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Releases: ArmaOverthrow/Overthrow

v0.7.8.6

24 Jun 14:06
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Features:

  • Requestable Jobs: You can now request jobs from gun dealers, gang leaders, factions and shopkeepers, most of these jobs can be repeated

Bugfixes:

  • Buying blueprints would not take the money
  • Gang members would spawn without weapons and display "Bad Vehicle Type" error
  • Radar was not working
  • Purchasing blueprints gave faction standing
  • Couldnt fast travel with drugs on "open" mode
  • Could keep selling Rangefinders and Binoculars with "Sell all" from a vehicle
  • Could keep selling buildings
  • Some civilian car mods (ie D3S) would not spawn on streets or be buyable
  • Text will now display better with non-16:9 screen ratios
  • NATO FOB marker wasnt cleared when FOB is
  • Couldnt import or export various resources (ie Wine, Grapes, Olives etc)
  • Lease status of built houses would not persist across saves
  • Locked status of ammoboxes would not persist across saves
  • Could keep exporting rangefinders if they were in a backpack
  • Garrisoning a grenadier would take all your money

Tweaks:

  • Can now ask a gun dealer if he knows about any gangs nearby
  • Sawmills will now process wood into lumber, which can be exported
  • Jobs can now expire
  • Vehicles built in the factory will now be unowned until claimed by someone (thanks to Cre8or)
  • Build camera is now improved (thanks to Cre8or)
  • Better saving and loading of item positions (thanks to Cre8or)
  • Gangs now have names
  • You now have personal rep to each gang
  • If gang rep is 100 or more you can ask them to join you as a squad

v0.7.8.5-hotfix1

08 Jun 00:24
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Hotfix: Vehicles were flooded after loading persistent save

v0.7.8.5

04 Jun 14:40
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v0.7.8.5

Bugfixes:

  • Lag spikes would occur when bases spawn in
  • Could see explosives in faction dealer lists
  • QRF helicopters would spawn at base they were attacking
  • You could break into a locked vehicle by getting in the passenger seat then moving to driver
  • Non-General could take stuff from locked arsenal and vehicle inventories
  • Vests would disappear from ammobox when using arsenal
  • QRF time to start would get out of sync with server
  • "Capture base" option on flag was broken
  • QRF helicopters and trucks wouldn't despawn
  • Could not garrison a Grenadier
  • "Store in warehouse" action on ammobox was broken
  • AI enemies would run off and ride bikes somewhere (gang leaders, radio towers, nato officers, fugitive/informant guards)
  • Enemy AT soldiers were carrying wrong ammo for launchers
  • Taxes etc would be earned while no players were on the server (sorry)

Tweaks:

  • NATO bases and airfields now have an ammobox with supplies
  • NATO will now try to reinforce controlled & unstable towns with a few military if possible
  • Can now remove any 'placed' items using ACE interact if owner or general
  • Mortars are now more expensive
  • Town QRFs will now trigger when stability = 0 and any resistance is within spawn distance (1.2km)
  • Added mission parameter to disable showing enemy groups on map
  • Optimized the map (may help with the map bug)
  • Bodies looted by players will now get cleaned up
  • No vehicles will spawn in towns if there are too many (200) in mission already
  • Various other optimizations

v0.7.8.4

27 May 17:05
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v0.7.8.4 - QOL Update 2

Features:

  • New Map - Livonia (ALPHA): If you are using the Arma 3 dev branch and pre-ordered Contact DLC, there will be a very early version of the Overthrow: Livonia campaign. Note that BI has not released any assets (clothes, gear, faces etc) so Tanoa ones are currently being used. This campaign is an early alpha version, it will change a lot and is not yet officially supported. Expect final campaign when Contact DLC is released.
  • New Screen - Vehicles: Accessed in the main Y menu top-right, shows a list of all Resistance vehicles and their current state (fuel, damage, ammo) with the option to add a waypoint to it
  • Unflip Vehicles: "Unflip" action added to vehicle ACE interact menu

Bugfixes:

  • Player data could be overwritten before load, possibly causing the "player reset" bug (thanks to RainyDay for the find!)
  • Couldn't talk to NPCs if you hadn't finished the tutorial
  • "Transfer Legit" wouldnt work when player had to choose container
  • Editing police loadout was broken
  • NATO soldiers would carry fake magazines/rockets etc
  • Can attach static weapons to Offroads at workshop again
  • NATO officers, fugitives and informants shouldnt run off anymore
  • Opening Arsenal on warehouse or dumping into warehouse would remove your backpack but not add it to the warehouse
  • Ambient parked vehicles would spawn in the middle of the road
  • AI could not loot bodies from towers, roofs, high buildings etc and would get stuck
  • Job waypoints would not be removed from the map when completed/cleared
  • Running over NATO would not set you wanted
  • Killing gangs would sometimes not pay out bounties
  • Removed more rpt spam

Tweaks:

  • Number of player slots increased to 32
  • Default fitness level is now higher/You can run further at game start
  • Default police loadout is now a lot cheaper (Just a P99 + ammo + uniform), note they wont be that effective vs gangs
  • Police station map markers now show how many police currently hired
  • You can now trigger QRF to capture a Base/Airfield by using scroll menu on the flag (must not be wanted)
  • You can now set an FOB as your home/respawn using scroll menu on the flag
  • You can now "place" a workbench (its under Misc, press space twice)
  • Before recruiting individual soldiers you will be told what items need to be purchased and their price
  • NATO will now send helicopters from any base with a helipad
  • Helipads added to various bases on all maps
  • Killing a NATO officer will no longer zero their resources, but only subtract from them (less if higher difficulty)
  • Buying gear from a faction dealer will now increase standing with them (+1 per $1000)
  • Scared/running civilians will now stop being scared after a short time
  • Can now switch off player markers on HUD using mission parameters

v0.7.8.3

21 May 06:28
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QOL Update 1

Features:

  • Complete ACE Arsenal integration: Walk up to any ammobox and use the new "Open Arsenal" option via scroll menu or ACE interact. If the ammobox is at a warehouse then you will get access to all items in the warehouse. AI recruits in your group can also open the arsenal with a new "Open Arsenal" order.
  • Customizable Recruits and Squads: When you recruit at a training camp or barracks you will see a new button to "Edit" the loadout for that unit. Available only to generals, the Arsenal will open with all items in the warehouse to let you design their exact loadout. These loadouts will also be saved in the "Default Loadouts" section of the Arsenal for all players to use if they need to. Squads will use these loadouts as well.
  • Customizable Police: At a police station there is a new "Edit Loadout" button to change the police loadout using the arsenal as well
  • NATO Weapon Mod Integration: NATO will now use a wider variety of weapons, including any BLUFOR weapons detected in the Arma config (this includes RHS)

Bugfixes:

  • "Transfer Legit" was still broken
  • QRF Helicopters should do less hovering around doing nothing, and return home when ordered
  • Doing the tutorials would fill player data with a lot of extraneous strings, possibly causing the "character progress bug"
  • Tried to reduce the occurrence of NATO spawning inside rocks
  • Tried to reduce the occurrence of exploding when fast travelling in a vehicle
  • Removed a lot of rpt spam

Tweaks:

  • Chance for detected BLUFOR vehicles from mods (including RHS) to spawn at NATO bases (requires new save)
  • Fast travel rules are now selectable at game start, existing saves can be altered with server setVariable ["OT_fastTravelRules",0,true] to remove all rules (1 = no weapons, 2 = full restriction)
  • Tooltips added to new game menu, hover your mouse for basic explanations

Known Issues:

  • The Map still seems to hang/crash Arma 3 randomly, will look into this more next update. Waiting to open the map for about 30 seconds after you load in seems to help (including fast travelling)
  • Some Gendarm might still be spawning without weapons

v0.7.5.3

15 Jul 05:33
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  • Tweaked: Gendarmerie now spawn with less ammunition
  • Fixed: Garrisons would not load after second save
  • Fixed: Weapon attached items would duplicate on transfer
  • Fixed: NATO would mark you wanted when standing was HIGH
  • FIxed: Further fixes to warehouse save/load
  • Fixed: Dead bodies would not completely be removed on AI loot
  • Fixed: Money would reset to zero if you talked to a civilian after initiating a drug deal

v0.7.5.2

10 Jul 13:43
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  • Fixed: Could not recruit at barracks/training camp
  • Fixed: Could not garrison
  • Fixed: Police would spawn without weapons
  • Fixed: ACE Self-Interact menu would not work after persistent load
  • Fixed: Could not import/export from Malden port
  • Fixed: Waypoint would not clear after tutorial completion
  • Fixed: Resistance screen did not show balance sheet

v0.7.5.1

25 Jun 06:22
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  • New: "Remove" action added to owned placed items/vehicles (ACE interaction, generals can remove any)
  • Tweaked: More shops added to Malden
  • Tweaked: Where possible will ensure 1 of every shop type spawns
  • Tweaked: General stores now buy/sell all basic items (Map, Watch, Compass, Radio)
  • Tweaked: "Salvage" option added to all (non-wrecked) vehicles when near a workshop
  • Tweaked: Factions will take any extra weapons of the same type if you have them (will be paid for them)
  • Fixed: Real-estate owned would not restore upon load-game (old saves should recover)
  • Fixed: Delivering weapons to a faction with attached items would not be accepted
  • Fixed: Save notifications would come up in wrong order and numbered incorrectly
  • Fixed: Malden NATO objective accidentally appeared in Tanoa
  • Fixed: faction names in Jobs screen
  • Fixed: Could not recruit civs

v0.7.5.0

22 Jun 21:17
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  • New: Malden 2035 Campaign
  • New: "Jobs" screen in main menu displays resistance-wide tasks available
  • New: Craft items using a workbench
  • New: Shops split into categories (General Store, Pharmacy, Clothing, Electronics, Military Surplus)
  • New: Hardware store, drive up using a vehicle and buy/sell raw materials using Y menu
  • New: Smoke Ganja using ACE Self-Interact menu (credit to immersion_cigs mod by Rebel/Facel/Panimala)
  • Tweaked: Fast Travel now costs money (free option still available on start, as well as disabling entirely)
  • Tweaked: Tutorials rewritten
  • Tweaked: Factory rewritten
  • Tweaked: Most interactions moved to ACE interaction, including talk to civ/salvage etc. Say "yes" to tutorial for more info
  • Fixed: Garrisoned static weapons would not be manned upon load
  • Fixed: Vehicle's attached weapons were not saved
  • Fixed: Loads of bugs

v0.7.4.5

06 Jun 13:27
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  • Fixed: Severe lag in spawner
  • Fixed: Could not fast travel across bridges
  • Fixed: Salvaging would not close UI
  • Fixed: Legit transfer options would leave some items
  • Fixed: Ferry service was broken, no destinations to choose