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Changelog

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0% found this document useful (0 votes)
30 views27 pages

Changelog

Uploaded by

bloodstone387
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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0.

1 24/04/2016 BETA
- Initial release
0.1.1 24/04/2016 BETA
- Fixed Persistent Save: It wont corrupt Altis saves.
- Corrected Maru respawning as Petros.
- Corrected punishment if SDK player kills a NATO player.
- Added an additional radio tower.
- Small bugfixes on fastrope.
- Flashlights should be used by SDK units (if no NV).
- Added unlocked optics for any SDK rifle users (no marksmen)
- Added Titan AA for militia if unlocked and skillcheck is ok.
- Added NV if unlocked too.
- Dogs dont make you lose Undercover if you are in a vehicle.
- SDK players no longer see NATO players markers.
- Engineer players can now repair vehicles.
- Officer players can now hack UAVs.
- NATO rebuilds towers again.
- Corrected refugees missions: they will only spawn on destroyed cities.
- Small +1 HR bonus on each Tax Report.
- Safer Convoy spawn.
- Fixed NATO player taxis.
- Added cleanser and punishment functions for NATO taxis.
- Added disconnected and connected functions for NATO players.
- NATO players no longer see SDK markers.
- NATO players receive notifications on certain SDK actions (supplies delivered on
cities etc.).
- Markers update correctly on Pers. Save.
- Increased a bit the distance to land for helis as they are crashing a lot with
trees.
- AI won't attack other islands targets except Airports on major attacks.
- CSAT Starts controlling the whole NW island.
- Fixed bug on initial HQ placement.
- Greatly improved safety and speed on despawning procedures.
- Halved Quadbike cost.
- Gendarmes and FIA will use flashlights.

0.1.2 24/04/2016 BETA


- NEW FEATURE: Commanders can clear the nearby forest in order to have more space
for their vehicles. Persistent Save integrated.
- Evac Refugees can happen in NATO cities with substantial differences between NATO
and CSAT mission types.
- So, removed the +1 HR bonus.
- Corrected heavy bugs on CSAT punishments.
- CSAT Punish defending civvies number spawned independenty of the spawn rate.
- Map info shows "NONE" when city is supported by a radio tower in a CSAT outpost.
- Corrected: Lose Undercover if you kill an enemy running through him with a
vehicle.
- Corrected major bug in Traitor missions.
- City support changes on each kill no matter if it's SDK or not.
- Solved undercover issues when players FFV.
- Changed the name of "Airports" to "Airbases".
- NATO Garrisons increased a bit if they are guarding a RT.
- Tweaked bonuses for defeating a CSAT attack depending on several params.
- NATO players will receive major attacks tasks.
- Earplugs script added to NATO players.
- NAPALM destroys forests.
- Units respawn in their proper respawn point once they finish their punishment.
- Corrected RT Rebuild bug.
- Prestige values saved correctly.
0.1.2.3 26/08/2016 BETA
- Tweaked here and there Undercover and Revive to prevent some bugs MP related.
- Medics are now truly medics.
- Added ragdolling and nice effects for uncosnscious state.
- Added 30 secs respawn delay.
- When players respawn they will remain in control of their IEDs planted before
dying.
- Tweaked bonuses when central airport is attacked.
- Corrected clear forest in MP.
- Engineers will be able to disarm bombs.
- Ammo and repair trucks will spawn on near roads on their respective missions.
- Deads by NAPALM burn a bit like campfires for some time.
- NATO WONT send a QRF to defend a city under attack if it's SDK.

0.1.2.4 27/08/2016
- IMPORTANT: Loosing condition: 1/3 of the total population is massacred by CSAT.
Number will be shown on "Map Info".
- IMPORTANT: R key to respawn.
- IMPORTANT: Win conditions: more then half of the population supports SDK and SDK
owns all the airports.
- Improved AI vehicle unstuck functions.
- "FIA" replaced by "SDK" in a few texts.
- Changed model for SDK crewmans (FIA model, as BIS does not give us a proper
unarmed SDK soldier)
- Arty/Bomb run markers are now local for the SDK Commander.
- MAP info will report enemy garrison status.
- AI will try to avoid NAPALM.
- Changed default unlocked backpack.
- Randomised grunts rifles.
- Added Tanoa NATO drones as attack helis
- Added backpacks to the possible AI ammocrate loadout.
- Added temporal inmunity for Maru just in case he dies because of NAPALM.
- Changed speed waypoint params for Convoys by suggestion of one player. Under
testing.
- Airstrikes in QRF were accidentally half removed.
- Unconscious units will disembark from vehicles before reaching unconscious state.
- AIs from sidemissions won't make anything spawn.
- Fixed when commander disconnects and despawns his AI + vehicles despite he's got
players in his group.

0.3 28/08/2016
- IMPORTANT: jungles are no longer a sure safe position. SpecOp patrols cover the
area if AI feels there is insurgency nearby. If SDK kills all the patrols, they
will respawn in the same way roadblocks do. Sometimes, AI will decide to reinforce
the area with mines.
- Traits on engineers and medics applied to SDK AI too.
- Dead AI teammates will get the "Revive" action deleted.
- Refugees Evac: On NATO cities a Police car will spawn nearby to help the player
on his search.
- Convoys wont spawn during major attacks.
- AI wont attack refugees when delivered at HQ.
- Crew of downed AI Air vehicles will auto-die to reduce spawned units in the
field.
- Counter for major attacks will never be less than zero.
- Added a lot predefined placed roadblocks.
- Fixed delay when Petros was killed.
- Few pesky "FIA" here and there.
- Some anti lag measures when AI attacks an Airbase.
0.3.1 28/08/2016
- Greatly improved spawning garrisons with all the cache related.
- Tasks on enemy or friendly major attacks no matter if you are the target or not.
- Tweaked a lot spawning numbers on AI major attacks.
- Tweaked a lot simulation enablement on several situations to improve FPS.
- Assigned cargo units of attacking transports wont make spawn anything (the crew
does).
- SDK HQ won't be counted to spawn Specop patrols in jungles.
- Limited napalm strikes to one each time to save fps.
- Removed Bobcat from NATO APC vehicle pool as it has no passenger seats.
- More reliable convoys.
- More consistent convoys.

0.3.2 30/08/2016
- The ULTIMATE measures to improve FPS. If a player has issues, change config or...
buy a new PC.
- Really improved performance on distance spawn check script.
- Airstrikes won't be performed if enemy has no planes available.
- When multiple Airstrikes are done, only the first will try to destroy the zone
assets, the following will aim to damage troops etc..
- Some tasks / notifications added to NATO players.
- Reduced a bit distance checkings for HQ placement selection.
- CSAT zones will make you lose Undercover.
- When in a civ heli undercover, instead of roadblocks and outposts, Airbases will
have a no-fly area that will make player lose Undercover.
- AA tanks don't despawn inmediately.
- Bomb Run planes won't get despawned inmediately when shot down if players are
there.
- More clever AI major attacks, AI will share better the info.
- Collision lights of some planes turned off while flying.
- Paratroopers are now doing real jumps instead of fake ones, and use sterable
chutes.
- Parked helis won't pop smoke when AI embarks/disembarks.
- Airbase vehicles won't despawn when AI board them.

0.3.3 01/09/2016
- IMPORTANT: In SP. 50 seconds timeout to get healed by AI for player, after that,
if AI is stuck and trying to heal, player will be conscious again, but with heavy
damage.
- Corrected error when AI embarked a garrison vehicle
- Players won't see attacking AI despawning.
- AI uses real arty on major attacks.
- Fixed money add on kills.
- Removed the gamey message of money earnt on each kill
- No more conquest missions in specop patrolled jungles.
- Kill SpecOps missions moved to the jungle.
- Tweaked a bit the spawn point from Ovau Airbase so maybe convoys will run better.
- Added small drones to SpecOp patrols in jungles.
- Attempt to avoid the recurrent bug on undercover AI losing weapons when lose
undercover.
- Defend Maru missions properly ported from Altis, they depart for an Airbase.
- Attempt to find alternative to BIS_fnc_findSafePos for having suitable land
positions for attacking helis.
- Removed NATO Tanoa UAV as attack heli because it does not attack infantry.
- Reworked task system in Convoy missions.
- Almost 100% of the sidemission actions will give task or notification for NATO
players.
- Removed the overpowered AK12 from default unlocked stuff. It may appear in
NATO/CSAT boxes.
- Resources added as possible targets of conquest missions.
- Corrected name of SDK Outposts / Roadblocks on Load.
- Outposts can be FIA now.

0.4 03/09/2016 BETA


- Land vehicles will try to use main roads!!!
- Fixed skill for SDK nor getting saved and loaded.
- Fixed bug on artillery in CSAT pubishments.
- More dense carpet bombing.
- Civilian boats spawn in coastal cities shores. They are undercover vehicles with
no zone limits.
- Added Tanoan models to possible spawned civs.
- SpecOps missions out of Outposts.
- Less time to recover planes for AI.
- Hunted some "AAF" here and there.
- AI will attack airports even without planes if their enemy has no AA available.
- Garrison status affects AI where to attack decission making.
- Rescue sidemissions on low NATO Aggro will spawn Gendarmes.
- AI skill adjusted for FIA and Gendarmes.
- Tweaks and bugfixes on revive scripts.
- Ensured a bit more AI carwheels are preserved if not fired by enemies.
- Corrected small bug in conquest roadblock missions.
- Reduced a lot minimum distance to send a Convoy.
- Expanded zone type destination on convoys.
- Added a lot of vehicles to sell.

0.4.1 08/09/2016 BETA


- IMPORTANT: REINFORCEMENT CONVOYS. AI will use them to boost their garrison
reinforcements when needed.
- Halved auto reinforcements on each tick.
- Evil warlords may sell those supply trucks instead of making the delivery and
fail the mission in change of some decent money.
- Our beloved workers are back, careful with mortars!
- Some chance AI rebuilds a resource on each tick.
- Replaced our mean old campfire by a modern camp lamp, which you can turn on and
off.
- Lights off when a city or it's nearby RT are destroyed.
- Severe tweak of AI skills, as SDK was supposed to be equal than NATO/CSAT.
- Corrected Interrogate script bug.
- Corrected server init bug which made initialisation 2 minutes longer in MP
- Disabled introshot as it is causing some issues.

0.4.2 12/09/2016 BETA


- Removed small bug to remove some mousewheel actions from the player
- Corrected bug on AI attack target scripts.
- Corrected bugs on refugees mission.
- Assassination missions are now in the right distance.
- Map info now shows correct info on influence.
- SDK deaths affect NATO/CSAT aggro.
- Garrisons get right updated when AI takes AI zones.
- Optimised sea spawn points and air land points to get rid of BIS_fnc_findSafePos
- Lesser unlocking requirements.
- Bulletproffed vehicle availability functions.
- Convoys can be FIA now.
- Roadpatrols can be Gendarmes and FIA.
- AI wont spawn with AK12
- AI wont autorearm with basic stuff
- Bulletproofed a bit more undercover for AI.
- More tweaks on revive AI.
- Corrected vehicle availability check procedures.
- Less chance for NATO to build a major attack on airports.

0.4.3 13/09/2016 BETA


- Killed a few more suspects of the lockup server bug.

0.4.4 13/09/2016 BETA


- Optimised AI where to attack procedures. No more 99% chance the target will be
the central airport.
- Corrected bug in Outpost garrisons.
- Corrected small bug on rangefinder unlocking.
- Fixed small bug on jungle minefields.
- Garrisons on zones under a major attack won't get saved to avoid exploits.
- Corrected bug on spawning SDK city garrisons.
- Added other types of possible AI squads to spawn.
- Added some texture to the map board.

0.4.5 16/09/2016 BETA


- Attacking AI will be a bit more effective.
- Removed LMG of default unlocked pool, changed by a cheap Sting but compatible
with flashlights.
- Removed Altis FIA uniforms on Arsenal.
- Added Gendarmes vests as unlockable in Arsenal.
- SDK AI will have smoke grenades if any of them has been unlocked.
- Gendarmes will have better loadout as long as you progress in game.
- Corrected bug on CSAT punish which collpases the game.
- Redress for some SDK models.
- Mags correctly removed when AI spawns with random rifle.
- Removed all the playable slots in SP
- Made NV use depend on game progress, only specops and squad leaders will have
mandatory NV. More flashlights, darker nights, more fun!
- AI will consider hot zone any with relevant enemie zones around

0.4.6 18/09/2016 BETA


- Added markers on HQ placement selection for visual aid.
- Tweaks and bugfixes on revive.
- Heavy increase radius for air assaults.
- AI will target SDK zones from any airport no matter if it's in the same island or
not.
- Higher defenses on CSAT Airports.
- SDK Watchpost and roadblocks wont make SpecOps spawn in jungles.
- Taken airports won't be busy for one hour.
- Attacking airports will become busy only after their attack has finished.
- Corrected info markers script.
- Maru's reinforcements will be on foot to avoid issues with Tanoa roads.
- Faster Convoys.

0.5 18/09/2016 BETA


- NEW FEATURE: Tiered missions. As you progress in game some missions will require
a contact in some city which will provide relevant info. Tier 2 missions will be
harder and with some additional difficulties. Bonuses and penalties will be higher
too. Those informants are treacherous, they may report you too...

0.5.1 26/09/2016 BETA


- Tweaked Arsenal: Now requirements are constant, not affected by factories.
- Added a message on mission init so newcomers have an introduction to the
persistent save system.
- Added some delay to the prisoner rescued count in case player comes back to HQ
with Fast Travel
- Corrected small bug on convoy missions.
- Added all possible vanilla backpacks, vests, optics etc.
- If selected weapon to add to militia is the default one, then no weapon
replacement procedure is done.
- AI will use suppresive fire when doing retreating maneuvres.
- Reduced enemy required distance to make AI surrender.
- Corrected lots of issues with JIP and mousewheel actions.
- Major land attacks will have the units more coordinated.
- Y key re enabled on init.
- More tweaks on revive. Unconscious units won't die because of small damage while
unconscious.
- Tweaked skillsets for AI squad leaders.
- Tweaked spotting skills for AI during night.
- Logistic Missions Ammotrucks no longer spawn in small roads.
- Tweaked and improved undercover for AI.
- Corrected aggro gains when cities change sides.
- Removing a Watchpost wont refund a roadblock.
- Convoys behave much better (not thanks to BIS latest update)
- Optimised ammobox loadouts to spawn only locked assets and more weapon numbers.

0.5.2 26/09/2016 BETA


- Enemy AI Skill will have some limit on how good is doing Syndikat and not
depending on Sydikat skill level.
- When Maru dies no unlocked mags will be locked.
- SDK players cannot FT to CSAT places.
- Only Syndikat players won't be attacked by AI when unconscious.
- MP Syndikat HQ AI garrisons are Rambo elite Maru's guard.
- Reworked NATO players options. With Y key they will be able to Fast Travel or get
a Quadbike for their own use.
- Near garrisons are now removed properly.
- Tailored briefing for non Syndikat players.
- When CSAT attacks, timer for next counterattack will be much lower.

0.6 03/05/2017 ALPHA


- NEW FEATURE: SDK Cities are now garrisoneable, NATO will attack them. This will
add an uncommon theatre of war in Antistasi.
- IMPORTANT: As this is an Alpha I decided to "free" the mission to any open coop
server, in its current state of development mission is playable and I don't have
all the time I need to work on it.
- No idle for airports when they send a QRF.
- Raised a lot money gain in SP on each kill in early stages.
- Bonused SP Deliver the Truck influence in early stages.
- Corrected bug spawning NATO arty on major attacks.
- CSAT wont send supply convoys to cities.
- Increased skill on Gendarmes and FIA

0.6.1 03/05/2017 ALPHA


- HOTFIX: SDK Garrisonws were not spawning.
- Civ "patrol" cars won't go allways to city centres.

0.6.2 04/05/2017 ALPHA


- Non TFAR players won't lose Radio on Pers. Load if Radios are unlocked.
- Corrected bug on QRF for CSAT
- AI will allways search for main roads to unload vehicles on attacks.
- No need to destroy the UAV to consider jungles as cleansed of SpecOp patrols.
- Garrisons in cities now spawn correctly.
- Land AI Road patrols will have allways a good road segment as destination.
- Added negative bonuses for time to recover NATO vehicles when they are destroyed.
0.6.3 05/05/2017 ALPHA
- NEW FEATURE: Autoloot. If you order Auto Rearm a man inside a vehicle, instead of
picking new weapons he will scavenge corpses for weapons and place them in his
vehicle until he finds nothing more. After that he will pick his old weapon.
- NEW FEATURE: Fatal Wounds. Wounds in the head can be only healed by medics.
Helmets prevent those, until you lose them..
- Increased timing between major attacks.
- Reduced NATO aggro increase on each kill.
- Increased damage tolerance when unconscious so players will find less "insta
death" situations.
- Civvies should be impossible to kill by AI running through them.
- Chances of receiving a counter battery action will depend on how static the
battery has been.
- No more teleport to unconscious player. If AI due to pathfinding issues does not
reach the player, he will be healed anyway.
- Reduced enemy distance check on destination when fastraveling in MP.
- No air attacks, big or small under heavy fog.
- Autorearm for AI now orders them to pick FA Kits and backpacks if needed.
- Corrected AI looting AT rockets when autorearm is on.
- Improved and bugfixed a bit AutoRearm code.
- No sniper groups spawn with dense fog.
- Fog affects Fast Travel enemy distance checks.
- SDK will know after some time where the attack is going if they are targeted.

0.7.0 11/05/2017 ALPHA


- NEW FEATURE: Major attacks now may consist on several waves, converting them in
authentic battles. The number of waves depends on several factors.
- NEW FEATURE: Added ACRE compatibility. Radios are unlocked by default.
- NEW FEATURE: War Level. Represents how much the war is evolved depending on SDK
progression. It affects several things. Most of them before this were depending on
SDK Skill which made players not upgrade skill to find the game easier. War Level
limits a lot of options.
- IMPORTANT: Arsenal weapon unlock will now count total ammount of weapons per
category, and unlock a random one from the ammoboxes (the more of the same type,
the more chances to unlock that weapon).
- QRFs will be sent even in CSAT vs NATO situations.
- Tweaked a bit handle damage for AI and saved some performance on the helmet
removal scripts.
- Corrected bug on air bomb runs.
- AI wont use smoke when fighting AI (NATO vs CSAT).
- Major AI vs AI attacks will spawn nearby defensive territories such as roadblocks
etc. More war.
- Civs in vehicles won't go to be supplied.
- Reverted fog decisions: BIt is impossible ATM to know how much fog is in a zone.
- Corrected stone age bug: Heal and Repair could repair destroyed vehicles.
- When AI takes AI airport, some surrounding territory will pass to attackers
territory automatically.
- AI won't attack AI territories if they have an enemy airport nearby.
- Tweaked: SDK will know attack destination depending on RT owned. No matter
destination's owner.
- Raised a bit chance success on radio detection and made it war level dependant.
- FIA or NATO garrisons will spawn depending on war level + if the zone is hot.
- Weapons looted by POWs go to the ammobox if not unlocked.
- Small QRF waves re enabled again
- Reinforcement groups wont count as refundable on Persistent Save.
- Corrected error on conquering checks upon QRF.
- Small UAVs will despawn properly.
- Corrected bug in add garrison scripts.
- Some nice info about how many items you have in the ammobox for the unlocking
count.
- Corrected: Reive telling the player there is no AI to revive when the AI is able
to heal but busy. Once it's idle if matches the conditions will try to heal the
player.
- Deleting a watchpost wont refund a roadblock
- Increased a lot time required to renceive assets for NATO and CSAT
- NATO big assets wont spawn on early stages.
- AI won't likely attack more airbases if they have still without control big part
of their islands.
- Weather and fog persistent saved.
- Airports only spawn available vehicles.
- Corrected heavy bug on AI vehicle availability so it was not working at all.
- Added some control so fog wont reach a totally insane number. Still WiP.
- SDK AT men may spawn with other unlocked launchers.
- More aggressive NATO if they are corenered with one Airport.

0.7.1 22/05/2017 ALPHA


- Improved garrison system, better, faster, smoother.
- Corrected bugs on ACRE support.
- Corrected a few bugs on AI attacking procedures.
- AI should get less stuck unloading weapons on AutoLoot.

0.7.2 23/05/2017 ALPHA


- NEW FEATURE: "I hate the fog" action on HQ lamp. It will remove the fog, that
simple.
- Fog checks are back and improved! AI will make decisions depending on fog status
on target positions.
- No more need to kill the driver to steal a civilian transport, now a few shots to
the vehicle will scare him and make him dismount.
- Tanoaised breifing thanks part to those who helped on this edition.

0.8 04/06/2017 ALPHA


- NEW FEATURE: Spawning system reworked, AI will spawn AI again under some limited
conditions. More reliable, smoother game and more realistic. Under heavy testing,
please report if you find any frozen soldier.
- NEW FEATURE: Revive greatly reworked. Carry injured, AI compatible. Less insta
kills.
- NEW FEATURE: Revive extended to all the factions.
- NEW FEATURE: Full RHS integration. I recommend the whole USAF,AFRF and GREF set.
But all of them are optional. GREF is integrated with weapons and vehicles + FIA
side is changed by Chdk units.
- Easier conditions for spawning an enemy convoy.
- Shorter range of attack of each airport.
- Name of the soldier to be revived is shown in the action menu.
- No damage animations for buildings on Pers. Load.
- Bulletproofed a bit garrison variables in order to ensure everything runs well.
- Undercover looters may lose undercover.
- Corrected small bug on QRF scipt related to aisstrikes which caused some QRFs
dont work again.
- Corrected small error on convoy success
- Fast Travel will spawn more early the destination zone.
- Supply missions with informer will spawn Vans in proper roads.
- No more CSAT Punish and simultaneous Major Attacks.
- More chances AI call a QRF.
- AI dying becaouse of bleedout time will affect prestige, garrisons etc.
- Raised bonuses and maluses for city support when a CSAT Punish finishes.
- Mortars shouldnt fire at flying units
- Some corrections on AI threat eval procedures
- Corrected small bugs on NV Goggles unlock.
- More carried units on big transport vehicles .

0.8.1 05/06/2017 ALPHA


- Fixed bug on dedi server when buying a civilian truck.
- Spawn distance parameters correctly updated on persistent save.

0.8.2 08/06/2017 ALPHA


- IMPORTANT: Made the whole spawning process on groups fps dependant. Groups will
spawn with a minimum of one unit.
- RHS GREF: Added some default grenades, SMGs and vest. Players lose their vanilla
vest on connection.
- TFAR: Default greenfor radio unlocked.
- XLA Fixed Arsenal: Integrated & Recommended
- Re enabled asset move.
- Spawn distances corrected when FPS monitor changes them automatically.
- RHS: Enabled Build Minefield function

0.9.0 16/06/2017 ALPHA


- NEW FEATURE: Real Garrisons Cache. Garrisons are now composed of combinations of
types of soldiers and it works on cache mode (you kill an AT man, go to base, go
back, that AT man no longer spawns). AI decides dynamically and with real units and
vehicles to send reinforcements, if they reach their destination, they are added to
the garrison.
- NEW FEATURE: Killzone avoidance. AI will think twice to send reinforcements,
QRFs, convoys etc. to some places which may have been proven as killzones.
- NEW FEATURE: Air battles. AI will make use of Jets or any Plane with AA
capabilities to fight other Air units.
- IMPORTANT: OLDER SAVES WONT BE COMPATIBLE. YOU WILL HAVE TO RESTART.
- IMPORTANT: PLayers wont be able to capture Airports until SDK reches War Level 3
- Fast Travel in MP allowed in groups of humans. Only leaders will make AI FT, the
other humans will FT alone.
- Owning airports will give some bomb run points from time to time.
- Reinforcements Convoy bonuses re enabled. Now they reinforce the garrison with
whatever reaches the place.
- Reduced number of default AI troops in resources.
- Corrected issues on patrol spawning.
- Corrected: AI trucks were full no matter FPS in case of major attacks.
- AI trucks were having Getout waypoints in wrong places.
- Corrected bug on squad recruit.
- Corrected bug on major attacks which spawned only arty under certain conditions
- AI will risk to heal players, but only players.
- Corrected heavy bug on changing spawn distance settings.
- RHS: Corrected flashlights on russians.
- RHS: Corrected all arty modules.
- AirStrike planes now make Garrisons spawn.
- Faster attack despawn.
- RHS: Removed remaining vanilla NATO APC
- Corrected several bugs on QRF functions, no QRF was spawning or departing.
- Improved major attacks.
- Improved vectors for paradrop depending on type of vehicle.
- Revive for AI disabled when source damage is other AI faction.
- QRF composition adapted to their objective and whats on the field.
- convoys are snesible to killzones, and none will be a convoy destination.
- No busy bases because they sent an air QRF
- Distances for despawn vehicles are now calculated in 2D mode.
- Removed pilots from airports (they added little ambience, and more lag)
- Corrected carry bug on MP, players couldnt get healed after carried.
- Re-enabled Fastrope and disembarks on airport attacks.
- Less stuck parachuted AIs
- Unconscious units in water die very fast.
- With one HC, AI load will be shared with the server, instead of everything going
to the HC.

0.9.1 18/06/2017 ALPHA

- Hotfixed timeout for friendly AI bleedout.


- When a HC disconnects, mission finishes to avoid malfunctions. A finer solution
is WiP but wont be 100% perfect.
- Map will be forced to be open when Maru dies and the commander has to select a
new HQ position.
- Re enabled vehicle dismount on unconscious as engine is not reliable on that.
- Fixed: Medics will be able to heal fatal wounds again.
- Fixed: R key shouldnt make respawn out of unconscious state, never.
- Fixed wrong message when player was unconscious.
- Fixed error on road finding function.

0.9.2 23/06/2017 ALPHA

- Optimised mortar positioning routines.


- Optimised fog checks.
- Corrected: When CSAT unlimiuted attacks reached timout they were constantly
spawing and loosing.
- FPS checks won't be done for player recruiting squads

0.9.3 23/06/2017 ALPHA

- Hotfixed some garrisons not spawning.


- While BIS does not fix HC Bar squad order options, squads will spawn in Aware
stance.
cambiar a inArea el undercover y revisar a qu� bando van los controles conquistados

0.9.4 22/08/2017 ALPHA


- NEW FEATURE: Added JAS. The finest Inventory system around the scene, built in by
Jeroen Not (Thanks!!!) for Antistasi and one of the things makes Antistasi
special :)
- NEW FEATURE: FPS monitor will dynamically adapt spawn distances smoothly to avoid
serious drops. More Antistasi For All!!!
- NEW FEATURE: AI may carry static weapons in their backpacks, if in danger, they
may decide to assemble them and use.
- IMPORTANT: FPS Monitor will run on server or garrison HC if one exists.
- Added some bulletproof to avoid a bug which prevents AI from taking territory
when they attack.
- Attacks should be more smarter now.
- Bugfixed some errors on QRF script.
- Added something to avoid "insta death" on player.
- Unconscious units in vehicles should disembark.
- Refugees, traitors etc. shouldnt spawn in some blacklisted buildings (containers)

0.9.5 21/01/2018 ALPHA

- Traitor mission guards type depend on War Level.


- Corrected BIG bug in AI recruiting and weapon check.
- Arsenal updates more often.
- IMPORTANT: CSAT waits for advanced game to appear in the main island.
- Uncosncious units are not counted for conquering checks :)
- Removed membership requirements for accesing the ammobox
- When a human tries to revive, FA kits of the healed unit are takin in count.
- SHortened a lot distances for AI to decide to send a LAND QRF

0.9.6 25/01/2018 ALPHA

- IMPORTANT: Small QRFs may be launched from nearby outposts.


- IMPORTANT: Removed FPS limiter feature, as it was inconsistent and unreliable.
Instead of that, Commanders will be able to set the aproximated max amount of AI he
wants in the map. Careful with that, use it wisely.
- Roadblock and forest patrols conquer mechanics changed so some roadblocks and
forests can be permanently destroyed with the advantage they get saved by the
persistent saves system, only those who depend on a main zone will be reinitialised
if the zone still belongs to the enemy.
- Corrected: cleared forests will get eventually filled with AP mines.
- SDK mortars now have some chance when firing of being assaulted / bombarded by
enemy units in the vincity, and not only for receiving express QRFs or airbombs.
- Reworked a bit disembark procedures with hope no more very far away disembarks
happen.
- Unconscious enemies should die easier.
- Civilian cars shouldnt kill your teammates.

0.9.7 25/01/2018 ALPHA

- HOTFIX: Jeroen Arsenal now working as host MP.

0.9.8 25/01/2018 ALPHA

- More usage of predefined positions on airports, so they become more challenging.


- More reliable enemy dead because of bleadout effects.
- Improved fastrope AI behaviour.
- Made distance for Fast Travel of 500 mts independent of fog status as it was not
reliable and allowed to FT under fire easily.
- ACE: Added a few items.
- ACE: Solved ACE BUG, NOT MINE so medical items werent appearing in the proper
section.

0.10.0 08/02/2018 ALPHA

- IMPORTANT: Enemy QRF and major attacks affect garrison in departure zone. Hold an
attack and decimate outpost / airport garrison.
- NV is unlockable again.
- When AI is supressing, they will receive vocal orders which player will be able
to hear.
- AutoRearm now allows AI to pick vests from corpses if they find a better one.
- IMPORTANT: Removed AI Mortar truck but a cheaper and more reliable mortar team
with a quadbike.
- IMPORTANT: We should see much more helis landing, instead of paradroping
soldiers.
- Transport helis gun crews should be more aggressive.
- Garrison mortars now get deleted when removed garrisons.
- Less civ car spawning explosions.
- Outposts can have "busy" status.
- Enemy garrison status gets persistent saved (very tacky way, some more
sphisticated is under study).
- Corrected bug in unlcocked assets for AI dress.
- Map Info now shows if Outposts are Idle or Busy.

0.10.1 11/02/2018 ALPHA

- Enabled AI control on mortar squads.


- No more NATO assaults on cities until some War Level is reached.
- Truck troops wont disembark on main roads far away from their destination.
- Corrected small bug on airbase / outpost garrison change when an attack is sent.
- Increased ACE integration: city support and QRFs related to AI kills will be
included.

0.10.1 HOTFIX 11/02/2018 ALPHA

- Changes on attack waypoints werent applied by a mistake.

0.10.2 13/02/2018 ALPHA

- Major improvements on departure, drills, waypoints and procedures on AI attacks.


- Reverted no NATO attack on cities on early game.
- Cars and Trucks driven by AI will tend to stick on roads much more often.
- Surrendered troops ammoboxes shouldnt explode / burn.

0.10.3 14/02/2018 ALPHA

- NEW FEATURE: Player will be able to assign to garrison squadmates and HC


controlled squads.
- Increased A LOT, A REAL LOT convoy cohesion. Convoy experience is much better
right now. Ai behaviour improved too.
- Civ convoy trucks should behave as before.
- Troop transports number of units will depend on War Level
- Added lots of tooltips in the custom menus.
- Longer times to recover idle status for bases and outposts.
- Doubled War Level gains on conquests.
- AT men wont spawn with AA if AA unlocked.
- Big increase of distance to consider a convoy reached.
- Corrected small bug in money convoys when destination was not a city.

0.10.4 20/02/2018 ALPHA

- New Feature: Replaced Sentry squads with MG static squads. Managed by HC module,
they will mount an MG when they reach their destination.
- New feature: SDK Roadblocks can be managed as garrisons, have cache of units and
get persistent saved.
- New feature: hiring an specialist without having it's weapon unlocked will make
spawn the class with proper skills, but with one unlocked rifle.
- Disabled the remove outpost button as remove garrison options does the trick.
- Fixed some wheeled vehicles pathfinding which were broken.
- War Level gets updated on city joning / leaving SDK
- More civvies spawn as default.
- Removed XLA compatibility as it is useless now.
- Mines shouldnt be unlockable.
- Solved some exploits on save + arsenal.
- Idle / busy status on outposts is now saved.
- Integrated minefield building system with Jeroen Arsenal.
- Reworked mortar squads and arty option, now you can combine more than one mortar
squads for better effetc. Mortar squad are just another squad, when they reach
their destination, they will assemble their mortar and the commander can issue
orders.
- At last: Ammo missions show exactly where is the truck.
- Brute coded Informer and Traitor spawning to avoid some bug.
- Lower cost for ARs, GLs and AT soldiers. Higher for Militia.

0.11.0 25/02/2018 ALPHA


- NEW FEATURE: Construct things. At last! Requires an engineer in your squad (or
being player engineer). Trench classnames depend on the surroundings (urban,
forest, field) and bunkers can be built for a price and in controlled zones.
Bunkers wont despawn.
- Players can buy civilian boats in HQ.
- Added a few checks to avoid AI get stuck in the carry animation.
- Moved the "Building Options" from Y menu to "Manage Garrisons" HQ Flag Option.
- Solved bug on persistent save.
- Removed eternal loop on situational music script.
- Removed infinite loop for statistics. This author owes the whole community
several billions of GHzs :)
- Parked civ cars wont never spawn in players nose.
- NATO Repair trucks should spawn in better places.
- Changes on taks structure to avoid JIP issues (we pray).
- Solved bug which spawned tons of static weapons when the AI gunner was
unconscious.
- Purchased boats will spawn in the closest possible shore point.
- Limited Aggro levels according to War Level.
- POWs wont have rifles on liberation.
- Removed small bug on garrison window.
- Halved distance checks to select a base as attack departure.
- Map position wont be reset when re-selecting options.
- Increased chance of enemies spawning with NV when it is unlocked.
- Raised a bit convoy speed.
- Solved the "unconscious train" bug on vanilla revive.
- Heavy economic (only) penalties on Maru's death.
- HC groups get removed from the HC bar when they are assigned to a garrison.

0.11.1 06/03/2018 ALPHA

- IMPORTANT: Undercover lose on roadblocks is affected by aggro. With low level,


the soldiers wont recognise you and will allow you to pass.
- Optimised a bit actions appearing on flags upon capture.
- Chances of surrender appear when an enemy becomes unconscious and not only when
killed or bleadout.
- Fixed bug that prevented QRF on mortar fire abuse.
- Imported from Altis the garbage cleaner (much faster)
- Improved a lot performance in zone ownership checks.
- Solved bug on SDK flags and JIP.
- Solved marker visibility on JIP and build HQ option.
- Corrected some small UPSMon bug.
- AI will be more aggressive when attacking and assaulting garrisons.

0.11.2 20/03/2018 ALPHA

- IMPORTANT: Civ Spawn rework. Civvies everywhere! Now the Setting Civ Percentage
means max amount of civilians. Plase NOTE: Civs are executed on clients in MP.
- IMPORTANT: Added Jeroen Logistics to enemy garrison ammoboxes. No more transfers
to trucks.
- Re enabled NATO Y menu for ACE users.
- Lots of Altis integrations thanks to Stef!
- Total rework of menus.
- ACRE fix for Arsenal.
- Integrated Jeroen Logistics and changed Supply Truck Missions.
- Fixed RHS Civ Boat error.
- Several Arsenal and ACE improvements.
- Integrated Towing in script version by Seth Duda. Thanks!
- NATO no longer thinks they are in a frontline with neighbour NATO
- Fixed bunkers + AT defenses, which are back.
- Players gear is persistent saved in detail, no more "leave it in the ammobox
before saving"
- Fixed armed civ spawning in water on CSAT punishments.
- Removed all the exclusive official servers stuff to give the features to
everyone.
- Faster reinforcements.
- Removed thermal googles of the NV unlocking scripts. SDK AI will spawn with
random googles when unlocked.

0.11.3 26/03/2018 ALPHA

- Workers wont get deleted on dedicated servers without HCs.


- Reverted some autoload features to only official servers. Autosave will be
enabled in dedicated servers.
- Bulletproofed killzone variables to avoid bugs.
- QRFs with conquer missions wont send bombruns.
- Smaller save file.
- Reduced a bit number of driving civilians.
- Garrison states on zones under attack now get saved.

0.12.0 05/04/2018 ALPHA

- IMPORTANT: Added dynamic headless client resource assignation. Antistasi will try
to balance the AI load on HC platforms so the idle-est one will spawn AI.
- IMPORTANT: Added unlimited Headless Client support, default mission has 3 HCs but
you may just edit the mission and add as many HCs as you have.
- FFAA: Added FFAA mod compatibility. Spanish soldiers will replace FIA units.
- Corrected: No more conquest missions in forests.
- Improved helmet detection no matter the mod you use and affecting undercover (if
it has some armor, you will lose undercover status).
- SDK AI will spawn with random helmets under certain skill levels.
- Corrected bugs in reinforcements script.
- Corrected bug in Destroy mission request.
- Scripted some timeout to avoid some vehicle smoke parties.
- Reenabled QRF when players are far from original bases.
- Paperboxes and some ACE stuff wont get persistent saved when near HQ
- Fixed SDK roadblocks / watchposts on persistent load.
- Paratroopers shouldnt paradrop in water.
- No more QRF paratroopers without parachute :)

0.12.1 12/04/2018 ALPHA

- Added new Tanks DLC SDK Armed cars (AT and LMG).
- Purchased vehicles will have players name in the plate.
- Bulletproofed garrison update scripts to avoid fatal errors.
- STatic weapons shouldnt spawn fallen, thanks to Sparker.
- CAS Planes wont spawn on QRF and some major attacks (yes for bomb runs).
- Better spawn points for SDK vehicle squads.
- Reduced a bit distance checks for garage, player recruit and vehicle purchase.
- Added LoW DLC civ van as possible spawn.
- Stronger Radio Tower effect on Civ Support on each tick.

0.12.2 14/04/2018 ALPHA

- NEW FEATURE: Now you may transport your wounded teammate to some truck / offroad
to be healed by friendly medics or at HQ.
- More bulletproofing of garrisonUpdate.sqf
- Heal and Repair will affect unconscious units.
- Mounting a vehicle while carryng a teammate wont have weird effects.
- Being carried in a vehicle will delay the time to get bledout.
- Simplified to DRY coding ability to fight and ability con conquer / defend, with
greater performance checks.
- NATO wont attack cities under SDK influence.
- SDK wont gain influence when the RT is on CSAT hands.

1.0.0 23/04/2018

- NEW FEATURE: When a garrison is under attack, all players will receive a
notification about it with relevant info. PvP too. PvP mission experience should
change A LOT.
- NEW FEATURE: As visual aid, SDK markers for SDK players display the total
garrison in map
- IMPORTANT: Added CSAT & NATO carriers to ensure faction presence during the whole
match.
- IMPORTANT: Doubled HR gain on every tick.
- IMPORTANT: Seaports owned by SDK will boost support gain on cities with SDK
support.
- IMPORTANT: Removed notification map markers on contact as they seem very
unrealistic and the HC module does the trick. Only remain under certain
circumstances.
- IMPORTANT: Improved code structure to make easier ports to another islands :)
- IMPORTANT: Titan and any kind of guided missile weapon wont be unlockable,
Militia will no longer spawn with AA (at least in vanilla).
- IMPORTANT: Undercover lose condition from roadblocks applied to airports and
outposts.
- "Take the Flag" action will require to decimate the zone.
- Corrected bug on garrison modification when AI dies.
- Optimised code for reaction when AI loses a teammate.
- Higher chance for AI to surrender.
- AI may send BIG QRFs under certain circunstances (MP-Only).
- Time for next tick will be persistent saved.
- Fixed bug which made transported units to bleedout.
- Corrected bug on Add vehicle to squad option.
- Optimised road searching with DRY techniques.
- AI wont send tanks to places without good roads nearby.
- Better AI behaviour while in APCs
- Better AI spacing for disembarking in major attacks.
- APCs use again their smokelaunchers when AI disembarks.
- NATO will ignore collateral damage when deciding to send a CAS bomb run.
- Corrected rare locality issues when a player captures a flag in MP.
- No more Logistic missions in destroyed cities.
- Caped maximum refugees to spawn no matter how big is the house.
- Players wont be able to use Y menu when unconscious.
- More awareness of air enemies to AA / vehicle AI.
- Fixed: AI places mines in jungles.
- Reduced a lot required time to recover helis and planes for AI.
- Removed requirement for being in the same island in logistics missions.
- Added some dynamic "bad to chose as destination" for land vehicles zone
detection.
- Adapted faction texts to the Mod is used (AFRF instead of CSAT etc).
- Now FIA squads may be composed by NATO static MG components
- Added a new outpost near Rochelle.
- When dismissing a Mortar / MG group refund is correct even if the AI has the gun
packed.
- Fixed server deleting defending civs on csat punishments.
- Refugees wont spawn in containers.
- If some military building is detected, it will get populated with MGs and other.
- Static MGs in airports now got manned.
- Better positioning of statics in airports.
- Raised a bit convoy distance.
- In SP civs stop spawning if the AI limit is reached.
- Waved major attacks wont count as wave when the number of spawned units is low.
- Radio comm interception wont benefit PvP players.
- Heal and repair wont heal unconscious units while being transported.
- RHS arty now works.
- More complete RHS integration.
- Removed exploit on player loadout + MP + persistent save.
- Added JNL to surrendered units ammoboxes.
- Gendarmes will use their primary weapon by default.
- Re enabled control of POWs.
- Raised a lot radius for AI decide attack from Airbases and Outposos.
- Raised minimum garrison squads to 2.
- ACE eraplugs for ACE PvP players.
- Skip Time works again with PvP players present.

1.0.1 14/05/2018

- Player won't be able to garage an air vehicle without being near an airport.
- PvP players will be able to "steal" unarmed vehicles from their faction airbases
and outposts.
- More intense suppressive fire use on AI.
- AI Supressed status checks to perform some actions.
- Fixed radio tower duplicity on headless clients.
- Player arty markers shouldnt be visible for other factions or JIP players.
- Altis civ car available to buy is now a non APEX car.
- Airports wont have "busy" status if they send a QRF, yes for outposts.
- Server members (or everyone if the feature is disabled) wont have group / locked
restrictions when boarding a vehicle.
- Changed PvP NATO Sniper by NATO MG role.
- Non server members wont be able to know HR and Airstrikes.
- NATO PvP players with RHS will have proper loadout.
- Corrected bug on initialRifles variable in MP.
- Reinforcements will be executed by HCs.
- Fixed locality issues with ace items variables so problems in Arsenal should be
solved. Those variables are required to fix ACE bugs and config fails which
conflict with BIS functions.
- Altis vanilla weapons found in anmoboxes are more basic vanilla.
- Drone backpacks as possible loot are now greenfor to avoid friendly AI shoot at
them.
- Removed the unlimited wave when CSAT attacks and has only one airport.
- More major attack waves depending on faction, destination and War Level.
- Removed convoy creation when major attacks are small.
- Reinforcements now are dispatched in helis for remote places.
- Checks for enemy presence will ignore dead, captured, uncosncious etc. enemies.
- ACE assets added to PvP player loadouts depending on ACE config.

1.0.2 16/05/2018

- IMPORTANT: Reviving takes time, depending on the injuries received. Still has
some glitches but gameplay improvement wotrth it.
- Ambushed AI will react faster, trying to take cover when engaged, take deffensive
positions, evaluate the situation and react.
- Unconscious teammates wont be loaded in trucks if there is some AI or player
reviving.
- Teamkilled players disguised as enemies wont cause punishment to the killer.
- HQ AI garrison are rambos, the top killers, Petros / MAru personnal guard.
- Raised alot bleedout time in MP.
- Removed feature when player bleedsout and AI don't reach him, as they seem very
realiable in pathfinding.
- Corrected small bug on PvP briefing.
- Corrected big bug in RB / Forest patrols in MP.
- Re enabled Land QRFs.
- Removed tanoan civvies in Altis.
- Time to recover from revive on enemy AI is equal to friendly AI.
- Removed Tanoa civ car from RHS template.
- When an AI gets severe damage but not unconscious, will try to get to cover
instead of just dropping smoke.
- MP client persistent load should be fixed.
- Removed time to recover for enemy AI after revive.
- Hopefully resolved some spawn in destination attack bug.
- Reworked "being carried" and "carried" status to avoid some bugs.
- Lowered a bit NATO skill.

1.0.3 20/05/2018

- IMPORTANT: Early stages AI skill will be lowered, as there was some wrong
calculation which made training beyond 5 skill level making AI Rambos.
- Reverted no busy status because of QRF sent in airports, outposts will require
more time to recover.
- Reduced reviving times.
- Improved visual aspect for undercover AI.
- AI will prioritise outposts and seaports in order to decide to reinforce a
garrison.
- Added some delay on AI heal procedures to avoid flood in case of massive damages.
- Temp inmune AI on spawn to avoid malfunctions.
- Killing an AI teammate wont make everyone hate you.
- Refugees and other non ambient civilians shouldnt despawn in dedicated servers.
- Custom assets and skillsets for faction SPECOPS / FIA substitutes also apply for
mod units.
- Added additional light vest with RHS GREF.
- Fixed: OPFOR and GREENFOR are enemies again.
- On major attacks, planes wont form part of the vehicle pool (apart from CAS). On
minor, will depend on what's the threat (only AA cratfs were spawned before).
- Armed cars and money vans shouldnt have broken wheels by accident now.
- Convoys wont be send with origin and destination of different side.
- Altis should have better weather now.
- Right Stavros group ID in Altis.
- Enemy does not wait to lose a jungle / forest / hill to build minefields in it.
- PvP players will be able to Fast Travel to their respawn point.
- Last? Attempt to fix broken BIS task functions with JiP players.

1.0.4 21/05/2018

- Fixed bugs that made convoy missions not launch.


- Convoys in Altis work much better now, not with the cohesion from Tanoa but with
more chances of arrival.
- Land forces sent from long distances too
- Implemented a side check if vehicles are stuck on a bridge, in those cases, with
no player present, the vehicle will unstuck.
- Corrected small bug on FIA AT troops init.
- Rework Commander dialog to allow commander rennounce.
- Now really added additional RHS vest.
- Increased a bit enemy distance for AI to decide get to cover instead of return
fire.
- Reduced minimum garrisons on small zones to 1.
- Persistent save on destroyed mil buildings is back again.
- Choppers will land in safer distances.
- CAS Air is back on major attacks to airports.
- Friendly AAF spawned during daytime wont have NV

1.0.5 22/05/2018

- IMPORTANT: Conquer QRFs can be dispatched on AI vs AI factions. Instead of only


send major attacks to eachother, we may find several qrfs dispatched on the same
time, taking advantage of weaker garrisons.
- IMPORTANT: CSAT intervention now starts with WL 2.
- IMPORTANT: Petros / Maru is now invulnerable to player fire + punishments have
been removed. In case he is killed by any source which is not direct AI fire,
petros will respawn without consequence.
- Reinforcements now may reach with fastrope or paradrop.
- Corrected wrong call on fastrope script on QRF.
- Debugged (not solved) some error in garrison update.
- Corrected small bug on QRF when the vehicle is a truck and only one soldier
spawned.
- Idle status of an airbase or outpost now depends on several factors and may be
busy for some tasks and not for some other. Map info will report the minimum
requirements.
- PvP players wont count on the "enemy nearby" checks for recruiting etc.
- Corrected small bug in QRF which prevented some actions.
- AI wont decide to send reinforcements to areas under attack.
- Ai wont pick unlocked things when looting.
- Increased much more enemy distance for AI to decide get to cover instead of
return fire.
- Revive is far more reliable, more BIS alike.
- Fatal wounds now depend on body too, not only head.
- Minor body parts can have "unlimited damage".
- AI will cancel revive procedures if they get damage in the process.
- Some nicer icons here & there.
- Revive won't be possible in water.
- All basic faction vests unlocked by default.
- Statistics get updated on persistent load.
- Safer fastroping positions for AI attackers.
- Arty wont spawn in carriers.
- Supply missions are lost when the box is lost.
- Bulletproofed "transfer to ammobox" script to avoid some errors.

1.0.6 28/05/2018

- Jeroen Arsenal fix some leeks which allowed players select whatever equipment.
Thanks to Jeroen
- APCs and Tanks will pop smoke only once when damaged. Removed damage processess
when killed.
- On load, building destruction wont be smulated to avoid collateral damages and
unnecesary anims.
- Removed some missed time delay to recover enemy AI after being revived by AI.
- Improved handle damage checks while AI is controlled.
- Fixed: when player respawns player is flagged as unconscious.
- Re enabled AI teleport to player when they cannot reach the player while
unconscious because of AI pathfinding.

1.0.7 30/05/2018

- Reverted Jeroen's modification because of bugs until we find a solution.


- No area check for undercover AI
- Teleport AI to unconscious only in SP.
- Road patrols may be generated in Outposts.
- Bledout enemy AI will affect prestige etc. only if killed by Greenfor.
- Solved when an AI is ordered with Action menu 6 to revive and gets unresponsive
for revive.
- Hopefully solved some MP animation fails.

1.0.8 01/06/2018

- Solved several undercover MP issues.


- Re enabled player markers in MP.
- Planes on QRF and reinforcements wont try to land.
- Conquering by kills is easier.
- Bunkers shouldnt move on persistent save.

1.1.0 03/06/2018

- NEW FEATURE: Major assault AI overhaul. Now AI sent on major attacks will perform
the following:
- Mortar assemble and mortar support.
- StaticMG assemble / dissassemble.
- More proactive and specialised backup requests of whatever (mortar, airstrikes,
qrfs).
- Flanking while supressing or covering the flankers.
- Building assaults.
- Fortify in buildings.
- NEW FEATURE: MP lobby mission parameters with long waited customization settings.
Default values are for open dedis in mind, can be only modified by server admin.
- Increased variety for squad compositions with static weapons, engineers, AA / AT
men etc (RHS limited to classnames).
- Corrected bug in roadpatrols.
- AI will prioritise available armed helis in case of a support QRF.
- AI wont send QRFs to recap AI airports or airport surroundings.
- Same with reinforcements.
- Solved AI QRFs collide on spawn when several of them have been called.
- Tanks and APC crewmen have mine detection disabled, mines should be much more
useful.
- Bulletproofed vehicle and unit init to avoid rare malfunctions.
- Solved bug on paratroopers reinf patrol.
- Medics wont teleport inmediately to heal players in SP and they wont do it if
enemies are very close.
- Raised default mission distance to 4Kmts
- Reviving AI belonging to players will report why they cannot revive.
- Removed loading screen in Arsenal to avoid crashes.
- Armed civs on CSAT Punishments will be civilian side and CSAT will attack any
civilian anyway but they wont attack players in NATO controlled zones.
- Solved revive enemy bug not making them to surrender.
- CSAT wont have piety with unconscious enemies and will kill them if possible.
- Bleadout by NATO vs CSAT battles wont affect prestige / aggro.
- Medics will loot FA kits up to 10, and pick all the dead body have up to that
number.
- All faction uniforms available in arsenal and automated to each mod (including
tier 2 troops).
- Informer missions timer raised to 30 mins.
- Informers wont spawn in blacklisted buildings.
- Bank robbery hint spam removed.

1.1.1 09/06/2018
- Several persistent save bugfixes.
- Re enabled civilians being of the side which owns the city because setFriend
command is not reliable during mission.
- Re enabled vehicle markers report as the watchpost became uselees without them.

1.1.2 09/06/2018

- NEW FEATURE: Any kind of destroyed building is persistent saved.


- More save fixes and debug checks on the Save feature.
- Bugfix and rework of the vehicle markers script.
- No loss of advanced towing when the removeAllActions command has been used on the
player.

1.1.3 14/06/2018

- Reworked a bit RT influence, different results from 4 possible status (from


destroyed, no influence to no one, to CSAT, negative influence for everyone).
- IMPORTANT: Availability of transports enabled, except the most basic ones on each
faction.
- Disabled saving capability in MP until the server has init totally.
- Solved crashes on non JIP players dedi.
- Players will be asked to load their personal stats anytime in MP and teleport to
HQ.
- Headgear and NV will be added to the ammocrate when the player dissmiss a unit.
- Increased city support gain on each kill.
- More chances to avoid AI taking objectives too sparse.
- When AI takes an AI zone, the nearby controls will belong to the conqueror.
- Land vehicles wont be constantly teleporting to roads when no player is near.

1.1.4 21/06/2018

- Solved bug when server is initialised by non members.


- Solved bug on new match which prevented to be asked for placement selection.
- Solved bug on build minefield scripts + PvP players won't see the markers.
- Ammobox won't be random replentished on each persistent load.
- Blacklisted target areas will work in HCs.
- Garrisons wont spawn far patrols if they are not at top numbers.
- Major attacks will be more combined as the AI will make a more intensive use of
nearby outposts if possible.
- Solved PvP RHS NATO players loadout.
- SP player wont receive fatal wounds.
- Militia is cheaper again.
- SP players will be considered as medic and engineer.
- Enemy city patrols and surrounding patrols wont spawn if the city has an enemy
zone inside the city or patrol zone.
- Workarounded some weird bug on task updating in JIP MP.

1.1.5 06/07/2018

- ALTIS BLUFOR VERSION IS OUT ON STEAM: Play against a mix of militia SDK + AAF in
Altis (or RHS alike config).
- NEW FEATURE: Battle accelerator for battles very remote to players.
- Fixed the convoys in all the islands.
- Fixed player markers on PvP players.
- PvP players won't be able to loot anything which is not a corpse.
- Fixed init bug in MP starting a new game, but asking to load the old session and
JiPing.
- NATO wont attack CSAT on WL 1.
- Removed small error on statistics bar calls.
- AI medics now carry 11 FA kits no matter what mod you use.
- Reverted SP player overriding fatal wound mechanics as it caused major bugs.
- AI wont use smoke in CQB.
- Assassination missions wont auto spawn.
- Unconscious PvP players wont be able to be commanders.
- Players shouldnt be initialised before extremely slow servers.
- In hosted, AI which belongs to the hoster wont provide double refund on personal
and faction money on save.
- Optimised a bit mousewheel actions on HQ assets.
- Corrected errors on SP briefing.
- AI will allways paradrop when attacking airbases.
- Solved Move Assets bug.
- Solved Stavros city bug.
- Hopefully destroyed buildings will appear destroyed for everyone.
- Several english mispelling errors corrected thanks to the Github supporting
community.
- Reverted error which made tier 1 and 2 NATO have Rambo skills.
- Tier 2 NATO (if exist) instead of lowering the aggro when releasing prisoners,
they will join you like CSAT.

1.2.0 13/07/2018

- IMPORTANT: Added enhaced AI features for the HC infantry squads (under testing).
- IMPORTANT: Added CSAT as PvP faction.
- IMPORTANT: Added more rebel squad recruitment option types.
- IMPORTANT: When AI takes an AI airbase, they will auto take all the nearby
resources and factories belonging to the looser.
- Corrected PvP looting.
- Re added rebreathers in enemy seaport ammoboxes.
- Rebels will allways have an update of AI attack destination on major attacks,
that update will be quicker if enemy comms are intercepted.
- Solved some locality issues with MP params for HCs.
- MP hosters will have their personal stats loaded.
- MP hosters will be able to add members.
- Armed civilians in CSAT punishments will allways be rebel side.
- In Altis BLUFOR added the right UAV terminal for the arsenal.
- HQ assets will be invulnerable again.
- Carriers wont launch coquering QRFs.
- Corrected server flood when road patrols didnt found where to patrol.
- Workarounded when mission init thinks the player is in the wrong side.
- No assassination missions in case NATO does not have any airbase in the island.
- Convoys can now depart from outposts, more convoy options!
- Extended auto conquer of surrounding zones for battles between AI to captured
outposts.
- Solved bug when MP player dismiss AI and has another player in the group.
- Enemy creates now have proper UAV and terminals depending on yur Antistasi
faction.
- In vanilla MP rebels start with just SMGs and pistols, not AKs.
- Applied a difficulty coefficient for very populated servers.
- PvP slots wont be available for players that have been playing rebels in the last
hour.
- Added a reserved slot for members parameter to be able to book slots for members,
up to 100% slots (member only session).
- Fixed server autosave option.
- Built a workaround for strange cases on which players were detected as PvP when
they werent.
- Doubled HC slots and increased playable slots for rebels.
- AI won't count as civilians unconscious units while deciding to shoot arty rounds
or NAPALM strikes.
- Hopefully solved all the issues related with membership and hosted server
environment.
- Fixed: teamkilling option was not working when killing unonscious friendlies.
- Added a message when a rebel player assembles a static weapon which confirms if
the weapon will be used or not.
- Bomb run number will be saved and loaded properly.
- HQ asset position and direction is now persistent saved.
- Bulletproofed a bit HQ flag position in case the selected position makes the flag
dissapear, so the players will have a chance of repositioning the HQ in a more
suitable place.
- Corrected rare bug on QRFs when only tanks where available to retake a zone.
- Players wont be able to garage AI manned vehicles.
- Spotted vehicles marker colors should be ok now.
- Improved infoshare between enhaced AI groups (they will know a bit more if them
if some other group has spotted it).
- Removed the "contact informer" mid step, as it seems not fun at all...
- Mil buildings are not used to spawn ambient civvies.
- Aggro implications when conquering / loosing certain territory types.

1.2.1 27/07/2018

- When rebels lose territory, there is a small chance depending on WL to be


attacked on their HQ.
- Corrected bug in ambient civilians.
- Solved init bug on new dedis when the admin does not touch the parameters.
- Solved statics not saving in MP dedi.

1.2.2 28/07/2018

- Re enabled Headless Clients.


- Commander auto assign on JiP fixed when there are PvP players present.
- Fixed "Move this Asset" and HQ garrisons on load.
- Changed major attack AI decisions according to the new mechanic of auto conquer
resources and factories when capturing an airbase. Also CSAT will prioritise more
enemy outpost assault.
- Reduced spawning requisites for a wave to be counted in major attacks.

1.2.3 28/07/2018

- NEW FEATURE: MP param to monitor non member distance to the closest member or HQ.
After some timeout they will be teleported. This can be customizable in the MP
lobby but it is activated by default. The aim of this feature is to avoid randomers
in open dedis make spawn senseless zones and not be collaborative with other
players.
- Extended AutoRearm to HC squads. If they are "easy" and not fighting, they will
search for better weapons, vests etc.. same as AI squadmates when ordered.
- Fixed the detection of players that have been recently rebels and they are
joining a pvp faction.
- Players have to be in the HQ to garage vehicles (to store air vehicles, the HQ
still has to be placed very close to an airbase flag).
- Major attack task names adapted to your mods.
- PvP player will have cars instead of quadbikes to request and spawning will be
safer.
- Solved some localization issues with city setup parameters.
- Airstrike plane will be of proper side in Altis Greenfor version.
- Improved stability when players add garrisons on spawned zones.
- Small workaround for buliding HQ in MP issues.
- Fixed heavy bug on enhaced AI which made them maneuvre much less.
- Re enabled supply box spawn in high war level.
- When a headless clint disconnects, an alarm will appear constantly instead of
finishing the mission.

1.2.4 29/07/2018

- HR of AI squadmates is properly refunded when saving.


- Enemy small vehicle patrols wont have only rebel HQ as reference but the whole
frontier in SP and player presence in MP to simulate the whole island is being
patrolled.
- Better priorisation of targets for major attacks, less random, more sense.
- Removed debug message when AI captures an airbase.
- Hopefully solved all the remaining HQ assets issues.
- Fixed bug when AI tries to hide in a building.
- Reduced a lot the max distance between departure and targets for both land and
air attacks (10Kmts and 3 Kmts).
- Changed the position of the NATO Carrier in Altis.

1.2.5 30/07/2018 Holliday update!

- Seaport boat garrisons and patrols are subject to boat availability.


- Fixed teammate disband.

1.3.0 16/08/2018

- NEW IMPORTANT FEATURE IN MP: GAME MODE. In the lobby you may set 4 options: All
vs All, Rebels vs All and other two on which rebels only fight one chosen faction
(invaders or government).
- NEW VERSION: WWII Has arrived to Antistasi. In Armja Krajova polish resistance
fight against Germans and Soviets. Required mods are CUP Maps and IFA.
- NEW FEATURE: Total rework on UI for construction, garage and buy vehicle options.
- NEW FEATURE: Squad Vehicle Stats button replaced by "Squad SITREP" on which
player will receive a lot of useful information about his AI squads.
- NEW FEATURE: AI uses flares when there is no NV in the scene, to assault enemies
on search for them.
- RHS: Added M1 Garand and Grease gun to rebels default loadout.
- Removed MP exploits on buying, login,logout.
- Fixed bug on hide in building AI script.
- FT on vehicles will be a bit safer.
- Disabled Fast Travel in MP for players (yes for AI groups).
- Hopefully solved garage exploits.
- Clarification message when a player fails to garage an air vehicle far from
airbases and HQ.
- Tweaked the non member distance params and default values.
- Towing a vehicle on undercover will make the player lose the status.
- AI limiter will count AI with simulation disabled in order to decide to spawn an
AI or not. This will improve performance in major attacks.
- Outposts wont send land attacks from other islands in Tanoa.
- Removed aggro checks for AI deciding to send a major attack against rebels. They
will be more likely targeted.
- Aggro checks will affect vehicle type sent against rebels (you are not a big
threat, I will send a cheap transport, you are athreat, Tanks).
- Major attacks will be allways performed by the server no matter if there are HCs
in.
- Capped soldier count in major attacks.
- Cleared forest will be reset when the HQ has been moved.
- Fixed land attacks in Tanoa.
- Corrected faction init bug on roadblocks.
- Fixed some desynching on MP players init.
- AI static defenses wont despawn when being attacked by another AI.
- Lesser garrison requirements on outposts to send major attacks.
- Solved bug on enemy side detection script.
- On combined major attacks, artillery may spawn in the origin of the land attack.
- Corrected some rare desynch cases on which a QRF is sent to recapture departing
from the target zone.
- Corrected bug on saved vehicles not moving.
- Squad mount / dismount button now supports selection of more than one squad.
- Fixed rebel HE airstrikes.
- The NV for the enemy specops is managed independently of the modset / edition.
- Vehicle dialogs will show vehicle names related to the modset.
- Removed a lot of vanilla action references and Warlords texts.
- Adapted some (not all) flag textures to each mod.
- Optimised "enemy nearby" checks and more user friendly to avoid UI wates of time.
- Removed the conditions for a wave to be considered with enough assets and men.
- Road patrols wont spawn if the possible destinations are less than 4 instead of
1.
- Squad Leader skill bonuses apply to classnames, not to group leaders.
- Garrison compositions will attempt to add a SL and a Medic to each garrison
squad.
- Better integration of mods + AI smoke usage.
- Intesified usage of outposts as QRF departure points.
- Intensified usage of CAS bombruns against enemies in the field instead of sending
squads.
- Criteria to avoid friendly fire in CAS and mortar bombing is different among
sides of AI (NATO cares about civvies and injured friendly, CSAT not).
- Fxied AI sending QRF against mortars.
- Corrected small differences of tooltip cost and real cost of some squads.
- Airstrikes against static weapons may consist in NAPALM.
- NAPALM damage loop a bit more spaced in time (more chances of survive if you move
quickly)
- Slight less chance for a mortar to get zeroed.

1.3.1 02/09/18

- IFA: Replaced winter wehrmacht by Afrikakorps for Tier 2 troops. Requires mission
restart to see them.
- IFA: Disabled mortar squad recruitment until I find a solution.
- IFA: Fixed ammobox load on trucks and replaced by vanilla boxes, as they are
barely visible.
- IFA: AI wont spawn with flamethrowers.
- IFA: AT Men will spawn with AT rifles until some decent AT weapon has been
unlocked.
- IFA: Doubled sidemission timer for most of them.
- Enabled redress scripts on more islands than Tanoa.
- Fixed player unable to access Y menu after trying to recruit a squad without
funds.
- Corrected typo on game mode menu.
- Changed numpad arrows by normal arrows for the garage / buy menu.
- Removed exploit on player FT with HC squads.
- Minimum timer for traitor missions set in 30 minutes.
- Fixed bug on CSAT punishments, all cities were targets instead of those who have
high support levels.
- CSAT wont punish cities influenced by them.

1.3.2 04/09/18

- NEW FEATURE: Total rework of economics for AI so there are now real economics
(like old 1.8) but instead of money they will need time to replentish and maximum
assets will depend on zone ownership. Example: Max Tanks for a faction is
1xAirbases belonging to them + you will never see more than that in the field.
- Convoys wont spawn having a distance minor than the spawn distance setting from
origin to destination.
- Garrisons created "on the fly" won't get deleted when the player commander
disconnects.
- Applied garrison reorganisation to non rebel faction garrisons.
- Removed Airbase requirement in order to retrieve helis from garage.
- Re enabled Fast Travel for player groups in MP only when the destination is HQ.
- Static AA and ATs will be subject to availability for AI.
- Static weapons placed in building roofs wont spawn if the building is destroyed.
- Fixed relentless major attacks in some cases.

1.3.3 05/09/18

- IMPORTANT: Removed and unauthorised ACE medical in SP to avoid the "I cannot
respawn" false bug report flood.
- Vehicles can be garaged in any rebel garrison.
- Non members with membership enabled cannot use the garage.
- Re enabled FT in MP for players with Airbases as destination.
- IFA & ACE: Increased integration with explosive cables and spare MG barrels.
- Re enabled Radio Jam script from rebel12340 adapted to Antistasi (second try).
- Hopefully solved the IFA templates with DLV classnames.
- NAPALM shouldnt damage HQ assets.
- Fixed bug which prevented to garage any vehicle.
- Garrison modification on unit kill will be only done if the garrison is still on
the side of the killed unit, which will save on performance and bandwith.
- Fixed garrison add on spawned zones.
- Fire of built roadblocks delayed so the builder doesent get hurt.
- Fixed major bug which stopped economics and major attacks on some templates
(specially IFA)

1.3.4 21/09/18

- Corrected reinf bug when the AI lacks of air transports to send big groups.
- Convoy delay re enabled.
- Converted the whole function structure in a more optimised way, thanks and all
credits to blkanaki!!!
- Solved garrison having militia deleted from the variable upon spawn when static
weapons were present.
- IFA: Enemy QRF will be allways land units, with the exception of bombstrikes.
- AI will have as target on major attacks allways the nearest enemy position from
the evaluated base, even when it has no enemy zones in the surroundings, so AI will
be more agressive again.
- IFA: Distance for land attacks has been increased.
- Fast Travel now has a counter thanks to john681611. Thanks man!
- By popular demand: Limited Fast Travel will be switchable in the MP lobby.
Default value is Yes.
- IFA: Adapted roadblocks.
- Corrected garrison bug when the garrison lacked of SL or Medic classnames.
- Solved bug on basic mandatory vehicle availability check.

1.3.5 14/10/18

- NEW FEATURE: SP init options ported from MP: Difficulty settings affect several
params, and Game Mode behaves the same. Want to fight only Redfor? Now you can!
- Garrison mortars will be manned again.
- AutoLoot will bypass the check for unlocked weapons on the bodies, so the AI will
do a brainless loot anyway.
- Removed debug message on flare script.
- Seaports now spawn the right classnames in Reb vs Inv game mode.
- Major attacks should spawn allways with vehicles.
- Better and automated flashlight, optic and pointer detection, mod independent.
RHS AI will spawn with more proper pointers / flashlights, and all the sights are
included in ammoboxes.
- Corrected major bug on enemy AI init which caused several malfunctions.
- Stanadarised for everything the minimum requirements for unlocking (default 25).
- Added some useful info in the Game Options menu.
- Solved AI refund on persistent save.
- Fixed major attacks not happening in early stages of the game.
- Fixed major attacks not stopping even when the attack was succesful or failed in
the tasks menu.
- Fixed bug on AI building assault.
- Fixed error on qrf when the AI sends more than 1 vehicle and there are no more
vehicles to send.

1.4.0 25/10/18

- Rework of the spawning scripts, less CPU and bandwith compsuming.


- Liberated prisoners will be deleted after 100 seconds to save performance (those
units have no combat capabilities at all).
- Local AI number will be limited on sides up to a 70% of the Max AI parameter, so
there will be allways room for their enemy AI.
- Major garrisons will spawn at least a whole group (if they have troops) and the
rest of the groups can be bypassed of spawning if the AI limit has been reached.
- Some improvements in attack drills for AI
- Attack AI will react better to tank and airplane presence (hide in bluidings if
they or the nearby friendlies have no AA/AT capabilities).
- Corrected (�at last!) bug on binoculars in Arsenal menu and some mod integrations
with Arsenal and unlocking system, ALL thanks to SkaceKamen!!! Thanks a lot!
- Solved bug in flanking procedures thanks to Alex Triada!
- Better behaviour for AI using land transports.
- Fixed: Threat evaluation analisys were done non mod-edition-faction independent.
- Fixed Air QRF sent from outposts in some cases.
- Major attacks and QRFs will at least send a whole squad if applicable, and they
won't send squads with less than 4 units anymore.
- Engineer mine replacement script improved and less risky for AI thanks to
wriley!!!
- More automated, mod independent weapon detection for ammobox loot. If there is an
enemy in the field with that weapon, it is possible to find it in an ammobox.
- Improved a bit specop group compositions.
- Improved RHS integration with PvP element for soldier loadout (with the exception
of the UAV operators which are still vanilla as RHS lacks of proper classnames).
meter veh civiles IFA y rehacer lo relativo a JNL
- Fixed bug on JiP commander assignation.

1.4.1 25/11/19

- NEW FEATURE: AI Garrisons will use parked attack vehicles upon sight of enemies,
battles in airbases will become a serious issue!
- NEW FEATURE: Some chance to find APCs parked on outposts and seaports (depending
on availability and war level) with the same effect.
- NEW FEATURE: New options for AI squad management: Berserk Mode (they will ignore
danger) and Ambush Mode (Stealth + No Fire).
- Rebel Airstrike point cost made type of airstrike dependant. 1 for carpet, 3 for
HE, 6 for NAPALM.
- Changed AI Management menus.
- Fixed bug which made AI go to hidden drills when not needed.
- Downed AI pilots should die allways to avoid them spawning unnecessary garrisons.
- No more CSAT Punishments on NATO cities
- Government will more likely perform major attacks targeting rebel cities.
- City attacks can be amphibious (only government).
- Fixed some small bug which made AI garrison sometimes not geting reinforced.
- AI will allways discard to attack secondary targets if some prioritary from the
departing point is closer.
- AI won't attack secondary rebel targets if they are full of assets.
- Reduced max vehicle numbers for AI and more tiered vehicle availability for
government faction.
- Major attacks in advanced game shouldnt be that constant.
- Corrected little bug on wrong side assignation of the carriers upon load.
- Statics in buildings get properly saved.
- Mortar team driver will allways wait for the gunner to board the vehicle when
ordered to move thanks to threedots1!!!.
- Fixed IFA edition.
- Fixed big bug which made vehicles not getting removed from the AI pool upon
destruction / setaling.
- Added some small group of civilians to every spawned city to ensure AI rebels can
use them as human shields to avoid bombardment (civilians are no longer exclusive
player centric).
- HR Add diminished for every tick, as having any major city (Kavala) was "never
worry again about HR".
- Fixed bug which made another wave to spawn near rebels from an airbase under
attack by them while not yet conquered (spawn 5 helis in your nose). The attack
will be cancelled.
- Fixed optics for rebel AI.
- Added a little "busy" status for airbases when they perform a wave to avoid
players finding that airbase with full assets.
- Fixed difficulty level affected negatively to the AI rebel skill.
- Titans and other alike are unlockable in easy mode.
- Reverted AI Militia will have some chance to spawn with AA on high skill levels.
- Dismissed squads will also add not yet unlocked items to the weapon pool.
- Missions wont be auto created from War Level 5 (still players can ask for them).
- Vanilla AA trucks no longer exist. Instead of it, a 2 men team spawns with the
same behaviour and options than Mortar/MG teams.
- Markers from turned to government cities won't show the old garrison number.
- Rebel faction captured garage vehicles will be counted to check for vehicle
availability for the enemy AI.
- Static MG squad AI will be more likely to mount the weapon and use it.
- Reduced NAPALM damage radius.
- Destination for convoys has to be closer to rebel HQ.
- Map wont be closed when squad arrives to their Fast Travel destination.
- Disabled Undercover from War Level 8.

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