from group roles in squad management.
    12. Removed admin notification of player suicides, as no easy way to detect between manual respawn or just bleeding out.
    13. Add night vision goggles to all default loadouts.
    14. UAV operator now has access to artillery computer.
    15. Removed RANDOM button from Arsenal.
    16. Tweaks to OPFOR awareness, after calling in support, OPFOR units will return to patrol waypoints after dealing with threats.
    17. Added automatic parachutes to air vehicles (if you jump out of a helicopter, you'll automatically get a parachute; your backpack will be restored when you touch down).
    18. Revised arsenal. Suppressors and bipods are now reward-purchased items. Slight limit on weaponry as you can purchase additional weapons with reward points.
    19. Added weapons and gear purchase functionality to reward menu.
    20. Fix for donating points to group leader.
    21. Added reward-purchased deployable ammo box functionality with faction-specific box loadouts.
    22. Added first version of AI Buddy (purchased with reward points)
    23. Secondary missions: extended timeout to minimum 25 minutes, plus an extra 5-10 minutes. Also, first person detected by enemies in the secondary AO will trigger a bonus 10 minute extension.
    24. Added new secondary missions: destroy enemy artillery pieces and destroy tank platoon.
    25. Added remote designator backpack to Spotter class.
    26. Default quad bikes set to faction type.
    27. Time multiplier changed to default 6x, parameter option for 12x.
    28. Completely removed Freedom / Liberty / +turrets for AAF
    29. Added flavour rifles at Arsenal tables.
    30. Main AOs that have civilians now also spawn civilian vehicles; some on roads, some in garages (if there are any garages).
  25. Like
    Ryko got a reaction from Stanhope in Invade & Annex 4 Alpha Test Feedback   
    Version 035 of I&A 4 is on server now and undergoing testing.  We'll be doing another Alpha Test on Friday (1800GMT)
     
    Change log:
    1. Tweaks to compass direction (vehicle direction if driver, player / gunner direction in other cases)
    2. CSAT Xi'an added to vehicles whitelist for co-pilot allowance; base default Xi'ans now spawn unarmed. Reward Xi'ans spawn armed.
    3. Removed Scout version of the Nyx from Independent OPFOR vehicles.
    4. Only non-incapacitated players now considered for medical alert (players nearby who could revive you).
    5. Fixes to destroy cache mission.
    6. Tweaks to soldier blue force tracking (should stop it from disappearing randomly).
    7. Players not in your group will now show name and rank tags within 30m. Players in your group, this range is 200m.
    8. Fix for ground vehicles excluding gunners ('Co-pilot disabled on this vehicle')
    9. Added automated team-kill sanction measures (three strikes rule).
    10. Tweaks to medical actions (should get reward points for revives?)
    11. Restored ability of zeus players to remove players from group roles in squad management.
    12. Removed admin notification of player suicides, as no easy way to detect between manual respawn or just bleeding out.
    13. Add night vision goggles to all default loadouts.
    14. UAV operator now has access to artillery computer.
    15. Removed RANDOM button from Arsenal.
    16. Tweaks to OPFOR awareness, after calling in support, OPFOR units will return to patrol waypoints after dealing with threats.
    17. Added automatic parachutes to air vehicles (if you jump out of a helicopter, you'll automatically get a parachute; your backpack will be restored when you touch down).
    18. Revised arsenal. Suppressors and bipods are now reward-purchased items. Slight limit on weaponry as you can purchase additional weapons with reward points.
    19. Added weapons and gear purchase functionality to reward menu.
    20. Fix for donating points to group leader.
    21. Added reward-purchased deployable ammo box functionality with faction-specific box loadouts.
    22. Added first version of AI Buddy (purchased with reward points)
    23. Secondary missions: extended timeout to minimum 25 minutes, plus an extra 5-10 minutes. Also, first person detected by enemies in the secondary AO will trigger a bonus 10 minute extension.
    24. Added new secondary missions: destroy enemy artillery pieces and destroy tank platoon.
    25. Added remote designator backpack to Spotter class.
    26. Default quad bikes set to faction type.
    27. Time multiplier changed to default 6x, parameter option for 12x.
    28. Completely removed Freedom / Liberty / +turrets for AAF
    29. Added flavour rifles at Arsenal tables.
    30. Main AOs that have civilians now also spawn civilian vehicles; some on roads, some in garages (if there are any garages).
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