Releases: official-antistasi-community/A3-Antistasi
Antistasi Mod 3.1.0
Version 3.1.0 - 22nd January 2023
Changes from version 3.0.0 to 3.1.0
================ Major updates ================
- #2476 & #2624 Buy Item GUI - moves buyable assets like the light and the looting boxes into an additional tab in the buy vehicle menu
================ Minor ================
- #2599 Updated KAT medical compatibility to V2.10.4
================ Template updates ================
- #2616 CUP templates overhaul
================ Groundwork ================
- #2633 Changed all addons to lowercase only for linux compatibility
- #2631 & #2635 & #2636 Updated build pipeline & keys for different steam workhop items
================ Bugfixes ================
- #2591 Fixed typo in CUP templates
- #2592 Fixed exploit where every unit could be set captive using ace hotkeys
- #2594 & #2628 Fixed intel desks floating after building destruction
- #2597 Fixed count attached objects each frame.
- #2603 Fixed markers loading on incorrect side
- #2608 Force disabled acex_headless as it conflicts with internal HC scripts
- #2610 Fixed save detection
- #2611 Fixed HC Mortar squads
- #2615 Fixed 3CB BAF loading to require all necessary mods
- #2618 Fixed being able to open the battle menu before completed initialization
- #2619 Fixed typos in RHS USAF templates
- #2623 Fixed setIdentity not working as expected
- #2637 Fixed BuyVehicle GUI crashing on false vehicle entries
================ Refactor ================
- #2548 UPSMON refactor - moved files so a separate addon, execvm's removed, loading time decreased
- #2597 Lazy evaluation for LTC
- #2604 Full refactor of playerMarkers so it works as intended
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Antistasi Mod 3.0.0
Version 3.0.0 - 18th December 2022
Changes from version 2.5.5 to 3.0.0
================ Major updates ================
Conversion to Mod
- The mission has been converted to a full-blown mod to allow for access to new functionality and the ability for maps and templates to be created as addon mods instead of editing the mod itself. It also means that all officially integrated maps will be present with one mod, rather than across many separate mission files.
- Antistasi related keys can now properly be set within the settings
- Added support for 3rd party mods to extend Antistasi
Added Campaign StartUp UI and save functionality #2488
- Allows to select factions for the campaign from all available templates based on mods loaded
- Allows to have multiple savegames at the same time
- Allows to set and change parameters for the campaign
- Allows to set the initial HQ position before starting the campaign
- Allows to save outside of the vars-file
- Shows warning when loading a mismatched or outdated mission
Complete rework of the attack & support system
- Enemy factions are now resource-limited:
--> Each faction has separate pools for attack and defence resources.
--> Any vehicle or unit spawned and/or destroyed has a cost related to their capability.
--> Resource income is dependent on war tier, aggro, active player count and difficulty.
--> Attack vs defence and occupant vs invader resource balances can be adjusted separately.
--> Support system makes decisions based on available resources and location value.
--> Flag capture counterattacks are no longer automatic, instead depending on location and resources. - Vehicle selection improvements:
--> More gradual scaling of vehicle quality.
--> More ground and fewer air vehicles used, especially for factions with weak air options.
--> Proportions of transport and support vehicles are more controlled.
--> Punishments and HQ attacks may now include some ground vehicles. - Attack/support behaviour improvements:
--> Paratroopers (usually) drop further away and pull their chutes higher.
--> Transport helis land further from the target area.
--> Attack helis are less inclined to suicide into zu-23s.
--> Ground vehicle travel times reduced and infantry offload reliability improved.
--> CAS rewritten for reliability and fairness. - Attack target selection rewritten:
--> Enemies can now attack rebel targets outside mission distance at reduced probability. - Enemy HQ knowledge is now persistent:
--> Enemies may gain knowledge of HQ when supports are called nearby, or from traitor missions.
--> Once enemies are aware of the HQ, an HQ attack may be launched instead of a normal major attack.
--> Moving HQ more than 1km away will reset the HQ knowledge.
Fuel economy overhaul
- Vehicles now spawn with a random amount of fuel in the tank and fuel stations are now present and usable on all maps. Containers can be bought to transport additional fuel.
- Fuel Stations also contain a limited amount of fuel to encourage players to use fuel wisely.
New Buy Vehicle UI - #2259
- A new UI for buying vehicles has been developed which includes far more information than the current one.
Added Guest Commander functionality #2428
- this allows servers to be functional when the member system is enabled and no member is on the servers
New mod compatibilities
- Added CUP templates - #2239 - includes many factions like ACR, AFRF, BAF, CDF, ION, RACS, SLA, TKA, and US Army and US Marines.
- Added Global Mobilisation templates - #2427 - includes the factions Bundeswehr and NVA (National People's Army)
- Added Unsung templates - #2379 - includes the factions PAVN and US
New maps ports
- Khe Sanh
- Chernarus Autumn
Translated Antistasi additional languages
- Czech
- French
- Italian
- Korean
- Polish
- Russian
- Simplified Chinese
- Spanish
================ Minor ================
- #2178 Added ACE food and drink to the arsenal. (Food only with parameter)
- #2181 Civilians are now created in the same way as soldiers allowing for greater customisation/themeing. The configuration for which is found in the civ template files.
- #2214 Garage system got improved with QoL changes, sorting and adjustments for the fuel system
- #2217 capturing a flag can be cancelled and logging for capturing got improved
- #2249 Seaports and Airbases can now own radio towers and thus jam radios
- #2280 You can now take 5, 10, or 25 items at a time from the vehicle arsenal - Shift-Click takes 5, CTRL-Click takes 10, SHIFT-CTRL-Click takes 25
- #2305 Rebel AI can now equip Items that are not Unlocked as soon as there is a sufficient amount and try to use optics that are logical for the weapon. The more you have of an item the more likely they are to equip it.
- #2306 The non-member limit for items in the arsenal is now configurable by the commander
- #2318 Vehicle locking system overhauled. In the past player vehicles where by default locked for everybody outside of the players group. This has been changed so by default everybody can enter every vehicle and when the member system is enabled, members ignore vehicle locks. This is more a feature for servers with large populations.
- #2329 Added additional spec-ops groups for current and future use
- #2381 Added parameters for enemyNearCheck which now only considers enemies in combat mode - (nearly?) every enemy proximity check now uses the same rules.
- #2393 Disabled rating changes to stop rebel AI turning on players for unreasonable actions
- #2394 Garage placement has been changed so that rotating vehicles is smoother
- #2395 Added facewear support for AI loadouts
- #2418 Implemented QoL looting & logistic tweaks
- Switched loot crate carrying from forceWalk true to allowSprint false (about 2x faster movement)
--> Enabled buying loot crates from any rebel flag
--> Fixed incorrect bounding box calc for load/unload
--> Changed load/unload speed to be independent of script load - #2453 Adds additional visible information during vehicle/asset placement
- #2454 Maru was removed. Petros is now called Petros on all maps, including Tanoa
- #2469 Skip time now checks for active enemy AI instead of any enemy AI
- #2477 Added finite rebel launchers and explosives
- #2503 Added parameters for initial player and rebel faction money
- #2505 Vehicle box now repairs/rearms/refuels vehicles around it when the matching source vehicle is in the garage
- #2521 Implemented AFK timeout parameter & status bar indicator to prevent AFK commanders blocking the progress
- #2523 KAT Medical implementation got updated to most current Kat - Advanced Medical REWRITE
- #2531 Adds logged in admins as members
- #2532 Balance utility trucks in cases where the civ factions lack them
- #2535 Increased default garage cap to 20 base + 4 per warlevel
- #2563 Added parameter for initial HR
================ Template updates ================
- Every template was touched up or overhauled #2181, #2316, #2467
--> Removed unused loadout creation stuff as its all handled by EquipRebell
--> Removed comments as they can be found in Example Templates
--> Updated format of the Rebel Example Template
--> Added If cases for DLC uniforms for Vanilla and RHS
--> Added a check in initVarServer for an empty civ helicopter as it will error with VN rebels
--> Fixed miscased classnames in Vanilla Ai templates
--> Added faces and voices (speaker) for the AI in the templates
================ Map updates ================
- Altis
--> updated population data, added fuel stations, added seaAttackSpawner, moved support corridors - Malden
--> updated antennas - Tanoa
--> added new outpost on NNE island - Livonia
--> added fuel stations, moved support corridors - Cam Lao Nam
--> added fuel stations, added vehicle spawn points - Chernarus_summer
--> towns updated, added fuel stations, added new resource point - Chernarus_winter
--> towns updated, added fuel stations, added new resource point - Takistan
--> updated population data, added 2 additional radio towers - Sahrani
--> updated population data, added fuel stations, added 3 additional radio towers - Anizay
--> updated antennas, added fuel stations - Kunduz
--> updated population data, updated antennas, added fuel stations - Tembelan Island
--> moved markers - Virolahti
--> towns updated, added fuel stations, added bank locations, updated folder structure within sqm, updated vehicle markers, fixed broken marker names, removed edit-terrain-object-modules - Chernarus_autumn
--> added fresh map port - Khe Sanh
--> added fresh map port
================ Groundwork ================
- #2047 Switched over to new template system
- #2114 implemented system that gets compatible magazines for a weapon
- #2153 Added functionality that formats a scalar as the specified length hexidecimal string
- #2168 Added a shortID generator
- #2174 & #2245 Improvements and fixes for the StreetArtist tool
- #2186 Added Garbage Collection Component of KeyCache.
- #2206 Removed the legacy KeyCache files
- #2229 Added feature toggle and assets for UI rework
- #2230 Added a build tool for the antistasi mod.
- #2270 Moved garage initServer to postInit
- #2339 Added additional FF-punishment logging
- #2352 Moved A3A_climate init to initVarCommon for sanity and HC-functionality
- #2365 Added Western Sahara parameter
- #2387 Added GUI helper functions
- #2403 Added debug code execution logging with name and UID
- #2439 Added template verification to ensure quality and prevent errors
- #2450 Changed spawning rules for airborn...
AntiStasi Official Community Edition 2.5.5
Version 2.5.5 - 18th September 2022
Changes from version 2.5.4 to 2.5.5 Antistasi Community Edition
================ Template updates ================
- fixed wrong AFRF template path in selector fallback for 3CB Factions
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
AntiStasi Official Community Edition 2.5.4
Version 2.5.4 - 12th July 2022
Changes from version 2.5.3 to 2.5.4 Antistasi Community Edition
================ Template updates ================
- Vanilla templates overhaul #2302
- RHS templates overhaul #2333
- 3CB Factions templates overhaul #2009 & #2333 plus changes faction selection to spice up and increase use of unique weapons and vehicles
- SOG Prairie Fire templates overhaul (to 1.2 release)
================ Other ================
- Redid Western Sahara parameter
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
AntiStasi Official Community Edition 2.5.3
Version 2.5.3 - 11th October 2021
Changes from version 2.5.2 to 2.5.3 Antistasi Community Edition
================ Major ================
- Rework of punishment attacks #2119
--> Punishment attacks no longer sent against occupant-controlled towns.
--> Player scaling added to delay time and attacker vehicle count.
--> Improved vehicle choice and maxUnits control, ensure 2+ transports.
--> Defender ("civilian") count non-linearised, splits to groups of 4.
--> Removed civInit from defenders, so that they shoot and don't affect aggro.
--> Use combat landing in preference to fastrope, remove slow landing.
--> Simplified termination conditions.
--> Results now only adjust support of nearby cities.
--> Destroyed cities are now coloured black on the map.
--> Destroyed cities are now invader-side, to prevent some weird spawning.
--> Destroyed cities no longer switch side, provide rebel HR or resources. - Rebalanced reinforcements #2121
--> Balance reinforcement system for player count.
--> Enable reinforcing from "carriers".
--> Separate road patrol generation from reinforcements and rebalance.
--> Sanitize garrison sizes (fewer giant and tiny garrisons, units of 4 rather than 8).
--> Use more 4-man teams in garrisons for both init and reinf.
--> Prevent new reinf convoys spamming after a recapture.
--> Fill out the AA & AT squads with a fourth soldier, cap militia squads to 8. - Added player-count based balance for QRFs / singleAttack / wavedCA #2124
================ Minor ================
- Garaging now only is possible at locations with flipable flags and at HQ #2107
--> Airports, outposts, Seaports, Factories, Resources - Updated the VN templates based on the SOG Prairie Fire update 1.1 #2126
================ Groundwork ================
- Implements logging of logs over the char limit and arrays #2081 - #2137
- Changed Civ detection for support-choosing to city+house detection #2112
--> Occupants are not bombing as much cities anymore
================ Refactor ================
- Converted functions.hpp tabs to spaces
================ Bugfixes ================
- Fixed inability to garage vehicles when player host was inside a vehicle #2100
- Moved singleAttack and patrolReinf logging to server #2102
- Fixed fastrope spawning corpses underground after being hit whilst fastroping #2103
- Fixed allowCrewInImmobile not being applied to convoy vehicles #2105
- Fixed vehicle pools not being properly saved #2106
- Vehicles near HQ now also have state preservation #2107
- Made HC squad vehicle placement use the garage placing code #2109
- Fixed broken object carrying #2109
- Fixed scaling and bugs plus added logging on economicsAI #2110
- Fixed Petros having no ammunition by giving him a vest #2111
- Fixed QRFs and singleAttacks being limited by incorrect maxUnits check #2113
- Fixed simulated attacks massively overfilling garrisons #2116
- Added more explanations to parameters #2120
- Fixed multiple issues regarding mortar type checking and locality #2125
- Fixed typos and punctuations in customHints #2131
- Fixed incorrect attack countdown incrementing #2135
- Fixed imbalance between the difficulty settings #2136
- Fixed bad exitWith in resourceCheck causing incorrect losses #2141
- Fixed degenerate behaviour in rebelAttack #2144
- Reduced capture response delay time #2147
- Fixed airborne troops being able to flip flags #2148
- Fixed exploit where commander could become permanently undercover #2149
- Fixed multiple bugs with squad/vehicle pricing #2151
- Fixed garage feedback displaying on wrong clients #2156
- Added setOvercast functionality on rain-removal #2157
- Fixed lamp drop action not being added after respawn #2157
- Fixed not removing undercover status when placing ACE explosives #2158
- Fixed Nato gunship support #2160
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
AntiStasi Official Community Edition 2.5.2
Version 2.5.2 - 27th August 2021
Changes from version 2.5.1 to 2.5.2 Antistasi Community Edition
================ Major ================
- none
================ Minor ================
- none
================ Groundwork ================
- none
================ Refactor ================
- none
================ Bugfixes ================
- Prevent bad unit types being added to garrisons, repairs corrupted saves #2067
--> childproofs the system and fixes loading issues on saves with problematic garrisons - Resolved JIP conflict between logistics and garrison static actions #2078 #2085
- Changed zoneCheck to use marker size based capture radius #2077
--> radius is decreased and distance to marker is taken into account
--> people close to the marker can outnumber more people further away from the marker - Fixed missing return value on actionRevive #2075
- Fixed issues with the buyable light #2066
- Changed garage addVehicle checks order #2068
--> also fixes the issue that vehicles could be garaged everywhere with enemies nearby - Fix vehicle kill event handler #2084
--> vehicle kill handler got broken in an Arma update, so vehicle kills were not being registered for any purpose - pressing Y (opening the battle menu) during placing cancels the placement
- Improved garaging consistency and reliability
--> prevents cases of items from vehicle arsenal getting lost when garaging
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
AntiStasi Official Community Edition 2.5.1
Version 2.5.1 - 12th August 2021
Changes from version 2.5.0 to 2.5.1 Antistasi Community Edition
================ Major ================
- none
================ Minor ================
- blocked rebel auto capture - player needs to take the flag manually
- ability to toggle on/off the the top bar by using ALT + Home plus disabling the top bar in the garage
- added buyable lightsource on the vehicle box for 25€
- updated feedback for vehicleBoxHeal
================ Groundwork ================
- none
================ Refactor ================
- none
================ Bugfixes ================
- fixed addVehicleClass lacking source detection
- fixed missing remoteExec target causing RPT span in task delete
- fixed missing time param in punishment
- fixed 2.4.x garrisons not being compatible with 2.5.x
- fixed loophole where fog can be broken
- fixed attackHQ transport planes
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
AntiStasi Official Community Edition 2.5.0
Version 2.5.0 - 10th August 2021
Changes from version 2.4.1 to 2.5.0 Antistasi Community Edition
================ Major ================
- singleplayer is disabled for all the missions - please switch to local hosted multiplayer to continue your savegame
- implemented new Garage (under APL-ND license, not MIT) - The new garage is a shared garage that replaces both the personal and faction garage.
It features full 3D inspection, vehicle state preservation, visual vehicle customisation, vehicle locking, vehicle services, and logistics integration.
Some CBA settings have also been added to let players and admins tweak the garage to their preference. - implemented Street Artist Navigation Grid Editor (tool for map porting) and changed all systems to work with new navGrids (under APL-ND license, not MIT)
- fully implemented the SOG Prairie Fire (VN) release into the main repo
- added new faction templates for 3CB mods
-> MDF, New Default Occupants on Malden
-> HIDF, New Default Occupants on Tanoa
-> AAF, New Default Occupants on Altis
-> ANA, New Default Occupants on Kunduz (Since its Afghanistan)
-> ADA, currently unused - adapted main license - please read when planning to rework and publish this mission
================ Minor ================
- added ACRE2 items to be given/distributed correctly
- added dynamic crewing for rebel garrison statics
- added full TFAR BETA compatibility
- Convoy mission rework
- expanded starting gear for VN
- added VN weapon category filtering
- Cam Lao Nam map update
- Dressup Simulator - added uniforms, headgear, glasses to templates
-> direct lists for uniforms used by civs
-> rebell uniforms given to arsenal
-> headgear given to civs
-> headgear given to rebell AI - updated Simplified Chinese translation
- added garbage clean timer to game info
- updated AFRF templates with content from RHS update
- replaced vanilla militia MRAPS with HMG offroads
- Tunguska got removed from 3CB Factions templates
================ Groundwork ================
- updated AI minefield stuff
- improved performance of distanceUnits
- added SignalSmokeGrenates and FlagMarkerType to templates
- improved logging for bad spawns
- renamed fn_compatibilityLoadFaction and all related references
- implemented type-dependent classes for rebel AIs
- implemented new issue forms on GitHub
- implemented time span types
- moved changelog to main folder
================ Refactor ================
- refactors as preparation of the new UI
- adjusted healAndRepair for new garage system
- generalised hasVN to template variables
================ Bugfixes ================
- fixed punishment missions spawning more than 40 civs
- adjusted spawn vehicle velocity for spawnVehicle
- fix error from equipmentIsValidForCurrentmodset
- fixed references to FlagCarrier for VN flagpoles
- changed VN lootboxes to vanilla lootboxes because of incorrect maximumLoad in configs
- fixed bug with maxunits code deleting cargoless vehicles
- fixed logistics issues for VN
- deleted unnecessary bak files
- set max civ amount for punishment-missions
- updated fn_SUP_CASRoutine
- fixed vanilla medical issues (like revive cancel) and implemented VN AI compatibility
- fixed missing aggro penalty for killing surrendered enemies
- spawn related optimizations and bugfixes
- fixed perma lockout in resourceFIA
- cleaned out NVGs
- fixed partial distribution of controlsX
- added isLoadable check and implemented it in AIVehInit
- fixed Support HandleDamage Eventhandlers
- fixed check-order in vehicle sales
- fixed fake launcher magazines being added to loadouts
- fixed a return case in configsorting
- fixed converted explosives from unlocking
- disabled problematic ACE settings
- added null check for logistics unload
- fixed incorrect remoteExec target in AILoadInfo
- fixed and improved FF scripts
- fixed equipRebell to assign correct tools
- fixed order in fastTravel checks
- fixed error in refund system
- fixed ADR DLC issue
- added safety checks to prevent duping
- unified persistent save titles
- fixed too high amount of civs in North Hanoi (Cam Lap Nam)
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
AntiStasi Official Community Edition 2.4.1.VN.03
Version 2.4.1.VN.03 - 29th June 2021
Changes from version 2.4.1.VN.02 to 2.4.1.VN.03 Antistasi Community Edition
================ Major ================
- none
================ Minor ================
- none
================ Groundwork ================
- none
================ Refactor ================
- none
================ Bugfixes ================
- fixed punishment missions spawning more than 40 civs
================ Code ================
- none
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
AntiStasi Official Community Edition 2.4.1.VN.02
Version 2.4.1.VN.02 - 15th May 2021
Changes from version 2.4.1.VN.01 to 2.4.1.VN.02 Antistasi Community Edition
================ Major ================
GAMEPLAY CHANGES
- none
PARAMETER CHANGES
- none
MAP CHANGES
- small adaptations to Cam Lao Nam
OTHER CHANGES
- none
================ Minor ================
- expanded starting gear with VN modset
================ Groundwork ================
- none
================ Refactor ================
- none
================ Bugfixes ================
- fixed FirstAidKits not available
- adapted DLC filtering
- fixed error from equipmentIsValidForCurrentmodset
- fixed references to FlagCarrier so VN flagpoles are working
- for the time being changed loot boxes to plastic boxes from vanilla as the VN boxes have infinite inventory space
- fixed AI medical functionality so it works with VN medic assets
- adapted VN weapon category filtering
- fixed revive animation not stopping when cancelled
================ Code ================
- none
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.