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Everything posted by James32
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Hey, Just the gang skin patch and a small final fix for the people trapped in cars bug
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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
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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 View full devblog
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Hey guys, Small patch at 3am to correct a few bugs that have been found.
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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.
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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. View full devblog
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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:
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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: View full devblog
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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.
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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
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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 View full devblog
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Dont forget, strayagaming's greatest stellaris highlight
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when more and more players are joining the uprising and red has no choice but to submit
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how it feels to take over
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As a sign of the magnificance of my new empire
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I'm famous
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Hey, Just some small adjustments/bugfixes to 10.0for the 3pm restart
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Hey Guys, This is a major feature update for AL, containing several often requested changes along with a whole new crafting system which we hope adds some progression. Along with this it will allow us to reintroduce several higher teir weapons to bot civ and cops. Also the doors of MRAPs no longer animate which I know was a frequent complaint. Below I have included screenshots of the new gangbases and PD too, SYD PD: GB1: GB2: GB3: