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Invade & Annex 3 Version History And Feedback Thread


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Below is the change log for 3.3.73. It will go live after the restart on 05/10/2021.

 

- [Added] Discord rich presence

- [Added] Transport heli to FOB Guardian

- [Added] Vanbulance to FOB Guardian

- [Added] FOB vehicle randomization

- [Added] Main AO garrison building blacklist

- [Added] Allow storing weapon in backpack

- [Added] Enhancements based on Main AO type

- [Added] Drone despawn action for UAV Op

- [Added] Homebase to vehicle respawn timer list

- [Fixed] Ghosthawk turret action

- [Fixed] Main AO Tank SubObj cleanup

- [Tweaked] Randomization of OPFOR vehicle appearances

- [Tweaked] Pylon loadout function

- [Tweaked] OPFOR unit definitions for Main AO, Side and Priority 

- [Tweaked] Vehicle beacon/sirens

- [Tweaked] Vehicle respawn/despawn

- [Tweaked] Reward vehicle pool

- [Tweaked] Main AO selection

- [Tweaked] Allow AT to pick up enemy LAT launchers

- [Removed] Twin 20mm cannon from Orca CAS

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  • 3 weeks later...

Changelog for 3.4.03

[Added] Destroyer side mission  
[Added] Map param to remove overcast at night (off on altis, on on Cam Loa Nam)


[Fixed] Prio arty ammo truck not being cleaned up
[Fixed] Jets on which the ejection seat was used not being cleaned up


[Tweaked] Made tank platoon subobjective compatible for all maps
[Tweaked] Weapon shipment side mission: civies are now more random
[Tweaked] Range from the center at which squads will patrol in the main AO
[Tweaked] Side missions will spawn a given distance away from a base or FOB
[Tweaked] Expanded the garrison blacklist for the main AO to include prisoner cages
[Tweaked] AO garrison: buildings will have a max garrison of 50%, max 40 garrison units will be created

 

[Added][Altis] Prairie Fire builboard - [Tweaked][Cam Loa Nam] Changed classnames of player units

[Tweaked][Cam Loa Nam] Infantry can be copilot in the AH-1 and UH-1
[Tweaked][Cam Loa Nam] Set mission date to have a full moon
[Tweaked][Cam Loa Nam] Main base layout (just a bit this time)

[Tweaked][Cam Loa Nam] AA weapons of F4s are assigned to the copilot again
[Tweaked][Cam Loa Nam] Default vehicle loadouts now include backpacks and flare launchers
[Tweaked][Cam Loa Nam] Arsenal restriction: Added mission weapon for grenadier and more face and headgear
[Removed][Cam Loa Nam] Seahorse from the side mission rewards list

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Below is the change log for Invade & Annex which will be released after the restart on 06/05/2021

 

- [Added] Taru pod functionality

- [Fixed] Copy paste error in vehicle initialization

- [Tweaked] Destroyer spawn script

- [Tweaked] Enemies that can be left in an AO when it completes made map specific

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Changelog for 3.4.05

 

- [Fixed] Typo

- [Fixed] Briefing for rescue pilot mission

- [Fixed] Destroyer not despawning on completion

 

- [Tweaked] Radio tower subobj can now spawn on all maps

- [Tweaked][Cam Loa Nam] Missing AK ammo added to arsenal

- [Tweaked][Cam Loa Nam] RKG-3 has been added to the arsenal

 

- [Added][Cam Loa Nam] More AOs
 

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On 6/4/2021 at 5:35 PM, MidnightRunner said:

Changelog for 3.4.03

...
[Fixed] Prio arty ammo truck not being cleaned up

....

Seems like it still not fixed. Tempest ammo truck from old Anti-Air Battery still not despawned after 1+ hours.

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On 5/11/2021 at 12:22 AM, Norris said:

Below is the change log for 3.3.73. It will go live after the restart on 05/10/2021.

 

- [Tweaked] Allow AT to pick up enemy LAT launchers

 


So I messed up a little last night, not realising the above tweak was for only picking up enemy LAT.
I'd run out of Titan missiles and we had a vehicle with a MAWS and a bunch of MAWS rockets with us (I was the only AT and no LAT guy around), thinking I'd be able to use that I grabbed it from the vehicle only for it to instantly disappear.  So we ended up with a Titan launcher and MAWS rockets and unable to do anything.
Can that be changed without causing any problems?

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2 hours ago, OcUK-Timo said:


So I messed up a little last night, not realising the above tweak was for only picking up enemy LAT.
I'd run out of Titan missiles and we had a vehicle with a MAWS and a bunch of MAWS rockets with us (I was the only AT and no LAT guy around), thinking I'd be able to use that I grabbed it from the vehicle only for it to instantly disappear.  So we ended up with a Titan launcher and MAWS rockets and unable to do anything.
Can that be changed without causing any problems?

 

Done ....

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  • 2 weeks later...

Unsure if it is intended this way or not, but I personally don't like having the Taru detach action only when on the ground and stationary. Could this be changed to have the action pretty much always available? Could help in hot LZ's or when you want to just ditch it for multiple reasons.

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Changelog for 3.4.06

 

- [Added] Disclaimer message when entering a CAP/CAS/FSG asset

- [Added] Cleanup of player spawned drones when UAV disconnects

- [Added][Altis] Fortifications for garrisoned building

 

- [Fixed] Anti-Air Artillery Prio cleanup

- [Fixed] Destroyer sidemission spawning on land

- [Fixed] Position finding function parameters

- [Fixed] Milita Camp sidemission ending prematurely

 

- [Tweaked] Main AO fortifications set to invulnerable

- [Tweaked] Repair/Refuel/Unflip vehicle actions

- [Tweaked] Taru Pod attachment

- [Tweaked] Destroyer sidemission

- [Tweaked] SubObj Tanksection spawning

- [Tweaked] Main AO garrison faction based on AO type

- [Tweaked] Mission positioning blacklist functionality

- [Tweaked] Airframe pylon function

- [Tweaked][Altis] Rewards list

- [Tweaked][Altis] Allow AT to pick up LAT launchers

 

- [Removed][Altis] Ability to slingload the Taru Pods at FOB Guardian

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Addition to my taro inf transport pod thing: might be of interest to make entering those inf. pods trigger a popup that informs the occupant that the vehicle chat cant be seen by the pilot and direct chat has to be used to communicate with the pilot. That would make  it easier for the pilot and possibly avoid confusion tho that is just optional.

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On 7/2/2021 at 4:17 PM, RiverWolf said:

I've noticed vehicles that have been damaged out on the field and abandoned are re-spawning in the same damaged state and sometimes it's a hassle to get them repaired, not really a big problem but thought I'd let you know.

 

For v3.4.07, vehicles that gets moved now gets hitpoints with more than 60% damage reduced to 60%, and 10% fuel if below 10%.

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  • 2 weeks later...

Changelog for 3.4.07

 

- [Added] Disclaimer message when opening UAV Terminal
- [Added] Chance for ATGMs on UAVs
- [Added] Next AO hint and spawn delay
- [Added] Revive actions for medical vehicles
- [Added] Backend Discord functionality
- [Added][Altis] Mainbase teleporter to docks
- [Added][Altis] Main AO SubObj Mortar Team
- [Added][Altis] Main AO SubObj AA Fortification
- [Added][Altis] Main AO SubObj AAA Fortification

 

- [Fixed] Sidemission Destroyer not despawning
- [Fixed] Downed player medical icon Z position

 

- [Tweaked] Sidemission SecureAsset holdaction range
- [Tweaked] Enemy CAS jet type probability
- [Tweaked] Abandoned vehicles moved to spawnpoint get health and fuel
- [Tweaked] Repair/Refuel actions
- [Tweaked] Supplycrate contents and drop actions
- [Tweaked][Altis] Main AO garrisoned building set to indestructible
- [Tweaked][Altis] Helicopter respawn delay increased (2 -> 5 min.)
- [Tweaked][Altis] Main AO SubObj Comms nearObjects range
 

- [Removed] Deprecated defines

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