Jump to content

Invade & Annex 3 Version History And Feedback Thread


Recommended Posts

Changelog for 3.4.17

 

- [Added] Zeus vehicle customization hotkey (LShift+C)
- [Added] Anyone can now pick up enemy assault rifles in the field
- [Added] LAT/AT can now pick up enemy launchers in the field
- [Added] Any backpack can now be pickup in the field
- [Added] Extra MX rifles to vehicle inventories


- [Fixed] Side Mission Free IDAP task clean up
- [Fixed] Supply box spawning and clean up
- [Fixed] Side Mission Secure asset reward unlocking
- [Fixed] GhostHawk turret unlock/lock
- [Fixed] Derp Revive divide-by-zero condition


- [Tweaked] Side Mission Lost Convoy
- [Tweaked] Default loadouts
- [Tweaked] Prio SAM disable UAV hacking
- [Tweaked] HC xfer function
- [Tweaked] Curator placed unit/object handlers

Link to comment
Share on other sites

  • 2 weeks later...

Invade & Annex 3.4.18 Change log:

 

- [Added] AdminChannel addition in Zeus tools

- [Added][Cam Loa Nam] PF 1.2 assets and equipment

- [Fixed] TK auto kicking

- [Fixed] Reward spawning RE issue

- [Fixed][Cam Loa Nam] Teleport to Carrier

- [Tweaked] Conditional HC transfer

- [Tweaked] Kill messages

- [Tweaked] Field Repair/Refuel actions

- [Tweaked] Zeus checking function

- [Tweaked] Vehicle respawn script logging

Link to comment
Share on other sites

  • 2 weeks later...

Changelog for 3.4.19

 

- [Added][Cam Lao Nam] FOB Dolphin
- [Added] Memorial for Mikael


- [Fixed][Cam Lao Nam] Pilot and Carrier teleports

 

- [Tweaked] RemoteExec whitelist
- [Tweaked][Cam Lao Nam] Unit loadouts
- [Tweaked][Cam Lao Nam] Main base moved
- [Tweaked][Cam Lao Nam] Randomize jet loadouts
- [Tweaked][Cam Lao Nam] Rewards
- [Tweaked][Cam Lao Nam] Derp Revive damage thresholds
- [Tweaked][Altis] FOB Heli spawns
- [Tweaked] Derp Revive variable reset

Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...

Changelog for 3.4.20

 

- [Added] Parachute script (see in game FAQ)

- [Tweaked][Altis] Main AO persistance has been turned on (Cam Lao Nam already had this)
- [Tweaked] AOs will now favour heading towards FOBs
- [Tweaked] 2 hunters at main base were changed to striders
- [Tweaked] Vehicle unflip script (requires 1 person but takes 10 seconds now)
- [Tweaked] On low player count (less than 10)
    - No AA vehicles or AA teams will spawn in AO (AA infantry can still spawn garrisoned in buildings)
    - A maximum of 10 (instead of 15) buildings will be garrisoned in the AO
    - Only the inner 20% (instead of 50%) of the AO will contain garrisoned units

Link to comment
Share on other sites

@Stanhope the guardian tele to dock still behaving the same for me, fades out after selecting on scroll menu but I just reappear at the arsenal in the hangar. Not sure if anyone else has this issue.

*Edit* checks map change log still on 3.4.19, I will actually check when it on the server 🤭

Link to comment
Share on other sites

On 10/22/2022 at 1:42 AM, Damo3D said:

@Stanhope the guardian tele to dock still behaving the same for me, fades out after selecting on scroll menu but I just reappear at the arsenal in the hangar. Not sure if anyone else has this issue.

*Edit* checks map change log still on 3.4.19, I will actually check when it on the server 🤭

 

it was working fine for me when I used it yesterday

Link to comment
Share on other sites

  • 3 months later...

Changelog for 3.4.1

 

- [Added] Invade and Annex for Sefrou Ramal (Western Sahara CDLC)
- [Added] Invade and Annex for Tanoa (Apex DLC)
- [Added] Invade and Annex for Malden
- [Added] Reward vehicles to persistance data
- [Added] Vehicle inventory customization (see FAQ)


- [Tweaked] Side Mission Lost Convoy briefing
- [Tweaked] Prevent crates from being created near bases
- [Tweaked] Vehicle apperance data restructure
- [Tweaked] Restructure of faction definitions
- [Tweaked] Side and Prio mission spawning timeouts
- [Tweaked] Service pad commands RE'd where vehicle is local

Link to comment
Share on other sites

  • 1 month later...

After a while of an objective being on server (for example a day without players) any vehicles run out of fuel and just sit there (as well as turn off) meaning they can be harder to find and have no thermal signature, so cannot be locked by certain AT (for example Titan). Could it be changed so fuel doesn't run out. (I don't know how easy that'd be, but I'd assume CSAT had some fuel trucks on Altis.. :-)

Link to comment
Share on other sites

On 3/6/2023 at 3:39 PM, possiblyEOD said:

After a while of an objective being on server (for example a day without players) any vehicles run out of fuel and just sit there (as well as turn off) meaning they can be harder to find and have no thermal signature, so cannot be locked by certain AT (for example Titan). Could it be changed so fuel doesn't run out. (I don't know how easy that'd be, but I'd assume CSAT had some fuel trucks on Altis.. :-)

 

'Tis done ....

Link to comment
Share on other sites

Hi Guys,

I've been informed if I would like to suggest any equipment for the EU1 Server be added to the Arsenal, to do so here. I'd like to request some items that myself and a few friends use regularly on our Zeus Missions etc, and believe some others might like the look of them also.

I understand and appreciate that EU1 is kept as vanilla as possible, to enable new players (or those players who are either new to AhoyWorld or don't own the DLCs) to get a feel for I&A however there are currently a fair few Marksman and other DLC items in the server.

I would like to suggest the following list of items be added from the Western Sahara DLC, obviously this is an optional DLC and if that can't be done, then that's fine, but if you don't ask, you'll never get!

 

-------------------------------------PLEASE SEE BELOW---------------------------------

 

Headgear

Military Headset (lxWS_H_Headset)

Ballistic Mask (Snake, Turban) (H_turban_02_mask_snake_lxws)

 

Uniform

Combat Fatigues [UNA] (U_lxWS_UN_Camo2)

Combat Fatigues [UNA] (Rolled Up) (U_lxWS_UN_Camo3)

 

-------------------------------------------------------------------------------------------

 

Hopefully these can be added, but if not please may I ask why? Just curious as those of us who own the DLC would like a little more variety, without having to download tons of mods. I can add some photos should these be required, none are unrealistic in terms of what military units would wear.

 

Thanks in advance,

 

Switch

 

 

Link to comment
Share on other sites

To add items from a CDLC would limit the number of players who will have access to the server. That is not in keeping with what I&A is about imho, as we want the server to be as accessible as possible. :) Doing a change like this would keep many long-time players from playing.

 

I think the relative failure of the Prairie Fire I&A server is a good example of this.

Link to comment
Share on other sites

1 hour ago, Gustis40g said:

Creator DLC content isn't downloaded unless you own the DLC or download the compatibility data.

So no, it doesn't work in the same way as the vanilla DLCs.

It's sad that's not how it works, but it would also double the game size if it would.

 

My bad then, always wondered how it's done, no worries at all then! 

Link to comment
Share on other sites

Changelog for 3.4.22

 

[Added] New service functionality for Cam Lao Nam service pads
[Added] Cam Lao Nam heli turrets can now be locked/unlocked
[Added] Bridges between isolated islands on Tanoa
[Added] Occupational grid for garrisoned building at Main AO
[Added] Black Carryall backpack
[Added] Support for using random units as paratroopers
[Added] Support for using random factions per Mission or AO


[Fixed] Mohawk textures yet again
[Fixed] Arsenal creation nil parameter
[Fixed] Decreased SubObj Radiotower empty checking radius
[Fixed] Servicing UAV's backed out the requester and not the controller
[Fixed] Admin Channel message duplication
[Fixed] BIS_fnc_findOverwatch wanting Position3D as parameter
[Fixed] Whitelist BI's Weather module in RE filters
[Fixed] Vehicles running out of fuel on long running missions


[Tweaked] Mission markers are now dynamically created and removed
[Tweaked] Main AO SubObj spawning logic for higher fault tolerance
[Tweaked] Revive actions on Vanbulance/Arsenals and while carrying/dragging
[Tweaked] Blacklist certain island on Tanoa
[Tweaked] Unify completion marker location (always 300/-300 from topleft)
[Tweaked] Spawned enemies/groups now belong to the same side as the main faction
[Tweaked] Updated QS BFT from 2.1.0 -> 2.5.0
[Tweaked] When 15 or less patrols remain in the AO, they rush for the center


[Removed] Purple and Red smoke grenades from the Arsenal
[Removed] Fortifications for garrisoned buildings at Main AO

Link to comment
Share on other sites

  • 4 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Forum Statistics

    11.1k
    Total Topics
    66.4k
    Total Posts
×
×
  • Create New...