Releases: Sparker95/Vindicta
Releases · Sparker95/Vindicta
0.47
0.45
Fixes
- Camp buildings not being movable/interactable after placing (the placed buildings will not be fixed, but new ones will be)
0.44
Re-release of 0.43 with hopefully the correct content this time.
Fixes
- Crashes on Malden
- Inconsistent damage applied to units
- Minor fixes to Altis objects
- Most objects in locations will be converted to simple objects -- they shouldn't be duplicated any more
- Init screen and loading screen bugs fixed
0.43
Fixes
- Crashes on Malden
- Inconsistent damage applied to units
- Minor fixes to Altis objects
- Most objects in locations will be converted to simple objects -- they shouldn't be duplicated any more
- Init screen and loading screen bugs fixed
0.42
Fixes
- Arsenal is indestructible
- Spawning accuracy improved
Maps
- Takistan (@Jasperdoit)
Factions
- 3CB Takistani military/police/civs (@Jasperdoit)
0.41
Fixes
- Medical tents not allowing healing
- Single player freezing after save
- Units spamming 'observe position'
0.40
Features
- Civilian cars regenerate in cities (they won't run out)
Factions
- WW2 factions no longer require broken mods (collection is updated, IFA Liberation and compatibility mods are removed)
- WW2 factions do not spawn GMGs
Tweaks
- Map zooms to spawn location
- Build menu: added decoration items (benches, chairs, etc.)
- Build menu: added small tents
- Build menu: prices for walls tweaked (H-barrier is expensive, other walls are cheaper)
- Build menu: big tent selection changed
- Recruit menu: selection is not cleared when you press Recruit button
- Vehicle lock is disabled for static weapons
- Newly recruited fighters will spawn with more appropriate clothing
Fixes
- Player side is forced to correct one at all times
- Undercover monitor doesn't flicker between multiple states anymore
- Spawn clothes are undercover (e.g. farmers outfit)
- Spawn gear is filtered by DLC
- Arma renegade system (becoming enemy due to actions) is disabled
- Move actions not completing, but stopping nearby
- Player loadouts from non default factions work on dedicated
0.39
Fixes
- Added missing new maps
- New objects on Altis are made simple objects to avoid duplication and improve perf (if you already saved since last patch you might see some duplication anyway)
- Garrison move actions over short distances weren't completing sometimes, now they should
- Build UI won't cause physics collisions before you place an item
0.38
Features
- Civilian Factions: these determine the spawning of civilians, their vehicles, player load outs, and arsenal starting gear
- Settings: various settings exposed in Configure > Addon Options (CBA settings), including AI skill, general difficulty, performance
- Autosave: automatically save based on a few conditions (configure in Addon Options)
- Autoload: automatically load the last save when the mission starts (configure in Addon Options)
- Server suspend: on dedicated server the game will fully suspend when no players are on (toggle in Addon Options)
- Skip time: a limited set of options to skip time (access in U menu)
- Idle behavior: units will relax on chairs, in buildings, or at the shooting range when not otherwise busy
Tweaks
- Improvements in AI attack and defend behavior
- Civilian militants (in towns) will upgrade their gear automatically, and form groups, depending on the level of instability.
- Civilian militants will sometimes inform player of local intel (not just locations), e.g. patrols and convoys that are scheduled to travel through the town.
- Enemy vehicles are locked by default and must be unlocked with an action prior to entering
- More varied player spawning loadouts, determined by civ factions -- occasionally includes primary weapons
- Supply convoys will now have scheduled intermediate stops in towns on the way to their destination (check the intel for the schedule)
- Changed amount of medical items in cargo boxes, NVGs, explosives and grenades are now also added to cargo boxes (if they are present in loadouts of faction)
- Loading screen tweaks
- Player respawn at camps no longer requires infantry capacity
Factions
- 3CB BAF (@Jasperdoit)
- APD Police (@MatrikSky)
- CUP AFRF, CUP RUS Police, and CUP USMC (@panda)
- CUP Civilians (@panda)
- Gendarmarie Exp Police (Police units from the Gendarmarie Expansion addon) (@panda)
- German Military and GSG9 factions (@Jasperdoit)
- Global Mobilization (@panda)
- RHS BW and Niarms (@Lazejun)
- RHS-BW Trop (German Armed forces with American Vehicles), and RHS-BW-Niarms Trop (@Lazejun)
- Updates for night combat (@Sebastian)
- Vanilla LDF faction (@MatrikSky)
- WW2 Civilians (@MatrikSky)
- WW2 factions reworked to have fully custom loadouts (@MatrikSky)
- WW2 Red Army and WW2 NKWD Police (@MatrikSky)
Fixes
- Build rate can now be completely zeroed stopping constructions from degrading
- Fixed error which made bots discover locations without seeing them, based on memory of vehicles spotted earlier
- Fixed wrong infantry capacity numbers of large tents
- Garrison and location objects are now processed unscheduled, should help with too long response time of various player actions (recruiting, claiming a location, building a camp, etc)
- Large cargo crates are removed from police stations
- meta.cpp file added, should resolve issues with connecting to server through launcher
- Officers no longer assigned to locations other than outposts/bases/airfields
- Various arsenal fixes from @jeroen Not
Map
- Altis: overhaul to military locations: defenses added, patrol routes improved
- Altis: small village Sfaka added to peninsula below Therisa
- Added Beketov, Staszow and gm_weferlingen_summer (@panda)
- Added Tembelan (@MatrikSky)
0.37
Fixes
- Taking vehicles back to your camp will no longer reveal it to the enemy, if you have been unobserved for at least 60 seconds
- Info will not be shown on locations it is not valid for (e.g. build progress on a roadblock)
- Commander even more considerate of losses
Improvements
- Camp radius extended to 100m