Arma 3
Dynamic Recon Ops - Helvantis
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Update: 19 Aug, 2017 @ 10:47am

  • Added HVT extraction/interrogation task type
  • Removed HVTs and intel carrying enemies from garbage collection
  • Improved chances for HVT task to spawn if added as a preference
  • Better cleanup for objective search area markers
  • Improvements to side switching scripts to account for non-standard mod side designations
  • Improvements to stealth system - killing the team leader will now render their group unable to raise the alarm
  • Switched fonts for labels with bugged fonts
  • Fixed: Starting vehicles could be incorrectly randomised in MP
  • Dedicated servers will load host's saved options (courtesy of Ledere)
  • Possible fix for players losing loadouts on respawn

Update: 2 Aug, 2017 @ 11:10am

  • Implemented Mission Preset option
  • Added Recon Ops preset type
  • Added Sniper Ops preset type
  • Added extra checks for mod factions that use non-standard side identifiers
  • Swapped Scenario and Environment menu positions
  • Slightly increased civilian time to switch to hostile
  • Fixed: Stealth task would succeed on mission end even if failed
  • Fixed: Some instances where helicopter extraction command could fail to be given

Update: 29 Jul, 2017 @ 1:53am

  • Modified stealth detection to better account for situations where the enemy have completely detected the players but have then been killed
  • Added MP locality check for power unit sabotage

Update: 28 Jul, 2017 @ 1:15am

Stealth Expansion:

  • Added stealth option to Scenario tab on startup menu
  • Added stealth tracking
  • Maintaining stealth status prevents enemy reinforcements or attacks
  • Losing stealth status will allow regular enemy reinforcements as well as causing nearby enemies to become alert and attack the player position
  • Added sabotage functionality for units carrying toolkits - most destroy objectives can now be completed silently, along with the new power grid tasks
  • Added sabotage power grid optional tasks

Other Changes:
  • Added destroy comms tower optional task
  • AO can now be selected anywhere by holding ALT and clicking on the AO location map
  • Improved end title sequence and implemented custom debriefing
  • Removed HVT fail condition pending improvement
  • Starting vehicle selections are no longer returned to random when the Team Planning dialog is refreshed
  • Improved some holdAction icons
  • Improved briefing
  • Balance pass on enemy numbers
  • Fixed: Certain tasks would not be given to JIP players
  • Separated destroy and steal vehicle task types

Update: 17 Jul, 2017 @ 6:35am

  • Extra groups of potentially hostile civilians can spawn randomly
  • Added behaviour variation for hostile civilians groups
  • Added briefing intel related to hostile civilians
  • Added civilian vehicle spawns
  • Cache objectives no longer spawn Apex cache objects if Apex DLC is not detected (experimental)
  • Composition objects (roadblocks etc) are not spawned if their DLC is not detected (experimental)
  • Allowed AO generation to store more locations
  • Fixed: Enemy patrols were sometimes not correctly receiving waypoints
  • Fixed: Enemy building garrisons were spawning too frequently
  • General balance pass on enemy numbers
  • Improved some markers' visibility
  • Added 'Random' option to civilians parameter

Update: 15 Jul, 2017 @ 11:43pm

Update: 15 Jul, 2017 @ 2:44am

  • AO location types replaced with randomised individual location elements - more AO variation is possible and allows for easy future expansion with new elements
  • Added market location element
  • Improved civilian patrols to be based on location data and no longer completely random
  • Added chance for hostile civilians
  • Fixed: Hang based on startup faction data checks
  • Fixed: Checking for routes blocked by water would not give transport boats when using air insertions
  • Enemies garrisoned in military buildings are no longer fixed in place
  • Pilots filtered out of general spawns
  • Improvements to faction extraction efficiency
  • Added checks for HVTs and POWs spawning inside geometry
  • Toned down number of animal spawns
  • Intel reveals for area markers are now more generous
  • Intel from dead enemies can no longer return nothing
  • Marker sizes for tasks given at mission end made much smaller
  • Players are unreadied if they open the arsenal during Team Planning menu

Update: 21 Jun, 2017 @ 4:39am

  • Fixed: Extreme wind speeds when using ACE
  • Fixed: Faction data extraction case sensitivity issue that could cause some vehicles to be unavailable
  • Fixed: Handling for some situations where no vehicles are available

Update: 18 Jun, 2017 @ 6:40am

  • Added ACE menu integration courtesy of Ledere

Update: 12 Jun, 2017 @ 11:51am

  • Rolled back a change to the squad loadout interface positioning