commit c5a7c585070147c3c6d22120789141817d43ad01 Author: Christian Date: Thu Jan 18 20:47:10 2018 +0100 Initial commit for the GitHub Pages diff --git a/README.md b/README.md new file mode 100644 index 00000000..e224a718 --- /dev/null +++ b/README.md @@ -0,0 +1,490 @@ +![KP Liberation](https://www.killahpotatoes.de/images/arma/liberation.png) + +# KP Liberation for ArmA 3 + +## GitHub Pages + +[BI Forum Thread](https://forums.bistudio.com/topic/202711-mpcti-coop-liberation-continued/) + +[Steam Workshop](http://steamcommunity.com/id/wyqer/myworkshopfiles/?appid=107410) + +[Discord](https://discord.gg/bpPUU48) + +This mission is a full rewrite of the original mission from [GreuhZbug](https://github.com/GreuhZbug). + +[Original Liberation mission v0.924](https://github.com/GreuhZbug/greuh_liberation.Altis) + +If you like the work and think it's worth a small donation, feel free to use the following link: + +[Donate via paypal.me](https://www.paypal.me/wyqer) + +## 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 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 vehicles (both ground and air) 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. + +## Public Servers + +### KP Liberation by www.killahpotatoes.de +* IP: 213.133.110.170 +* Port: 2302 +* Needed Mods: None +* Admin: [jus61](https://www.killahpotatoes.de/index.php?user/2-jus61/) + +## Needed Mods +These mods are needed if you want to use the prepacked 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 + * [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184) + * [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987) + * [G.O.S Al Rayak](http://steamcommunity.com/sharedfiles/filedetails/?id=648172507) + * [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103) + * [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117) +* Altis + * None +* Chernarus + * [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184) + * [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987) + * [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103) + * [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117) + * Recommended for more enterable buildings on Chernarus + * [DonkeyPunch.INFO Open Chernarus Project](http://steamcommunity.com/sharedfiles/filedetails/?id=786777307) +* Lythium + * [Jbad](http://steamcommunity.com/sharedfiles/filedetails/?id=520618345) + * [Lythium](http://steamcommunity.com/sharedfiles/filedetails/?id=909547724) + * [Project OPFOR](http://steamcommunity.com/sharedfiles/filedetails/?id=735566597) + * [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103) + * [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117) +* Malden + * None +* Sahrani + * [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184) + * [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987) + * [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103) + * [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117) +* Takistan + * [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184) + * [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987) + * [Project OPFOR](http://steamcommunity.com/sharedfiles/filedetails/?id=735566597) + * [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103) + * [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117) +* Tanoa + * None +* Taunus (very resource-intensive map) + * [BWMod](http://steamcommunity.com/sharedfiles/filedetails/?id=1200127537) + * [CBA A3](http://steamcommunity.com/sharedfiles/filedetails/?id=450814997) + * [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184) + * [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987) + * [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103) + * [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117) + * [X-Cam-Taunus (Version 1.1)](http://steamcommunity.com/sharedfiles/filedetails/?id=836147398) + +## Recommended Mods +These mods are recommended by us, as they are likely to increase your gaming experience: +* [ACE](http://steamcommunity.com/sharedfiles/filedetails/?id=463939057) +* [ACE Compat - RHS Armed Forces of the Russian Federation](http://steamcommunity.com/workshop/filedetails/?id=773131200) +* [ACE Compat - RHS United States Armed Forces](http://steamcommunity.com/workshop/filedetails/?id=773125288) +* [ACE3 - BWMOD Compatibility](http://steamcommunity.com/sharedfiles/filedetails/?id=870313336) +* [ACRE 2](http://steamcommunity.com/sharedfiles/filedetails/?id=751965892) +* [Advanced Urban Rappeling](http://steamcommunity.com/sharedfiles/filedetails/?id=730310357) +* [Enhanced Movement](http://steamcommunity.com/sharedfiles/filedetails/?id=333310405) +* [FA-18 Super Hornet](http://steamcommunity.com/sharedfiles/filedetails/?id=743099837) +* [Immerse](http://steamcommunity.com/sharedfiles/filedetails/?id=825172265) +* [JSRS SOUNDMOD](http://steamcommunity.com/sharedfiles/filedetails/?id=861133494) +* [JSRS SOUNDMOD - Additional](http://steamcommunity.com/sharedfiles/filedetails/?id=863393819) +* [KP Ranks](http://steamcommunity.com/sharedfiles/filedetails/?id=741621641) +* [LAxemann's Suppress](https://steamcommunity.com/sharedfiles/filedetails/?id=825174634) + +Also you should think about using these mods as serverside mods: +* [Advanced Rappeling](http://steamcommunity.com/sharedfiles/filedetails/?id=713709341) +* [Advanced Sling Loading](http://steamcommunity.com/sharedfiles/filedetails/?id=615007497) +* [Advanced Towing](http://steamcommunity.com/sharedfiles/filedetails/?id=639837898) + +## Recommended Difficulty Settings +I recommend using the following difficulty settings for this mission (User profile of your server): +``` +class CustomDifficulty +{ + class Options + { + groupIndicators=0; + friendlyTags=0; + enemyTags=0; + detectedMines=0; + commands=0; + waypoints=0; + weaponInfo=1; + stanceIndicator=1; + reducedDamage=0; + staminaBar=0; + weaponCrosshair=0; + visionAid=0; + thirdPersonView=0; + cameraShake=1; + scoreTable=0; + deathMessages=0; + vonID=1; + mapContent=0; + autoReport=0; + multipleSaves=0; + squadRadar=0; + tacticalPing=0; + }; + aiLevelPreset=1; +}; +``` + +In the server config file: +``` +forcedDifficulty = "custom"; + +class Missions +{ + class kp_liberation + { + template = "kp_liberation.Altis"; + difficulty = "custom"; + }; +}; +``` + +## Media +[![Gameplay](http://img.youtube.com/vi/ULSxjp8cIUM/0.jpg)](https://www.youtube.com/watch?v=ULSxjp8cIUM) + +## License +Copyright (C) 2017 [Wyqer](https://github.com/Wyqer) + +This program is free software: you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation, either version 3 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program. If not, see . + +## Changelog + +### 0.97 (in development) +* Added: Refactored code for the whole framework +* Removed: Old code from the whole framework + +### 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](https://github.com/Applejakerie) +* Tweaked: Some small tweaks for the Lythium basefile. +* Tweaked: BWMod Classnames due to the last mod update. Thanks to [madpat3](https://github.com/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](https://github.com/veteran29) +* Added: Some additional debug outputs. +* Added: RHS AFRF Preset for the player side. Thanks to [veteran29](https://github.com/veteran29) +* Added: Lythium basefile. Thanks to [Enigma](http://steamcommunity.com/profiles/76561198052767508) +* Added: Portuguese localization. Thanks to [NomadRomeo](https://github.com/NomadRomeo) +* Added: BW Mod Tropentarn preset. +* Added: Project OPFOR Islamic State enemy preset and Project OPFOR resistance preset. Thanks to [Applejakerie](https://github.com/Applejakerie) +* Updated: RHS transport configs. +* Updated: RHS vehicles in presets. +* Updated: Devkit mission.sqm. +* Tweaked: Wounded civilians event. Thanks to [veteran29](https://github.com/veteran29) +* Tweaked: Extended allowed items extension list with some bwmod classnames. Thanks to [madpat3](https://github.com/madpat3) +* Tweaked: Detection of UAVs. Thanks to [veteran29](https://github.com/veteran29) +* Tweaked: Enemy vehicle crew spawning. Ensure that they'll be on the right side (important for red vs blue). Thanks to [veteran29](https://github.com/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](https://github.com/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` to `respawn`. +* 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](https://github.com/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](https://github.com/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](https://github.com/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](https://github.com/k4s0) +* Updated: Chinese Simplified localization. Thanks to [nercon](https://github.com/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: 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](https://github.com/nercon) +* Added: Automatic server restart script for dedicated servers. Thanks to [k4s0](https://github.com/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](https://github.com/Carbneth) +* Added: Parameter to set a cooldown for using mobile respawns. +* Updated: English ingame tutorial texts in stringtable. Thanks to [FatRefrigerator](https://github.com/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](https://github.com/veteran29) +* Tweaked: Some reordering of UI elements. +* Tweaked: Localization support for the extended options menu. Thanks to [nercon](https://github.com/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 solution `selectRandom`. +* 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](https://github.com/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](https://github.com/Applejakerie) +* Updated: German tutorial texts. Thanks to [madpat3](https://github.com/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` to `distance2D` 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](https://github.com/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](https://github.com/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](https://github.com/ChiefOwens) +* Added: Some more vehicles from RHS to the presets +* Added: More buildable lights for the FOB. Thanks to [Reckulation](https://www.killahpotatoes.de/index.php?user/130-reckulation/) +* Added: [A devkit mission.sqm](https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit) for people who want to port Liberation to other maps +* Added: [GitHub Wiki](https://github.com/Wyqer/kp_liberation/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](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 +* Fixed: Build menu reloads constantly + +### 0.95 (22th May 2017) +* Added: New resource system +* 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) +* Replaced: Every deprecated `BIS_fnc_MP` with `remoteExec` +* Replaced: ATLAS LHD with USS Freedom. Thanks to [Applejakerie](https://github.com/Applejakerie) for the immersive clutter on the carrier +* Tweaked: Arsenal blacklist filtering. Thanks to [veteran29](https://github.com/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](https://github.com/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](https://github.com/Applejakerie) +* Tweaked: Vehicles with dead crew can now be recycled +* Tweaked: Altis mission.sqm. Thanks to [Applejakerie](https://github.com/Applejakerie) +* Tweaked: Chimera bases on Takistan and Taunus. Thanks to [Applejakerie](https://github.com/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](https://github.com/veteran29) +* Fixed: Missing batteries with Apex laser designators. Thanks to [veteran29](https://github.com/veteran29) +* Fixed: Enemy weapon dance. Thanks to [k4s0](https://github.com/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](https://github.com/jus61) for building it +* Added: X-Cam-Taunus missionfile +* Added: Custom made Chimera Base for X-Cam-Taunus. Thanks to [jus61](https://github.com/jus61) for building it +* Added: Custom made Chimera Base for Chernarus. Thanks to [Enigma](http://steamcommunity.com/profiles/76561198052767508) 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 old `classnames_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)