Added: Parameter to enable/disable the vanilla A3 dynamic fog behavior. Default enabled, so fucking_set_fog.sqf isn't running by default.
Added: Parameter to enable/disable limitations on Zeus functionalities. Default enabled to keep old behaviour.
Added: Parameter to decide to start the campaign with a FOB container (default, like before) or a FOB truck.
Added: Parameter to allow enemies stay in immobile vehicles (default 50% chance).
Added: Sector despawn scaling. The longer sector is activated the longer it de-activates. Configurable as parameter, 5min additional delay max by default.
Added: "Create Clearance" Action at FOB for Commander or logged in Admin. Clears all terrain objects (no built objects) in FOB radius.
Added: FOB templates (FOB hunting) are now choosen in accordance with the selected opfor preset. Currently Unsung, Apex and "everything else" are separated. Thanks to Bunnyhopps
Added: 15 new FOB templates for the FOB hunting side mission. Thanks to Bunnyhopps
Removed: Vanilla player score saving.
Removed: Old garbage collection script, as there are now engine solutions available.
Tweaked: Changed default recycle building from carservice building to tanks repair depot building.
Tweaked: Changed default air building from small radar dome to encore static radar.
Tweaked: Vehicle in Vehicle action on FOB box is not displaying directly anymore when approaching the box.
Tweaked: Added elite vehicles to CSAT presets.
Tweaked: Formatting/Comments in the preset files.
Tweaked: objectInit function and added comments to the array.
Tweaked: Some smaller code optimizations in the whole framework.
Tweaked: Changes in elite vehicles in presets are now also applied during a running campaign.
Tweaked: Player lead squads are now also saved near FOBs. (but still needs to be reassigned via zeus after load, of course)
Tweaked: Weather is now only handled by the server.
Tweaked: Gear check after leaving the arsenal or load a loadout improved to not strip you completely. Thanks to Zharf
Tweaked: Build tool now also adds the correct map name to the mission name, like in the release files.
Tweaked: Sector defenders waypoint creation.
Tweaked: Daytime parameter values.
Tweaked: Shorter nights now multiplies the selected daytime time multiplier by 4 between 20:00 and 04:00. (3x between 21:00 and 03:00 before)
Fixed: Intel value could get corrupted if leaving the secondary dialog directly after starting a mission.
Fixed: "All is red" for first player after a server restart. (just a visual bug, doesn't affect gameplay)
0.96.4 (10th May 2019 due to Global Mobilization Release)
Added: East Germany arsenal preset.
Added: West Germany arsenal preset. Thanks to Dahlgren
Added: East Germany blufor and opfor preset.
Added: East Germany Winter blufor and opfor preset.
Added: West Germany blufor and opfor preset.
Added: West Germany Winter blufor and opfor preset.
Added: CSAT Vanilla blufor preset, CSAT Apex blufor preset and CSAT Arsenal preset. Thanks to zandru
Added: AAF and NATO opfor presets. Thanks to zandru
Added: Weferlingen Summer basefile.
Added: Weferlingen Winter basefile.
Added: Chernarus Winter basefile.
Added: Weferlingen Summer and Winter building ignore list.
Added: Rosche building ignore list. Thanks to madpat3
Added: Support for ACE arsenal. Can be enabled via mission parameter.
Added: Fog removal script readded, as some people had issues with too much fog after some time.
Added: Vehicle in Vehicle transport actions for FOB Box.
Added: kp_objectInits.sqf for custom code on a vehicle after it has been loaded or built. No more changes in save_manager.sqf and do_build.sqf needed. Explanation in the Wiki
Removed: KP_liberation_guerilla_transports array from resistance presets, as it isn't used in the legacy framework.
Tweaked: Title of the mission to conform the Mission Name Standard from BI Forums
Tweaked: Weather module is also loaded, even with ACE running. (ACE doesn't control weather completely anymore)
Tweaked: Disabled script that switched locality of all blufor units to the commander machine. (should fix UAV issue)
Tweaked: allPlayers replaced with (allPlayers - entities "HeadlessClient_F") for scripts which should pause when no players are online. (logistic, resources, battlegroups)
Tweaked: Marker for civilian informant is an area now and not centered on the informants position anymore.
Tweaked: Renamed Huron marker.
Tweaked: If there isn't enough enemy territory left for a secondary mission to start, the player gets a small hint now.
Tweaked: BWMod item classnames in KP_liberation_allowed_items_extension. Thanks to madpat3
Tweaked: Equalized all Eden attributes of the mission.sqm files.
Tweaked: Replaced deprecated BIS_fnc_conditionalSelect function calls with sensible select statements.
Tweaked: Versioning format from e.g. 0.964 to 0.96.4 for a better separation.
Tweaked: Arsenal whitelist/blacklist classes are case insensitive.
Tweaked: Vehicle permissions now via sensible event handlers instead of loop. Thanks to ColinM9991
Tweaked: Objects placed in Eden Editor won't be saved anymore. Fixes possible duplications on save/load.
Tweaked: Whole in game date and time is now persistent, not only the daytime.
Fixed: Annoying popup since A3 1.90 concerning missing entry for widthRailWay.
Fixed: Blufor soldier losses weren't counted in statistics.
Fixed: Missing itemRadio in some arsenal presets.
0.963a (10th April 2018 as "legacy support" release)
Added: Action to raise/lower object while building. Thanks to darrell-aevum
Added: Some classnames to arsenal allowed extension list. Thanks to madpat3
Added: Functionality to save/load mission parameters. Thanks to veteran29
Added: Presets for: RDS Civilians, Project OPFOR SLA and Project OPFOR RACS. Thanks to PSYKO-nz
Added: Automatic mission pbo build tool (available on GitHub). Thanks to Dahlgren and veteran29
Added: Tanks DLC classnames for presets.
Added: Group diag output for serverlog.
Added: Debug output for group count and amount of active scripts. Liberation starts with [13,70,0,1] and may rise to [70,70,0,1].
Added: Notification for incoming guerilla forces when attacking a sector.
Added: Vehicle chance for guerilla forces who approach a sector.
Added: Traditional Chinese localization. Thanks to KOEI5113
Added: IDE editorconfig file.
Added: Overview of actual applied mission parameters on the map screen as diary record.
Removed: Some old scripts which aren't needed anymore.
Removed: Always no fog.
Tweaked: All spawn compileFinal preprocessFileLineNumbers replaced with execVM.
Tweaked: All createGroup now with activated deleteWhenEmpty.
Tweaked: All BIS_fnc_relPos replaced with getPos.
Tweaked: Guerilla forces event chances, strength gain values and unit amounts.
Tweaked: The Commander / Admin can now change the permissions of offline players.
Tweaked: BI Revive is now automatically deactivated if ACE Medical is loaded.
Tweaked: FPS map marker is now below the map and also shows count of local groups.
Tweaked: Overview picture for loading and mission selection screen.
Tweaked: Log output source name is now set at each run.
Fixed: Placement of buildings after save/load. Thanks to Cre8or
Fixed: Sometimes helicopters exploded when spawning on the deck of the USS Freedom.
Fixed: Players couldn't ziptie the civilian informant, if playing with ACE.
Fixed: File name instead of mission name in mission selection screen.
Fixed: "Taking Command" spam from AI after players death.
Fixed: Fixed range for recycling and start of building instead of using FOB range.
Fixed: Some vehicles with dynamic loadout support lost their weapons when rearmed by Liberation rearm module.
0.963 (05th January 2018)
Added: Some missing RHS vehicles for the ACE medical system.
Removed: Provided ACE settings, as they are not used anymore since the last ACE update.
Tweaked: Arsenal blacklist for more compatibility with 3cbBAF. Thanks to Applejakerie
Tweaked: Some small tweaks for the Lythium basefile.
Tweaked: BWMod Classnames due to the last mod update. Thanks to madpat3
Fixed: There was a string key twice in the stringtable.
Fixed: Lythium basefile was missing mission name and description in the lobby.
Fixed: Issue with building premade squads.
0.962 (10th December 2017)
Added: ACE carry interaction for resource crates. Thanks to veteran29
Added: Some additional debug outputs.
Added: RHS AFRF Preset for the player side. Thanks to veteran29
Added: Parameter to set a cooldown for using mobile respawns.
Updated: English ingame tutorial texts in stringtable. Thanks to FatRefrigerator
Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
Removed: Vehicle explosion chance script for convoy ambush.
Removed: Old debug messages.
Tweaked: Terrain alignment will be persistent during repeat building of objects (like walls). Thanks to veteran29
Tweaked: Some reordering of UI elements.
Tweaked: Localization support for the extended options menu. Thanks to nercon
Tweaked: Highlight color in production list changed to blue instead of misleading green.
Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as (Supplies/Ammo/Fuel).
Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet).
Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface.
Tweaked: Cities won't be able to produce resources anymore.
Tweaked: IED count in cities, capitals and factories is now dependend on the civil reputation.
Tweaked: Corrected some strings in the stringtable.
Tweaked: Factories don't have all facilities from the start anymore. The facility they start with is set at campaign start.
Tweaked: Replaced all deprecated BIS_fnc_selectRandom with the engine solution selectRandom.
Tweaked: Server log will now contain the [STATS] message of all clients. (players and HCs)
Tweaked: Preset system split to select blufor, opfor, resistance and civilians independently. Thanks to Applejakerie
Tweaked: Capitals, cities and factories are now basically guarded by "militia" forces. Switching to regular army if the enemy combat readiness is increased.
Tweaked: Static weapons array missed some weapons.
Tweaked: Civil vehicles are now saved at a FOB after they were seized by players.
Tweaked: Some small code optimizations and format corrections.
Fixed: Player got custom recoil and aiming coefficients on respawn.
Fixed: Rare script error on closing respawn screen directly after joining the mission.
Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.
Fixed: It was possible to disassemble a mortar in preview.
Fixed: Preview vehicles could get saved if you shut down the mission right after canceling the build process or if you'd still the preview in front you.
Fixed: Small issues due to the default "hold fire" combat mode for AI.
Fixed: Single Infantry units weren't saved sometimes.
Fixed: Paratroopers got sometimes an attack helicopter instead of a transport helicopter.
Fixed: Rescue helipad blocked building in their near vicinity.
Fixed: MPKill Eventhandler issue when using ACE.
Fixed: Function to buy a logistic truck worked but caused an error in dedicated server environment.
Fixed: Couldn't build under powerlines.
Fixed: Items in backpack weren't checked by arsenal blacklist crawler.
0.955 (24th June 2017)
Added: Some small aesthetic things for the buildlist
Added: Exception for TFAR items from the 1.0 Beta (it's TFAR_ and not tf_ in the classnames there)
Tweaked: Statics can now be placed inside buildings
Tweaked: Recycle of objects which won't give any resources is now always possible
Tweaked: Debug messages
Tweaked: Added the blackfish to all presets, as it was already listed to be unlockable
Tweaked: Again a small change at the placement of objects from the savegame
Fixed: Error in production dialog due to wrong global variable
Fixed: Last two supply_vehicle elements weren't shown in the build menu
0.952 (4th June 2017)
Added: Action to push resource crates
Added: More transport configs for various vehicles. Thanks to ChiefOwens
Added: Some more vehicles from RHS to the presets
Added: More buildable lights for the FOB. Thanks to Reckulation
Added: A devkit mission.sqm for people who want to port Liberation to other maps
Added: GitHub Wiki (will be expanded step by step in the future)
Removed: Some clutter of the custom enemy bases on each map. Could maybe increase performance a little bit
Tweaked: Starting times of the maps were not equal
Tweaked: Syncing times for production when resources are stored or unstored in sector storages
Tweaked: Moved ACE compatibility and Debug setting from kp_liberation_config.sqf to parameters
Fixed: SDV and armed boat recycle caused a script error
Fixed: AI Squads weren't saved
Fixed: Start vehicles were spawning with items in the inventory
Fixed: Sometimes you couldn't slingload crates which were unloaded from a storage
0.951 (28th May 2017)
Added: Boats at the stern of the Freedom for amphibious insertion
Added: Transport configs for guerilla offroad and van
Added: Mission parameter to choose between arsenal with no restrictions at all or using the defined preset from kp_liberation_config.sqf (no restriction not recommended)