Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation since 04/10/19 in DevBlogs

  1. 19 points
    Hey Guys, Back on track for more regular updates we bring you altis life 11.6. The core feature of this update is our newly created custom bank system. Instead of the banks being part of the map the banks are now created when the server boots via code. This allows us to create a pool of banks and then select a set of 2 random banks (in addition to pharma, R&D and fed which spawn every restart) from the pool of banks we have built to spawn each restart. In addition we have several fixes and map changes.
  2. 14 points
    Hey there everyone, Today we're releasing our next gameplay update for AL. The goal of this update is to both add a bunch of new guns and gear along with several changes to mechanics that we hope encourage a more enjoyable combat experience. A large component of this is a large rework of MRAPs, which our friendly AL admins discuss here I would also once again like to thank our map dev @Chadd for his hard work!
  3. 14 points
    Update Summary Today we bring you our major AL update that has been weeks in the making, we hope you enjoy it! Main talking points include, a rework of how the KOS shop system works, integrating it with the capture point system, buffs to some runs and money rewards for capture points. We also have a huge buff to R&D, it will now include t5 guns in the reward crate, along with 5 mags for any guns spawned. New KoS Mechanics KoS store is now built into capture point 1. When a gang captures the point, they open the KoS store for 15minutes for their gang. After 15minutes the point will automatically neutralize and can be captured by another gang or defended by the police. Police can also neutralize the point to end the KoS store access early. Screenshots/Map Changes New Pharma Layout New R&D First Laptop Compound New Capture Point Layout New KoS Zone
  4. 14 points
    Hey everyone, Here it is finally, the long delayed update (sorry about that). I would like to give sincere thanks to @Chadd for all his help with the map development and all of our testing. And to everyone who contributed to public testing. Thank-you everyone for your patience and i want to personally apologize for the delay, i hope this update makes up for it! There is also a lot of changes in the update so If i forget any below I appologize To go with this update there is also several rule alterations which you can find at: Our Brand new, Research and Development Island Facility Robbery: In order to rob the Altis R&D facility there are a few stages. First you must hack the laptop in the outer green military building (bottom of picture). From there you must take the main R&D facility (top of picture) and hack through a second laptop in the upper floor of the compound. Once you have done this you can finally access the crate of loot hidden inside the shipping container in front of the main building; this contains a large array of valuable virtual item loot that is difficult or impossible to obtain in such quantities elsewhere. Once all of the primary inventory is looted you will also discover a random selection of tokens in the R&D crate. Our Brand new, Pharmaceutical Robbery: Robbing "Altis Big Pharma" provides the scheming criminal with a variety of otherwise hard to obtain specialized consumables which will greatly assist them in coming out ahead in bigger robberies. New Westpac location and layout Modified AGL
  5. 12 points
    Hey Guys, Here it finally is, the long delayed and much demanded Altis life 11.5 update, containing some huge changes that should make everyone happy! This is probably the largest update we've had in terms of raw content, So from all of AL Senior and the dev team we hope you enjoy! Also considering the major changes several rules have been revised so please read them again Adrenaline System We've added a new revive system to allow civ to civ and cop to cop reviving in combat. The adrenaline consumable is purchasable from any good store, and allows you to revive a team-mate by using it while looking at their body. The action takes 1 minute during which you cannot move/shoot ect so think carefully before you start using it. Once a player has been revived using the item they will have 15 minutes to get to shady/the hospital before they die again. Being revived by a medic or admin also clears the death delay. You can see the action below Gang Fund System: Gangs are now persistent and cannot be disbanded. As part of this we have added fully persistent gang funds, any gang member can add to them. These funds can then be optionally used in stores directly by any gang member who has their local setting on. Note the gang leader also needs to enable spending the funds to prevent griefing/someone spending all the money. You can find your personal use gang fund toggle in the settings menu. The two buttons can be seen below: We also of course have our Preview video by Armando!
  6. 9 points
    The main focus of this update is responding to player feedback on a range of different concerns. Players noted the following issues: Difficulties getting in contact with staff Difficulty finding the right TeamSpeak channel to be in Difficulty finding the community-created guides, or unaware that they even existed Unaware of perks received for donating 'Shit' side mission rewards 'Shit' jets Enemy jets spawning too frequently Unaware of correct pad numbers Most of these have been addressed in this update, with the exception of the friendly and enemy jet spawns, which need further observation and testing. Contacting Staff A lot of players use the main group chat to report issues. However, staff are not always ingame or in the group chat and, if they are, messages are easily missed. To fix this, we have introduced a simple chat command !admin, that allows players to notify staff on Discord and ingame more effectively. Simply type !admin into any chat channel and the menu will appear. You can submit one issue every 5 minutes. Abuse will see you blacklisted from using it and possible disciplinary action. More information on how to contact staff can be found by typing !help in any chat channel. TeamSpeak, guides, donations To help players better find the right channels on TeamSpeak, some ingame mentions of the TS have become clickable links that automatically connect you to the correct channel. The following will automatically connect you to the Pilot's channel for whatever map you're on. Links and information about guides, donations and more can be found in a new screen that can be accessed via the [Home] menu, or using the chat command !help. Some of this info has also been included in the TS channel descriptions of some popular channels. Other methods of making TS easier to navigate for new players are also in the works. Side Rewards For a while now, we've heard a number of complaints about the quality of rewards given for successfully completing side missions. As a result, we've decided to try a different way of determining what reward to give. All side missions have now been assigned a difficulty rating from 1-3. This will determine what type of reward players will receive for completing the mission. More difficult missions, like Rescue POW and Secure Caches, have the highest rating and offer more powerful vehicles as a reward (mostly gunships/heavily armed aircraft). The second highest tier includes APCs and less-powerful armed helicopters. The lowest tier gives the least powerful and still pretty disappointing rewards. However, the missions in this tier are supposed to be quite a bit easier than the others. Instead of having one large pool of rewards for all missions, this divides the rewards into three smaller pools based on difficulty. Hopefully this makes completing side missions a more rewarding experience, while easing some of the frustrations you've expressed with the previous system. If not, we'll have to consider some of the more complex solutions that have been suggested.
  7. 9 points
    Hey guys, Today we bring you a large update to the structure of medic whitelisting, involving the addition of a variety of vehicles/gear, several changes to what levels items occur at and 3 new whitelisting levels. Along with this there is some changes to make some basic civilian runs easier
  8. 9 points
    Hey there guys, Just a small update for today to try and liven things up, the update contains a few fixes to broken systems as well as some gameplay changes that should hopefully give people more to do. Detailed Information: New KoS Behaviour: In order to give people more to fight over the behaviour of the KoS store has been modified. The required civ playercount has been reduced to 30 from 40. The store maintains its 30min opening warning however the time it remains open has been halved the 15minutes. This change has been made because the KoS store will now be able to open multiple times per restart as long as the required player count is satisfied. The store will open at random intervals across the restart while more than 30 civs are online. The hope is that allowing it to open multiple times for shorter intervals will incentivize more combat over the store in burst across the restart and allow rebels to access the store more conveniently instead of the store opening once early in a restart then being unavailable for the next 10 hours Note: Required civ count will probably slowly transition back upwards as the playerbase size rebounds Miscellaneous: Also for your amusement, last nights git pack logs of frustration:
  9. 8 points
    Hey guys, Just a minor update to address some bugs and make some balance adjustments, including price changes
  10. 8 points
    Hey guys, Today's update is a minor patch to introduce the new cop ticket list and several changes to GB2, and some small changes to westpac courtesy of @Chadd. We hope to have a more major gameplay update out over the weekend.
  11. 8 points
    Hey Everyone, Just a small patch to attempt to correct the issues surrounding the operation of the put in/pullout system when a playuer is restrained i n a vehicle, let me know if you experience an improvement/any additional bugs surrounding this. In addition we have a balance change to the hemtt transport that we hope will make the fed more appealing along with ground runs. And a new keybind on f8 to fix the case where player and server gear is out of sync without requiring a full f7 quicksave.
  12. 8 points
    Hey there, Small patch to fix some bugs post patch and also to trial some experimental changes to the reward structure for Fed and AGL.
  13. 7 points
    This update mainly adds a base air defence upgrade, some small fixes and tweaks, and a handful of new skins from @Bull. Some changes were also made to the random inventories in vehicles and crates, however this needs a lot more fiddling to get it right. The base Air Defence is now made up of three components: 1 Mk21 Centurion medium-range launcher at the North end of the runway. 1 AN/MPQ-105 Radar at the centre of the runway. Either 1 Praetorian 1C CIWS or 1 Mk49 Spartan at the South end of the runway. The long-range radar greatly increases the effectiveness of the base's defences (in my testing at least )
  14. 7 points
    Hey everyone, just a minor update to re-balance some things slightly and add some new banks to our rotation, these are just the beginning and we hope to add many more soon! ANZ Bank Bendigo Bank
  15. 7 points
    Hey, Just a fix for a few oddly persistent bugs that should hopefully make everyone a bit happier.
  16. 6 points
  17. 6 points
    This update introduces a few small changes and provides a much needed fix for the Customise Inventory menu. Quik's next major update is expected closer to the release of the Contact DLC.
  18. 5 points
    Hey guys, Small patch at 3am to correct a few bugs that have been found.
  19. 5 points
    Small addition in case of bank issues
  20. 4 points
    The main addition this update brings is a much requested feature to Area 51 for our Lifetime Donators - flags. Flags can be equipped on any aircraft, similarly to how skins are applied. There are currently 56 flags available; 30 custom and 26 vanilla. If there are any flags you would like to see added, feel free to get in touch with me. Custom skin information has also been added to the donation info page. Additionally, a whitelisted slot has been added for the HAT role. Quiksilver has also released a fix for the Active Protection System on armoured vehicles. This makes it more effective against AI missiles fired at player vehicles. The artillery piece at the main base has been moved to the FOB. For now, it rearms the same as it did before (start of every AO).
  21. 2 points
    This update brings some important bug fixes. Also, the APS no longer needs a Commander to be in the vehicle.
  22. 2 points
    Hey there, Just a few bug fixes/miscellaneous fixed today, most notably an issue discovered with the t5 drops from R&D. A bug was discovered where any R&D more than 15mins into a restart would not spawn t5's. I will also include the fixes from the hotfix yesterday.
  23. 2 points
    Hey, Just the gang skin patch and a small final fix for the people trapped in cars bug
  24. 1 point
    Server has been updated to 1.94 (Arma changelog) and changes have been made to support the new Contact DLC. This includes adding the new Livonia map to the rotation on our second Tanoa/Malden server. Map voting has been enabled on our second server. Players can use #vote missions to vote for bringing up the mission selection screen. 70% of players must vote for it before it will work. Included in this update is Quik's new Active Protection System for armoured vehicles. This applies to both enemy AI and player vehicles. So long as there is a commander in the vehicle (player or AI), the system protects the vehicle from incoming missiles. There are 5 tiers of vehicle protection, Strider and Nyx having the the lowest level, MBTs having the highest. Each tier has different ammo count, reload time, and chance of failure. The blind spot on normal vehicles is the rear of the vehicle, for tanks, it is the rear of the main turret. Fixes and addition of new vehicles will come in over the next week.
  25. 1 point
    This update introduces the new Role Selection system that Quik has been working on. This eliminates the need for the regular Arma 3 role selection lobby and allows players to change roles much easier. When joining the server, you will skip the lobby and spawn as a standard Rifleman. From here, you can select a role from the menu. Available slots for most roles increase when more players join. As this is an experimental build, you are encouraged to report any issues to an I&A staff member (Teamspeak, Discord, Forum message) or on the bug tracker. There will be more updates over the coming weeks to address some of the requests posted on the forums.
×