EXILE - COMING SOON...

All this related to our ARMA 3 - Exile Mod servers

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BornLucky
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EXILE - COMING SOON...

Postby BornLucky » Mon May 16, 2016 5:20 am

I thought I would just share with everyone who doesnt visit the Exile Mod official website some coming features in the next patches.



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Dev Blog - Coming soon
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New respect system, gear restricted items based on respect etc etc.
http://www.exilemod.com/devblog/new-respect-system/
http://www.exilemod.com/devblog/new-respect-system-part-2/


Concrete constructions
http://www.exilemod.com/devblog/concrete-constructions
http://www.exilemod.com/devblog/concrete-constructions-part-2/
http://www.exilemod.com/devblog/concrete-constructions-part-3/
http://www.exilemod.com/devblog/concrete-constructions-part-4/


Locker Storage (Private Stash) ... kinda like Epoch ATMs
http://www.exilemod.com/devblog/locker-private-stash/


Fun and Games ... Russian Roulette :D
http://www.exilemod.com/devblog/russian-roulette/



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Next Patch - Changelog Preview
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Code: Select all

Added: CBA compatibility ONLY if remoteExec functions in CBA are OFF!
Added: Craft bandages recipe
Added: Prototype of bounty system
Changed: Balanced wood and metal construction armor. More info soon.
Fixed: Vehicle trader dialog sometimes went poof if configured wrong
Fixed: Vehicle re-keying for choppers and boats
Fixed: Pre-processor problems ending up in duplicate building classes in different scopes
Fixed: Exploit to dupe consumable items - thx to @Mikeeeyy
Fixed: Wrong building loot coverage calculation - thx to @Mikeeeyy
Added: Sledge Hammer
Fixed: Axe swing animation (yes, for real)
Fixed: Auto-run would stop on bridges over water
Added: Prototype of animals
Fixed: Message when adding a lock always showed "1234" as a PIN code
Changed: We have changed from virtual to physical money now! You have to carry pop tabs with you and store it in a safe if you do not want to lose it.
Changed: Sending money in your XM8 has been removed. You need to trade it in person now.
Added: You can now modify existing network messages or add your own ones. No more remoteExec or publicVariable!
Fixed: Prevent spawning on Namalsk' debug island when coast spawning is enabled - thx to @BetterDeadThanZed
Changed: Moved definition of snapping positions from model memory LOD to a config to support snapping of third party models
Added: Razor Wire
Added: Wire Fence
Added: Sand Bags (long)
Added: Bag of Sand (spawns in industrial)
Added: Screw Driver (spawns in industrial)
Added: Box of Screws (also spawns in industrial)
Added: Metal Wire (you guessed it: spawns in industrial)
Added: Santa Hat is now available at the armory trader
Changed: Balanced the amount of damage constructions can take - more info on that soon.
Fixed: An exploit that allowed players to steal and sell vehicles in the safezone - thx to @Mikeeeyy
Added: Server-side trader, territory and death logging to separate text files
Added: Items of higher quality levels now require a certain amount of respect to purchase them
Added: Config option to disable thermal vision for assembled drones and static machine guns
Added: Possibility to steal the flag of enemy territories (more on that in the following Devblog entries)
Fixed: Wrong 7.62 magazine for Rahim in loot spawn
Fixed: Sometimes dead players were kicked out of their party or made it completely disappear
Changed: The variable "ExileTraderType" must now be be set via ExileClient_object_trader_create as the second parameter. Careful, admins! See code below
Fixed: In very rare cases, a script error would pop up when looking at certain constructions
Added: Ambient fly-overs are back!
Fixed: Bikes and Quad Bikes will not warm you up anymore.
Added: Non-buildable zones, so you can prevent players from building somewhere. Can be defined in CfgExileEnvironment / mission config.

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