KP-Liberation/CHANGELOG.md

26 KiB

Changelog

0.97.0 (in Development)

  • Fully rewritten the mission code from scratch. (Details in the Dev-Blogs)
  • Added: Functions library via CfgFunctions.
  • Added: Admin dialog with various functionalities for server admins.
  • Added: Free camera view for building.
  • Added: Config guard for preset file syntax error detection.
  • Added: KP GUI system implemented for dialog creation.
  • Added: Mission configuration completely via CBA Settings.
  • Updated: Traditional Chinese Localization. Thanks to dustin902001
  • Removed: Mission configuration via mission parameters.
  • Tweaked: License changed from MIT to GPLv3.
  • Tweaked: Eden objects got KPLIB_eden_ as prefix.
  • Tweaked: Faster initial sector sorting.
  • Tweaked: Stringtable key names categorized.
  • Tweaked: Formatting and comments in preset files.
  • Tweaked: Mission name now fits the name standard.
  • Tweaked: Versioning format from e.g. 0.97X to 0.97.X for a better separation.
  • Tweaked: Sector garrisons are now persistent during activations and doesn't spawn fresh on each activation.
  • Tweaked: Unit/Army presets are now universally used as friendly or enemy preset.
  • Tweaked: Changing presets is now possible without server restart.

0.963a (10th April 2018 as "legacy support" release)

  • Added: Action to raise/lower object while building. Thanks to darrell-aevum
  • Added: Some classnames to arsenal allowed extension list. Thanks to madpat3
  • Added: Functionality to save/load mission parameters. Thanks to veteran29
  • Added: Presets for: RDS Civilians, Project OPFOR SLA and Project OPFOR RACS. Thanks to PSYKO-nz
  • Added: Automatic mission pbo build tool (available on GitHub). Thanks to Dahlgren and veteran29
  • Added: Tanks DLC classnames for presets.
  • Added: Group diag output for serverlog.
  • Added: Debug output for group count and amount of active scripts. Liberation starts with [13,70,0,1] and may rise to [70,70,0,1].
  • Added: Notification for incoming guerilla forces when attacking a sector.
  • Added: Vehicle chance for guerilla forces who approach a sector.
  • Added: Traditional Chinese localization. Thanks to KOEI5113
  • Added: IDE editorconfig file.
  • Added: Overview of actual applied mission parameters on the map screen as diary record.
  • Removed: Some old scripts which aren't needed anymore.
  • Removed: Always no fog.
  • Tweaked: All spawn compileFinal preprocessFileLineNumbers replaced with execVM.
  • Tweaked: All createGroup now with activated deleteWhenEmpty.
  • Tweaked: All BIS_fnc_relPos replaced with getPos.
  • Tweaked: Guerilla forces event chances, strength gain values and unit amounts.
  • Tweaked: The Commander / Admin can now change the permissions of offline players.
  • Tweaked: BI Revive is now automatically deactivated if ACE Medical is loaded.
  • Tweaked: FPS map marker is now below the map and also shows count of local groups.
  • Tweaked: Overview picture for loading and mission selection screen.
  • Tweaked: Log output source name is now set at each run.
  • Fixed: Placement of buildings after save/load. Thanks to Cre8or
  • Fixed: Sometimes helicopters exploded when spawning on the deck of the USS Freedom.
  • Fixed: Players couldn't ziptie the civilian informant, if playing with ACE.
  • Fixed: File name instead of mission name in mission selection screen.
  • Fixed: "Taking Command" spam from AI after players death.
  • Fixed: Fixed range for recycling and start of building instead of using FOB range.
  • Fixed: Some vehicles with dynamic loadout support lost their weapons when rearmed by Liberation rearm module.

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
  • Tweaked: Some small tweaks for the Lythium basefile.
  • Tweaked: BWMod Classnames due to the last mod update. Thanks to 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
  • Added: Some additional debug outputs.
  • Added: RHS AFRF Preset for the player side. Thanks to veteran29
  • Added: Lythium basefile. Thanks to Enigma
  • Added: Portuguese localization. Thanks to NomadRomeo
  • Added: BW Mod Tropentarn preset.
  • Added: Project OPFOR Islamic State enemy preset and Project OPFOR resistance preset. Thanks to Applejakerie
  • Updated: RHS transport configs.
  • Updated: RHS vehicles in presets.
  • Updated: Devkit mission.sqm.
  • Tweaked: Wounded civilians event. Thanks to veteran29
  • Tweaked: Extended allowed items extension list with some bwmod classnames. Thanks to madpat3
  • Tweaked: Detection of UAVs. Thanks to veteran29
  • Tweaked: Enemy vehicle crew spawning. Ensure that they'll be on the right side (important for red vs blue). Thanks to 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
  • 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
  • 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
  • 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
  • Removed: ACE compatibility parameter.
  • Updated: ACE settings from our community due to the new pylons system in ACE.
  • Updated: Italian localization. Thanks to k4s0
  • Updated: Chinese Simplified localization. Thanks to 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
  • Added: Automatic server restart script for dedicated servers. Thanks to 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
  • Added: Parameter to set a cooldown for using mobile respawns.
  • Updated: English ingame tutorial texts in stringtable. Thanks to 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
  • Tweaked: Some reordering of UI elements.
  • Tweaked: Localization support for the extended options menu. Thanks to 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
  • 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
  • Updated: German tutorial texts. Thanks to 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
  • 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
  • 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
  • Added: Some more vehicles from RHS to the presets
  • Added: More buildable lights for the FOB. Thanks to Reckulation
  • Added: A devkit mission.sqm for people who want to port Liberation to other maps
  • Added: GitHub 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
  • Updated: Russian localization. Thanks to KOC
  • 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
  • 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 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
  • 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
  • Added: Civilian transport configs. Thanks to 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 unit and arsenal preset. Thanks to ChiefOwens
  • Added: DLC Jets to most presets
  • Added: Sahrani missionfile. Thanks to 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
  • Updated: English InGame Tutorial text with the latest informations for resource, production and logistic system. Thanks to Applejakerie
  • Replaced: Manpower icon with supplies icon. Thanks to jus61
  • Replaced: Every deprecated BIS_fnc_MP with remoteExec
  • Replaced: ATLAS LHD with USS Freedom. Thanks to Applejakerie for the immersive clutter on the carrier
  • Tweaked: Arsenal blacklist filtering. Thanks to 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
  • 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
  • Tweaked: Vehicles with dead crew can now be recycled
  • Tweaked: Altis mission.sqm. Thanks to Applejakerie
  • Tweaked: Chimera bases on Takistan and Taunus. Thanks to 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
  • Fixed: Missing batteries with Apex laser designators. Thanks to veteran29
  • Fixed: Enemy weapon dance. Thanks to 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 for building it
  • Added: X-Cam-Taunus missionfile
  • Added: Custom made Chimera Base for X-Cam-Taunus. Thanks to jus61 for building it
  • Added: Custom made Chimera Base for Chernarus. Thanks to Enigma 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)