The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area.
* Experience a massive CTI campaign with up to 200 different capturable settlements across the entire area
* Cooperative gameplay for up to 34 players
* A commander role to take care of the planning, production, logistic and AI commanding
* Recruitable AI troops to fill the gaps
* Buy troops and vehicles using three different types of resources
* Build the FOB of your dreams with an ingame "what you see is what you get" system
* Fight aggressive and cunning hostile forces who react and adapt to your actions
* 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
I've provided our community serverconfig.hpp for the [usage with the ace_server.pbo](https://ace3mod.com/wiki/framework/settings-framework.html#32-loading-up-the-server-config) for dedicated servers.
Just copy the userconfig folder into your ArmA 3 Server folder and start the ace_server.pbo as serverside mod.
## Recommended Difficulty Settings
I recommend to use the following difficulty settings for this mission (User profile of your server):
* 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. (Currently deactivated, as there are still issues in MP)
* Added: BI Artillery support for artillery vehicles and mortars (if built manned or AI ordered to get in as crew). (Currently deactivated, as there are still issues in MP)
* 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.
* 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](https://github.com/k4s0)
* Updated: Russian localization. Thanks to [_KOC_](mailto:Constantin.rogozin@ya.ru)
* 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](https://github.com/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](https://github.com/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
* Added: Italian localization. Thanks to [k4s0](https://github.com/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](https://github.com/Applejakerie)
* Added: Civilian transport configs. Thanks to [Applejakerie](https://github.com/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](https://3cbmod.wordpress.com) unit and arsenal preset. Thanks to [ChiefOwens](https://github.com/ChiefOwens)
* Added: DLC Jets to most presets
* Added: Sahrani missionfile. Thanks to [Applejakerie](https://github.com/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 into `kp_liberation_config.sqf` and added descriptions to the variables
* Updated: Spanish localization. Thanks to [regiregi22](https://github.com/regiregi22)
* Updated: English InGame Tutorial text with the latest informations for resource, production and logistic system. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Replaced: Manpower icon with supplies icon. Thanks to [jus61](https://github.com/jus61)