VERSION 1.03 HIGHLIGHTS --------------------------------------------------- * Major AI tweaking and balancing (especially AI infantry can hear much less) * Improved multiplayer and cooperative campaign (saving games, connection issues) * Numerous fixes and improvements in the Harvest Red campaign
CHANGELOG: ----------
Engine ------
* New: Functions getPosATL and setPosATL to allow controlling position relative to terrain. * New: command line option -showScriptErrors introduced to show errors in scripts on-screen * New: Direct analogue throttle and brake for airplanes now available. * New: More flexible configuration of Flares in the config (brightness, size) * New: Mission name (with * indicated unsaved work) displayed in the mission editor * New: Keyboard shortcuts in the mission editor * Improved: better handling of gravitation for shots (esp. for grenades) * Improved: Building destruction * Improved: Better airplane HUD visibility both night and day * Optimization: Reduced frame stutter near map borders. * Hotfix: Players are forced to reconnect after MP Load on server. * Fixed: no particles effect when hit object with destructNo * Fixed: grenade could destroy a building just by impact * Fixed: grenades may explode only on the final impact * Fixed: when a grenade bounces on a ship deck, the proper particle effects is shown now * Fixed: missiles should pass through vegetation * Fixed: Player connected to loaded game was sometimes frozen. * Fixed: Game crashed when launched on a system with more then 8 CPUs/cores. * Fixed: Possible crash with laser designator active. * Fixed: Sometimes crew of a close vehicle was visible through the vehicle. * Fixed: Infinite looping of commands 'Stop' in radio. * Fixed: Leaning 'limits' do not work in TrackIR. * Fixed: Clients were often endlessly stuck in 'Receiving...' window after MP Load. * Fixed: Rainbow could be visible even with sun below horizon. * Fixed: 3D Editor - civilian and resistance units did not work correctly * Fixed: Sea surface was not rendered in NE area out of map. * Fixed: Terrain surface was sometimes using wrong parallax map. * Fixed: Grenade could sometimes destroy a building just by impact * Fixed: Radio messages sometimes echoed * Fixed: Team switch did not work when player died * Fixed: Reduced AI detecting slowly moving enemy vehicles by ear. * Fixed: Prevent killed AI units reporting who killed them. * Fixed: After respawn in MP, player's tasks, diary content and skills are transferred to the new entity * Fixed: Leaning 'limits' did not work with TrackIR * Fixed: MP client frozen in Receiving... screen sometimes * Fixed: Problems with saving and loading games in cooperative campaign
Missions ---------
* Fixes and improvements in most of the campaign missions (Into the Storm, Harvest Red, Bitter Chill, Manhattan, Badlands, Dogs of War) * Improved: autosave logic to not save when it was not safe * Improved: Eye for an Eye in Scenarios
Modules --------- * Fixed: Warfare fast travel on clients was not using logistic values * Fixed: Warfare money sending * Fixed: Warfare HQ multiple reports * Fixed: First-Aid: Action module caused healing scripts to run twice * Fixed: Supply drop not ending (wrong vehicle class) * New: First-Aid modules work with respawn * New: First-Aid ability to stop healing * New: Added ability to add Support Requests that do not expire. * Improved: First-Aid modules more robust and faster * Improved: Better support for side Resistance in SOM / ACM.
Data ---------
* Fixed: Invisible driver in UAZ (MG and GL) * Fixed: AI soldiers were able to hear extremely well * Fixed: various minor problems on buildings * Fixed: rocks destruction effect changed * Fixed: penetrability of some vegetation * Fixed: collision geometry of A_BuildingWIP * Fixed: react FSM core conversations * Fixed: cargo animations in LAV25 * Fixed: indicators in Ka52 when using NVG * Fixed: cargo animations in BTR * Fixed: Warfare keypoint on Chernarus
VERSION 1.02 HIGHLIGHTS -----------------------
* Improved AI driving skills * Lowered enemy AI skills for regular and recruit difficulty levels * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls. * Fixed multiplayer session NAT negotiation * Improved game stability (various crash opportunities fixed) * Multiple save slots supported * Improved terrain shape beyond map borders * Various campaign and localization fixes and improvements * Modules (F7) support added in the Mission Editor
CHANGELOG: ----------
Engine ------
* Multiple savegame positions allowed. * Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles). * Multiplayer server browser enlarged. * Improved steering for car. * Improved mobile artillery simulation. * Improved terrain shape beyond map borders. * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls. * Added UAV camera stabilization. * Indication of player connection status in list of players (Diary). * Possible to connect to server with template-based MP scenario. * Repeated weapon change command fixed in radio protocol. * Game no longer crashes when copying the linked trigger in the Mission Editor. * Different radio notification of multiple units attacking. * NAT negotiation issue removed (different negative sign cookie on client and server). * Fixed possible crash after or during Get In in multiplayer. * Improved transfer of building destruction in multiplayer. * Fine surface information are now properly used for surface properties. * Destroyed targets are no more massively reported after player has left the vehicle. * Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored). * VON no longer crashes the game on certain circumstances. * AI sprinting on a spot removed if route was planned across the roof. * Server shown as passworded in Server Browser when passworded or locked. * Improved functionality of Get In command if player is vehicle commander. * Swimming soldiers no longer drop inventory items. * Swimming players cannot use Gear dialog. * New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc. * Fillrate optimization in Video Options is now defined via combo box. * Improved light count optimization (should help performance when many distant lights are present). * Low-frequency effect (subwoofer) improved.
Scenarios --------- * Added or fixed markers in pre-mission briefings in various scenarios. * "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed. * "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbor if strong enough to continue. * "Trial by Fire" script error fixed. * Campaign: Time flow screen added to scenario intros. * Campaign: "Murder" mission ends are now triggered also when firing from a vehicle. * Campaign: Multiplayer info for all campaign scenarios added. * Campaign: Scene-specific sound entities are deleted after end of a scene. * "First to Fight" campaign scenario: * Shooting range bug fixed. * Officer's speech has titles added. * "First to Fight" campaign scenario: O'Hara animation speed fixed. * "Into the Storm" campaign scenario: Conditions of interaction with civilians improved. * "Razor Two" campaign scenario: * Mission-failed end now performs correctly. * Razor members cannot use UAV during conversations. * "One Week Later" campaign interlude: Conversation more logical. * "Manhattan" campaign scenario: * Animations of ambient people improved. * Taks waypoint for main task positioned better. * Insurgent animations after death disabled in scene. * Civilian woman stuck near transport prevented. * Reinforcements navigation fixed. * "Bitter Chill" campaign scenario: * Conversations and broken mission flow fixed. * Accidental death of Cpt. Shaftoe after a scene prevented. * Improved positions of several killed unit. * Radio chatter disabled where disturbing. * "Badlands" campaign scenario: * Ending and conversation flow fixes. * Scene of talking to locals improved. * "Dogs of War" campaign scenario: * Insurgent leader presence now logical. * Several story-related vehicles are now properly usable. * Initial conversation work in multiplayer. * "War That Never Was" campaign outro: Amount of units decreased, behavior improved. * AI grouping prevented in team deathmatch and deathmatch scenarios. * Module for limiting area of operation script fixes. * Recomposed fortifications and minor fixes in Warfare. * First-aid module performance improvements. * Language and gameplay fixes in multiplayer and singleplayer templates.
Art/Environment --------------- * Changed lighting values for early morning and dusk. * Improved wheeled vehicles turning definitions. * Utes: Improved carrier deck collision shape and F-35B geometry. * Gas stations on map can now refuel nearby vehicles. * Minor object fixes on Chernarus map (traffic signs tweaks, small objects). * Added small signs to Chernarus map. * Less frequent occurrence of thunderbolts.