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Releases: pridit-a2oa/co40_Domination.Takistan

1.25

25 Sep 20:34
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(Experimental) This version introduces capability to upgrade (convert) the Stryker (MHQs) into variants at the base, with additional options via an engineer perk. Additionally, their utility has been amended based on in-world purpose.

  • Added
    • Ejection back to lobby for players with a name containing unsafe characters.
    • Capability to upgrade (convert) Stryker into variants.
    • Stryker MEV utility to replenish medkits.
    • MQ-9 (unarmed) spawn point at base.
    • Squad joining through player menu.
  • Changed
    • Nullified MT objective damage from handheld weaponry (e.g. launchers) unless within 100m.
    • Inaccessible/unusable player/vehicle menu while performing a stalling animation.
    • Player actions handled within a menu dialog (like vehicles) instead of context.
    • Slightly increased fast travel time, in addition to displaying feedback.
    • HALO jumping from aircraft only performable as passenger.
    • Minor clarifications to server-wide score loss messages.
    • Doubled AH-1Z's M197 capacity for CAS loadout.
    • Airdrop
      • Target position validates nearest objects and terrain to prevent obstructions.
      • Cooldown time now determined by what was last dropped.
      • 📄 Vehicle cooldowns apply from first unlock (perk).NOTE: This change has been made to prevent bypassing cooldowns by reconnecting, but respects elapsed time. E.g. if you have played for 20 minutes and unlock the M1A2 TUSK, you only have to wait the remaining 10 minutes or the current cooldown (whichever is longer).
  • Fixed
    • Crossroad requests could be performed simultaneously despite one already being communicated.
    • Settings involving perk unlocks resetting selection and causing duplicate entries on respawn.
    • Fast travel list populating with blank name of newly spawned vehicles.
    • Reward overlay not showing in close proximity to the base.
    • Friendly AI occupied static weapons being destructable.
  • Removed
    • 📄 Stryker MEV utility as an ammobox carrier.NOTE: The utility of Strykers was tweaked and the MEV rebalanced in the process to refocus its purpose as a medical unit. Instead, the Stryker CV (which also comes with a mounted gun) has this utility.
    • Unseeded Ural ZU-23 entry from R&D.

1.24

16 Oct 21:15
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(Experimental) This version, in addition to introducing a vehicle damage falloff model in certain situations, significantly refactors damage handling across players + vehicles and as a result things like survivability thresholds may be different.

  • Added
    • Persistent markers associated with abandoned light vehicles generated via intel.
    • Damage falloff applies to guided aircraft missiles firing on land vehicles.*
    • 3D text to vehicles that have inventory replenishing utility.
  • Changed
    • Text of vehicle menu action inventory replenishment shows amount that can be taken.
    • Static weapons facilitate most of the same logic as normal vehicles for consistency.
    • Reinforcement OPFOR AI aircraft departs from the map once ammo is depleted.
    • Construction cooldown from immediate to 60 seconds when deconstructing.
    • Destroyed static weapons inclusion as part of the normal cleanup routine.
    • Vehicle marker updates selectively to eliminate intermittent hitching.
    • Replaced and rebalanced some lackluster role-based perks.
    • Slight tweaks to UAV call range, radius, and cooldown.
  • Fixed
    • Vehicle damage mitigation perk applied regardless of which occupant unlocked it.
    • Object clean-up routine being too overzealous in some cases.
    • Initial spawn sometimes playing an impeding animation.
    • OPFOR occupied static weapons exhausting ammo.
    • Destroyed construction being deconstructable.
    • Money usage not processing expected logic.
    • Damage modifiers applied incorrectly.
  • Removed
📄 *Guided missiles damage falloff model
This is a significant adjustment (and a nerf) that warrants some explaining. Primarily this change has been introduced as despite past changes aircraft can still be very effective at wiping out ground based threats without being at any risk. As a resut this release introduces a new damage falloff model specifically for guided missiles on land vehicles:

Distance Damage
>4km+ 20%
>3km 25%
>2km 33%
<=2km 100%

The idea being that at distances greater than 2km armored vehicles should take 2 hits to kill, with this being 1 more per additional km. This isn't an exact science due to different armor amounts and other variability, so kills may require less missiles than this stated logic, but it will prevent a single guided missile being a guaranteed kill of every vehicle from any range.

This change is designed to encourage being closer to targets in order to apply more damage and in the process potentially introduce risk. Guided missiles will still be capable of hitting up to their inherent capability but to be as effective as they were depends on the amount of risk the pilot is potentially willing to take, or otherwise face more frequent trips to re-arm.

Overall this discourages playing too safely, means missiles will never be completely ineffective, and avoids a more heavy handed solution when firing guided missiles from significant distances such as voiding damage completely or removing the projectile.

1.23

05 Sep 21:42
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(Experimental) This version refactors vehicle lift & release handling, now accommodating synchronization of actions between players, and removing client reliance to avoid pitfalls with server sync.

  • Added
    • Small score reward given to the player that last lifted a wreck (initiating the rebuild).
    • Option to display a guidance overlay when near a liftable vehicle (on by default).
    • 3D text to vehicles capable of performing HALO jumps from.
  • Changed
    • 📄 Score for wreck rebuild given to the player that traveled the most distance with the respective wreck.NOTE: Previously someone that had for example collected a wreck that was 4km away from the base and returned to find the wreck rebuild in use would receive nothing for this effort unless they were to babysit the wreck. Now, both the person that collected and the person that moved the wreck onto the rebuild spot will be individually rewarded.
    • Slightly increased OPFOR soldier amount needed within main targets to block completion.
    • Medkit performs the same animation as healing at medical objects/vehicles.
    • Marksman players initially spawn with rangefinders instead of binoculars.
    • Non-static 3D text hidden while occupying aircraft.
    • Vehicle Lift
      • Unoccupied pilot seat while actively lifting releases the lifted vehicle.
      • Vehicle immediately releases after the lifting vehicle is destroyed.
  • Fixed
    • Performing certain actions then entering a vehicle while it was still in progress did not cause an interruption.
    • OPFOR units venturing significant distances away from their assigned areas in some cases.
    • Items were consumed without having any effect if the intended process was interrupted.
    • Incapacitated exclamations repeating exponentionally in some cases.
    • Player marker remained when a dead player disconnected.
    • Some playable roles initially spawning without a GPS.
    • IED
      • Excessive amounts spawning in cases of significant road availability.
      • Disarm action visible further away from the object than intended.
      • Spawning on runways in some cases.
    • Vehicle Lift
      • Using lift/release actions while losing connection potentially caused mission breaking behaviour.
      • Lift action not visible in some cases, which required cycling the seat or re-entering.
  • Removed
    • 📄 Lift capability of MV-22 Osprey.NOTE: Though significant changes have potentially alleviated any concern with this remaining as a vehicle lift, it is too crucial of a role to give a vehicle that requires the base A2 version installed alongside OA to see and use. Instead, its function as a HALO capable vehicle is highlighted which is enough to give it a purpose.

1.22

22 Aug 21:58
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  • Added
    • Vehicle menu option on applicable vehicles to set their type as player respawn, alias of settings.
    • Money as a discoverable gear item that can be used for a special interaction.
    • Event type comprised of a large communication tower and AA.
    • Weapon cache mini mission, though not randomly seeded.
  • Changed
    • Large OPFOR tent interiors slightly revamped, alongside more opportunities to populate.
    • Gear not found in US ammoboxes no longer persists via either loadout or respawn.
    • Civilian vehicle interaction via vehicle menu instead of action menu.
    • Slightly increased max player respawn distance of MASH.
    • Reduced score for destroying static weapons.
    • MTVR ammo trucks with normal MTVRs.
    • Backpack heap hidden for medics.
    • Vehicle Menu
      • Improved dialog feedback text for applicable options.
      • Minor visual tweaks to dialog.
  • Fixed
    • Logic to remove certain projectiles fired by vehicles within the base not triggering.
    • Killing a civilian unit while in the process of giving intel continued to still do so.
    • Mini missions spawning in areas that are too remote in some cases.
    • Virtual backpack ignored primary weapon gear slot restrictions.
    • Static objects spawning at significant heights in some cases.
    • HALO jump dialog instruction text could be scrolled.
    • Vehicle menu could be used during a service.
    • Heap
      • Backpacks could be equipped while using a primary weapon that occupied both gear slots.
      • Taking a backpack while vaulting bypassed logic.
  • Removed
    • Non-US launchers from US ammoboxes, seeded via other means.

1.21

14 Aug 23:10
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(Experimental) This version introduces capability for players to start and participate in votes in order for the server to perform functions that impact the mission.

  • Added
    • Perk to reduce incoming vehicle damage, which applies as the operator of a vehicle.
    • Option to show vehicle armament & capacity on loadout switch (on by default).
    • Initial support for OPFOR events across the map, starting with roadblocks.
    • Diary entry covering ammoboxes.
    • Bomber
      • Small score reward for successfully preventing a bombing.
      • Score loss for killing the civilian.
  • Changed
    • Revive health perk in the medic tree replaced with small arms fire damage reduction.
    • Infantry reinforcements disembark via parachute instead of at a low hover.
    • Players revived by a medic regain full health, not requiring a perk.
    • AH-64D & AH-1Z Maverick missiles replaced with Hellfire.
    • US medic class to a variant that enables all gear slots.
    • Slightly reduced overall damage taken while on foot.
    • Slightly increased wreck rebuild times of aircraft.
    • Damage output of Igla missiles doubled.
  • Fixed
    • Duplicate unit remaining in the world by performing a gesture and then disconnecting or respawning.
    • Crossroad communication for deployed vehicle used localised client language instead of server.
    • Solo player being dead would incorrectly prevent certain triggers and actions, or cause them.
    • Base wall not visible for clients without Arma 2.
    • Kits could not be exchanged after respawn.
    • Bomber
      • Players could survive base bombings in close proximity by being in a vehicle.
      • Incapacitated state handling not triggering in some cases.

1.20

20 Jul 17:02
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  • Added
    • Option to automatically open chute close to the ground when performing a HALO jump (on by default).
    • Further vehicle projectile types removed when fired within the base.
    • Enhanced logging to detect common griefing patterns.
    • Black player markers for dead state.
  • Changed
    • Occupants in a C-130J or MV-22 can HALO jump (without requiring the perk) while the ramp is lowered.
    • Vehicle deployment announcements communicated via Crossroad instead of the player directly.
    • Short increase to vehicle respawn delay following destruction.
    • Visual tweaks to out of bounds/incapacitated state overlay.
    • Restored AI occupied vehicles showing in fast travel list.
    • IED jamming perk icon.
    • Perimiter
      • Vehicles exceeding boundary no longer forcibly destroyed when repositioning to a safe point.
      • Marker covers entirety of dead zone.
    • R&D
      • Enhanced list sorting based on relevancy (type -> progress -> researched -> build time).
      • Visual tweaks to dialog list entries, inclusion of class icon when revealed.
  • Fixed
    • Wreckable vehicles could be griefed in some cases by being abandoned further out of bounds than intended.
    • Backpack could be taken or discarded via the heap when player in a state that is not appropriate to do this.
    • Stripping ammoboxes & service point objects of their ability to rearm vehicles did not apply in most cases.
    • Destroyed abandoned vehicles originating from mini missions never cleared.
    • Intel item being suspended in the air if the parent object was destroyed.
    • Teleport
      • Flags could not be teleported to with a non-English game language set.
      • Dialog not easily scrolled through when entries exceeded visible height.
      • Fast travel context action showing from within a vehicle.

1.19

29 Jan 00:29
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  • Added
    • Intel represented by a gear item that gives a score reward when returned to base.
    • Support for deriving vehicle textures from client-side addons.
    • Audible sound when performing actions that reward score.
  • Changed
    • Reduced threshold to a third of a vehicle's total capacity before being able to use a fuel can.
    • "Radio" submenu actions were usable without the respective gear item.
    • Cooldown unlocks through perks now only start applying after a use.
    • Abandoned vehicles made more difficult to recover in some cases.
    • Reduced threshold before being able to heal using a medkit.
    • IED detonation trigger distance slightly increased.
    • Flipped vehicles prevented from being airlifted.
    • Jet service trigger area increased.
    • Vehicle Menu
      • Replaced several context actions (kits, fuel cans, unflip, etc) as options.
      • Dialog updates for anyone with it open if a player performs an action.
      • Context action hidden on actively AI occupied vehicles.
      • Redesigned dialog to be more simplified.
  • Fixed
    • Vehicles processing logic multiple times, causing duplication in areas, in some cases.
    • Unlocked perks that reduced an active cooldown re-applied this every respawn.
    • Inanimate objects as part of compositions incorrectly had simulation enabled.
    • Barrier objects at base being destroyable.
    • Grass setting not persisting.
  • Removed
    • Shrubbery and grass around wreck hangars.
    • FARP & MASH replenishing kits ability.
    • Static vehicle texture files.

1.18

10 Jan 23:57
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  • Added
    • Circular map marker to visually represent UAV broadcast area.
    • Cloud formations across the map.
    • Initial perk point on connect.
  • Changed
    • Auto-hover automatically disables upon ejection of applicable aircraft, as the pilot.
    • Intel vehicle despawns (and won't spawn) if there are no players.
    • Heavily refactored most automated communication handling.
    • Minor style changes to dialog list boxes and settings dialog.
    • Abandonment respawning applies to HMMWV ambulance.
    • ATV & motorcycle headlights turn on at night on spawn.
    • MH-6J spawns with basic countermeasures.
    • Main Target
      • Land (like aircraft) vehicle fire will be ineffective at destroying objective targets unless within close proximity.
      • Reduced active enemy infantry to a max of 3 for completion eligibility.
  • Fixed
    • Vehicle loadout could be changed even if there was only one loadout available.
    • Destroyed deployed vehicles not firing an event handler in some cases.
    • Constructed objects being cleared prior to minimum time threshold.
    • Context action to replenish kits showing when within a vehicle.
    • Destroyed vehicles created through FOB/MHQ never clearing.
    • Mk-82 bombs missed from base protection.
    • Missing intel unit voice line.
    • Teleport
      • Designated fast travel flags internally as such, to prevent applying across all objects.
      • Base airfield not presenting as an option in some cases.
  • Removed
    • Ability to rearm vehicles through ammoboxes and vehicle service point objects.
    • Vehicle welcome overlay.

1.17

29 May 01:09
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  • Added
    • Periodic contextual shouts when incapacitated if there is any player nearby or grouped player somewhat close.
    • Slight delay between a deployed vehicle being destroyed and Crossroad's announcement.
    • Several enhancements to audible radio communication.
    • Short tutorial sequence that shows points of interest.
    • Additional vehicle texture for the A-10 (Black Shark).
    • Militia foot patrols within main targets.
  • Changed
    • Aircraft lights no longer automatically turn on at night when spawned if the vehicle is not immediately usable.
    • Vehicle menu option no longer visible and usable while vehicle is considered to be in an unusable state.
    • Delayed process of clearing any remaining threats upon seizing a main target.
    • HALO jump dialog default map position set to current main target.
    • Severely damaged vehicles no longer provide occupant immunity.
    • Restricted use of artillery computer to artillery operators.
    • Incapacitated countdown slightly increased.
  • Fixed
    • Vehicles that subsequently explode after sustaining damage not fatal to occupants.
    • Constructing a vehicle through R&D imposing an excessively long cooldown time.
    • Missing content notice on join not triggering when applicable.
    • Invulnerability to self inflicted damage in some cases.
    • Russian infantry occupying reinforcement transports.
    • Vehicle Deploy
      • Vehicles appearing some distance away from their deployed position in some cases.
      • Some context actions non-functional while vehicle in a deployed state.
  • Removed
    • Metis launcher from US ammoboxes.

1.16

24 Apr 12:16
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  • Added
    • Portable refuelling system via fuel cans, acquired from fuel trucks (system not fully fleshed out).
    • Ammobox restriction according to vehicle faction, and ordnance may be reduced as a result.
    • Small score reward for those capturing a camp upon capture.
    • Main Target
      • Up to one camp per target may be of a different composition.
      • Rasman as a possible target location.
  • Changed
    • OPFOR vehicles revert previous abandonment change and will despawn within the base if considered unused.
    • Armament for BLUFOR CAS capable aircraft significantly rebalanced, less significant changes for OPFOR.
    • West side border of the base slightly expanded (comparison) to prevent autopilot collisions.
    • Refactored the process of loading vehicles into & out of the C-130J, requiring two steps.
    • Non-base ammoboxes synchronize their contents between all players.
    • Vehicle markers slightly faded to indicate vehicle immobility.
    • Main Target
      • Damage from aircraft (except bombs) negated on inanimate objective targets, unless within close proximity.
      • 📄 Camp capturing forces must match or exceed any nearby active OPFOR presence.e.g. if there is an occupied static, and 2 soldiers close, then at least 3 players are needed to capture or they must be cleared.
      • Decreased chance of location repetition before a new target is selected.
      • Radius slightly expanded.
  • Fixed
    • Main targets cycling a new location that is in very close proximity to the last completed target, or a player.
    • Options to revive & drag visible further away from the target than intended.
    • Vehicle menu could be opened and used on OPFOR occupied vehicles.
    • FOB deployed ammoboxes could be loaded into other vehicles.
  • Removed
    • Task position on optional main target objectives.
    • Initial perk point on connect.