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Releases: Sparker95/Vindicta

0.36

08 Mar 21:09
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0.36 Pre-release
Pre-release

Fixes

  • Player inventory clearing bug should be gone (thanks xXcarlos117Xx2)
  • Camp creation cost not matching UI

Improvements

  • Build UI placement accuracy and sync speed
  • AI commander consideration of historic losses in an area when deciding whether to attack

Notes

If you are running a save from before 0.35 then you will have noticed locations all became deconstructed.
If you want to change this then we added debug menu options to change build progress in the current location.
To enable the debug menu run call pr0_fnc_initDebugMenu on your client (you will need admin for dedicated server), then press Ctrl + Delete to open it and use the +25% construction option.
On new campaigns you will experience the intended behavior: empty locations are deconstructed, occupied ones are partially constructed.

0.35

07 Mar 14:00
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0.35 Pre-release
Pre-release

Features

  • Convoys: building supplies, weapons, medical supplies, explosives
  • Player AI groups: use action menu or ACE interactions to add AI to your group
  • Location construction: enemy will construct their locations over time

Improvements

  • Intel UI: independent filtering between map and list
  • Build UI: deconstruct objects for some resources
  • Build UI: delete empty crates
  • Build UI: more items
  • More notifications
  • Enemy commander will consider historic losses when deciding if an area is worth attacking

Maps

  • Malden by Marvis

Factions

  • HIDF faction by Sebastian
  • Various tweaks and improvements by Sebastian and MatrikSky

Tweaks

  • Location capture should be more reliable
  • Build prices
  • Build resource loot
  • External reinforcement rate
  • Removed "This area is being watched! Stay on the road!" hint from Undercover
  • Progress vs enemy armor

Fixes

  • Teleporting garrisons
  • Intel visibility for undercover players
  • Captured location lost immediately
  • Dismount/remounting drivers
  • Arsenal to inventory free space incorrect
  • Ace interactions with enemy
  • More robust allocation of units to enemy actions
  • Camp won't be abandoned if garrison is given an order, cargo and statics will be left behind

0.34

10 Feb 12:13
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0.34 Pre-release
Pre-release

This is the first update using our automated release system. If there are any glitches please report them, and then bear with us until we can patch them!

We intend for existing saves to be compatible, however you may still run into problems, particularly if you are using non vanilla factions (the templates have changed for some of them). Please report them and we can attempt to fix the save upgrade code.

For the most stable experience it is recommended to start a new campaign.

Features

  • Vehicles will auto attach to garrisons
  • Vehicle and box contents will be saved
  • Player position and load-out will be saved
  • Merge arsenals -- just use "Inventory to Arsenal" on another Arsenal
  • Officers -- enemy requires an officer at a location to send an attack from it
  • Player will get reminders about known enemy actions shortly before they start
  • ACRE Support

Improvements

  • Notification system refined
  • Arrests will turn into shootings if you resist
  • Glitching out of being arrested now briefly removes undercover state
  • Vehicles become compromised for 10 minutes if you are spotted while not undercover
  • Civilian bombers are controllable, and better at deciding on targets
  • Save/load speed improved
  • Campaign progress displayed -- it is a measure of total instability
  • More location information displayed
  • Many UI improvements
  • Police response improved -- they will come directly to the police station

Factions

  • WW2 factions by MatrikSky
  • LDF NATO 2017 Factions by Straker27
  • CUP TKA by MacTheGoon
  • AAF 2010 by Sebastian
  • AAF 2020 by Sebastian

Tweaks

  • Instability rate changes more slowly
  • Arsenal defaults tweaked
  • Armor doesn't appear until part way through campaign
  • Spawned loot tweaked
  • Recruitment rate tweaked -- garrisoned towns recruit 50% more quickly

Fixes

  • Many thread crash issues fixed
  • Enemy will attempt to retake liberated towns
  • No more arrests through walls
  • Some arrest exploits fixed

0.24 lots of fixes

19 Jan 05:28
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NOTE

Here you can download only the mission .pbo files to put into server's mpmissions folder. You still need addon to play.

Newer releases will be on Workshop anyway. You can host the mission downloaded from Workshop on your server as well. Separate mission .pbo files are uploaded here for people who can't set up their dedicated server to autoload the mission for some reason.

If you want your server to auto-load the mission from Workshop, you can use similar server.cfg configuration:

class Missions
{
    class vin001
    {
       // This is to host a mission downloaded from workshop. note the lack of .pbo at the end.
        template = "Vindicta_Altis_v0_24_186.Altis"; // Make sure that version numbers match those of pbo file!
        difficulty = "veteran";
        class Params {};
    };
};

0.24

  • Added: new respawn screen to replace the BI respawn screen
  • Added: singleplayer support (possible with the new respawn screen)
  • Added: flashlights attachments to default handguns when you respawn so that you are not lost at night
  • Added: city revolt state is now shown in intel panel
  • Added: more loadouts for RHS 2017 and RHS-LDF factions
  • Fixed: U-menu not showing up in some cases
  • Fixed: magazines for some weapons were missing in enemy ammo boxes
  • Fixed: built objects were not movable after game was loaded
  • Fixed: server keys are not broken now, temporary. Can get broken again in next releases until we make a new build script.
  • Tweaked: position and rotation of objects built with the build menu is synchronized better now for clients

0.23

  • Added a quick fix for being unable to save. Might have to wait for a while if SQF errors have happened in game.
  • Removed keys temporarily until they are fixed.

0.22

  • Improved undercover system.
  • Added CBA cba_setting.sqf file to force-disable the ACE map illumination, since it makes the map totally black on respawn screen.
  • Fixed police reinforcements moving to destination police stations instantly.
  • Fixed RHS LDF loadouts.
  • Fixed arsenal errors.
  • Fixed minor things in UI.
  • Fixed AI 'move' action not returning success state
  • Fixed AI repair action not working (as consequence of above fix)
  • Fixed damange event handlers being added to player, while should be added to AI only

Added in-game tutorial, other fixes

06 Jan 11:24
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  • Added Tutorial tab to in-game menu, made by @marvis999
  • Fixed undercover errors
  • Fixed garrison 'clear area' action not working
  • Changed unit skills
  • Mission pbo build tool now adds version name to .pbo
  • Multiple minor UI changes
  • Changed AI behavior at roadblocks
  • Changed commander AI strategies
  • Changed commander AI planning phases
  • Improved WorldModel.getActivity, now works 60x times faster, commander planning speed increased several times
  • Disabled mission in singleplayer

User Interface updates

02 Jan 02:00
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  • Some changes in UI made by @marvis999 :

  • Map UI redesigned

  • New loading screen

  • Notification UI redesigned

  • Changes in color scheme in multiple interfaces

  • A few other minor fixes

AI roadblock deployment

27 Dec 15:34
38e1875
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  • Enemy commander can create roadblocks now
  • Added friendly player markers
  • Added markers for enemies spotted by friendly AI
  • Fixes in templates resulting into inappropriate weapons for some factions
  • Weapon magazines in cargo boxes and vehicles will be more appropriate: no more strange magazines
  • Lots of time in AI was converted into date to support save and load
  • Quick fix for undercover compromising multiple players in a vehicle
  • A few different changes in AI

Finally fix the undercover error

21 Dec 01:15
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0.17.33

Update CivilWarGameMode.sqf

Police template fixes

20 Dec 23:16
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Police templates were inheriting infantry from default template, which is wrong, because it makes them have MX rifles in their cargo crates.

A bunch of small changes

20 Dec 22:10
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Mainly:

  • Fix for core issue with a limited number of OOP object instances
  • Changes to AAF2017 loadouts
  • Added ace items
  • Something else? Check commit history