Patch Notes

The following patch notes are coming from version 1.3.3 onwards.

# Version 1.5

* Upon selecting a faction, the mission will grant you an additional loadout besides the one equipped that will be found stored in your stash box.
* TT-33 handgun and magazines added to Orlov and magazine repack compatibility.
* 45ACP handgun and magazines added to Adams and magazine repack compatibility.
* MK18 rifle added to lvl3 Adams inventory and magazine repack compatibility.
* MP5SD6 SMG added to lvl3 Adams inventory and magazine repack compatibility.

**Changed:**

* Dexterity stat calculation has been altered, BEAR won't be as painfully slow as they were previously and top speed will be lower than before, making the speed monster banish away.
* Upgraded the repack system to be able to be feed empty mags.
* Made that empty mags are given back to the player when reloading them from weapons. Due to mag config, if you drop some of them they will still be removed by engine.
* Logic for certain quests that require an action to complete has been modified to maintain the action until the requirement for quest completion has been truly fulfiled.
* Logic for certain quest that gave you items will now drop them to the floor in order for you to actually be able to pick it up and manage it, instead of forcing it in your inventory. This could cause the object to be lost if there was not enough space in your inventories.
* Player identity randomized upon scav raids, to add a bit more to the feeling that the player unit is different.

**Fixed:**

* An issue with rest station level 3 not giving the option to use the wardrobe.
* An issue with the Dimitri APC task that would not be completable in certain contexts due to the map cleanup system.
* A design oversight in the boss spawn methodology that allowed bosses to spawn back-to-back after being killed. The Boss cooldown will now happen only when the active boss gets killed.
* A design oversight in the custom threat spawning. It looks like on some occasions, custom threat spawner que can get saturated and overwhelmed making AI spawn on top of player. The system no longer target players as "spawn positions" for this threats, and instead get to spawn and moved into their possible locations arbitrarily.
* A leftover error on the ambient spawner that would notify of an issue every time the system spawned enemies.
* Added some redundancy checks for the custom threat spawner to guarantee correct locations in the map and not [0,0,0] coordinates.
* Corrected some typos in variable marker names.

##### Changelog (v1.5.5):

**Added**:

* Wardrobe function to rest station laptop. The wardrobe lets you change your uniform once you have uniforms purchased from the system, they will be always available and once you change your uniform, the uniform selected becomes your default uniform when you die until changed again, more uniforms are unlocked the higher you rest station level is.
* Additional hint in tutorial tab.
* Parameter to set the contracts failing or not upon death of the players.
* Added world spawn locations that will assure the "rugged router" item. As previous chances for spawn were too low
* 1891 Mosin Nagant and PE scope are now on Orlov selling pool. Can spawn in the player scav raid loadouts and is one of the possible weapons for scav units.
* Lee-Enfield (non and railed), its magazines and no23 mk2 scope are now on Orlov selling pool.
* M4 SBR is now on sold by Adams at lvl 3.
* KSVK 12.7 and its mags can now be dropped by CDF snipers in the scenario.
* CZ584 Hunting rifle and its mags are now on Orlov selling pool.
* UZI and its mags are now on Orlov selling pool.
* MAC-10, its suppressor and magazines are now on Orlov selling pool.
* Remington 700 Hunting Rifle , its optic and mags are now on Orlov selling pool.
* New Additional sights that can be found in Adams and Pavlov.

**Fixed**:

* AI uniform assignment will now force the uniform on all enemies, this means no more naked AI or at least massively diminish it.
* Incorrect parameter data being fetch by the loot spawner delay setting.
* An issue that multiplied actions on interactable POIs.
* Sanitar uniform.
* An issue on the crafting table that would make the system cry at you.

**Changed**:

* Hideout station logic that removed the actions from certain items unintentionally.
* Dave trader logic was tweaked to better reflect the purchased stations as previously the logic was missing entries.
* Uniform pricing in favor for the wardrobe system. They are now much more expensive but are permanently acquired.
* Sturmann is no longer a boss and has been replaced by Vulture.
* Default timer for AI spawn slightly decreased.
* Health in status bar now represents the general body health in mk\_medical.
* Increased the enemy kill XP values:

1. Players & Bosses = 750xp
2. Pmc & Boss Minions = 500xp
3. Scavs = 250xp
4. UN = 350xp

* Logic for the stat window now shows the kill count more accurately instead of it being totally side-related:

1. PMC = PMC
2. BOSS/MINIONS/UN = SPECIAL
3. GANG MEMBERS/SNIPERS/CULTIST = SCAVS

* Units that were not created by the server will now only count as SCAV units for the XP and kill tracking system.
* Misleading info for flavor text when trying to complete [FRIEND OF CHERNARUS] without fulfilling the condition.
* Complemented the description of [FEAR AND FAMINE PT II] quest in order to clarify the entrance condition for the green facility.
* Default spawn rate timer for ambiance AI parameter went down from 200 to 160 second ticks.
* Trader logic has been tweaked in order to be able to sell them any of the items in the total item pool instead of just being able to see what was available at their level.
* Revamped Pistol, Shotgun and SMG economy in order to boost early level gameplay, the player would be able to afford more with less now.
* All new weapons have been included in the magazine repack system + a couple that were neglected.
* Reworked weapon jamming framework to be able to include all weapons in the scenario without manually having to add them to the system.

##### *Changelog (v1.5.4.2)*

***Added:***

* Dogtag case: A special safe container for dogtags ONLY. Just like the safe container, the storage capacity of this container will be upgradeable in the future.

***Changed:***

* Medical modules updated to accommodate the latest and greatest MK Medical System public version.
* AI spawner setting for player machine headless client mode has been set to 0 by default due to performance issues and should instead be evaluated to check if the performance drop is worth having the AI spawn at a higher rate.

***Fixed:***

* Increased the detection radius of extractions to address the issue of having to crawl underneath vehicle extractions in order to trigger them.
* A small issue that would cause extractions to throw an error and not heal you completely if you had your medical station purchased.
* Fixed the code for Yellow facility that was not set correctly.
* A small issue that would cause extractions to throw an error and not heal you completely if you had your medical station purchased.

##### Changelog (v1.5.4) Q.O.L Patch

**Added:**

* You can now disassemble crafting recipe items in the workshop. They will deliver the same items you use to craft them.

* Added 2 new drug recipes to crafting when obtaining the medical station. They will be both used by mkMedical system next patch or be traded for affinity with a certain trader when it comes.

* Gave back Dodgy Dave sassy personality to the current hideout trading iteration.

* When coming back from a successful raid

**Changed:**

* BEAR default uniform finally changed to not require APEX dlc.

* Raid deployment Invincibility now lasts 45 seconds, it was previously 20 seconds. This applies to all Raid deployments and both as solo or Raid Lobbies.

* Money exchange in intel station has been updated with new rates and new money values to compensate previous economy inflations.

* Dave required components for intel station 2 and 3 have been swapped, getting intel station level 2 should now be easier and make much more sense progress wise, since the rugged router is an end game component.

* Heavily optimized and internally simplified the paint color system in the workbench, this allows for faster mission edits in case us or any other player wants to add color variants to it.

* Screen fade method should be now a bit more consistent since is has be upgraded to use more recent engine solutions that previous versions.

* Reload bench revamp, the bench now lets you use the magazine repack system as you would normally do, but it is MUCH MORE faster when you interact with it, however it becomes level locked when used from the bench. The higher the level of the reload station, the better type of cartridges you can reload while using it. This change does not affect normal magazine repack, as they work indirectly one from another.

* Scav extractions increased from 3 possible locations to 5 in total per scav raid.

* Pricing for auto revive injector in medical station level 2 and 3 has been adjusted

**Fixed:**

* A long due oversight that prevented the mission system to properly set back stat attributes for player units. The attributes are now properly reapplied upon death, level up and mission restart, mk\_medicalSystem will also take them in consideration to avoid animation speed coefficients and aiming coefficients issues like in previous versions.

**Removed:**

* Uniforms in Boris are no longer present in favor for the wardrobe system that is coming next patch.

##### Changelog (v1.5.3.1)

**Changed:**

* Removed some RHS helmet variants from Boris store due to them not being the desired items to be used by the players.

**Fixed:**

* Faction uniform system giving back naked loadouts, we were using an incorrect file version in previous update.
* Fixed an issue on one of the scav bases not spawning due to an incorrect system change done that was left by accident.
* Fixed an incorrect item initialization for Server Unit Items placed in the world, they should no longer have multiple Hold Actions anymore.

##### Changelog (v1.5.3)

**Added:**

* Raid logic now has a timer before deployment both for PMC and SCAV raids. A 10 second timer will tick down before deploying to effectively let you cancel the raid deployment if you desire so.
* Raid logic now has a cancel action on the hub both for PMC and SCAV raids. The cancel action has a slight delay to be completed in order to not be used by accident.
* Actions to cancel deployment to raids both in stash laptop and hub door. Note that only raid leaders or solo players are able to cancel deployments.

**Changed:**

* Internal methodology for crafting recipes to future proof the system. This translates into easier add-up to the recipe system in case players want to add custom recipes to the workbench or hideout station store. The change makes it easier to track the required materials for the system in case the ingredients are not already used by the rest of the recipes since its now automated.
* Logic for first time players in order to avoid garbled screen messages.
* Some of the previous on-screen hints have been changed to a more visually appealing and noticeable text on the bottom on the screen to display info. This is a change that will be completed over time, since there is currently a lot of info that has to be changed to the alternative display method.
* Raid logic hides and shows raid deployment and raid cancel dynamically to unclutter the context menu now. Note that this change is only done for the raid leader or solo players, for the sake of being able to control the situation faster.

**Fixed:**

* A very elusive error that was causing custom uniforms (and all the items inside of it) saved in loadout to be mistakenly removed and then replaced by the default faction uniform when loading your character during your next session start-up. This was reported long ago but was only recently able to be pinpointed due to general performance increase in the mission.

##### *Changelog (v1.5.2.1):*

**Added:**

* QoL: included a quest backlog for all the completed quests up to the current point. For it to deploy previously completed quests before this update a character wipe is required. The backlog only updates during mission join and will only include past completed tasks. Currently completed task will only be added to the backlog until you save and rejoin the mission.
* QoL: Dodgy Dave hideout crafting shop menu now shows owned stations and ingredients that fulfil the building condition, as well as the counted amount of the item required that is inside the player stash.
* QoL: workbench crafting menu now shows ingredients that fulfil the building condition as well as the counted amount of the item required that is inside the player stash.
* QoL: added notifications upon assignation, fail and completion of quests and contracts, originally this was left out because we felt that the additional feedback was not necessary. However after further analyzing the situation, we came to the conclusion of including them to avoid misunderstanding with casual players thinking that quests and contracts are bugged out.
* QoL: added reward notifications for quests and contracts.
* QoL: added level up notifications.
* QoL: Added a couple more of tutorial tabs in the journal section to clarify some misunderstandings.
* Antiseptic spray bottle to Surgeon Airdrops.
* New crafting recipes that are unlocked upon the purchase of a medical station, this will come on portions as we add more conditioned craft.
* Deployed a new hub, special thanks to SLEDGEHAMMER for creating the original concept for us!

**Changed:**

* Terragroup manifests are now correctly removed from the stash when purchasing affinity in the hub trunk.
* Antiseptic spray bottle total uses (10 uses).
* Lidocaine ointment total uses (5 uses).
* Medical items in the loot pools have been slightly tweaked to nerf the quantity of powerful heal items ambient scavs had, since basic medical can now be crafted when obtaining the medical station and the workbench
* Parameter defaults have been modified to deliver a less intense combat experience for first-time users.

**Fixed:**

* An oversight regarding profile data, wiping and first join into the server caused a deprecated value to be assigned, causing the crafting interface of Dave and the workbench to cry if the stash was empty.
* Removed residual ravage masks in Boris trader inventory.
* A class name from CUP weapons that was interfering with the ammo repack since for some reason shares ammo magwells in config with another caliber that it shouldnt.

##### ***Changelog (v1.5.2):***

**Added:**

* QoL: included a quest backlog for all the completed quests up to the current point. For it to deploy previously completed quests before this update a character wipe is required. The backlog only updates during mission join and will only include past completed tasks. Currently completed task will only be added to the backlog until you save and rejoin the mission.
* QoL: Dodgy Dave hideout crafting shop menu now shows owned stations and ingredients that fulfil the building condition, as well as the counted amount of the item required that is inside the player stash.
* QoL: workbench crafting menu now shows ingredients that fulfil the building condition as well as the counted amount of the item required that is inside the player stash.
* QoL: added notifications upon assignation, fail and completion of quests and contracts, originally this was left out because we felt that the additional feedback was not necessary. However after further analyzing the situation, we came to the conclusion of including them to avoid misunderstanding with casual players thinking that quests and contracts are bugged out.
* QoL: added reward notifications for quests and contracts.
* QoL: added level up notifications.
* QoL: Added a couple more of tutorial tabs in the journal section to clarify some misunderstandings.
* Antiseptic spray bottle to Surgeon Airdrops.
* New crafting recipes that are unlocked upon the purchase of a medical station, this will come on portions as we add more conditioned craft.
* Deployed a new hub, special thanks to SLEDGEHAMMER for creating the original concept for us!

**Changed:**

* Terragroup manifests are now correctly removed from the stash when purchasing affinity in the hub trunk.
* Antiseptic spray bottle total uses (10 uses).
* Lidocaine ointment total uses (5 uses).
* Medical items in the loot pools have been slightly tweaked to nerf the quantity of powerful heal items ambient scavs had, since basic medical can now be crafted when obtaining the medical station and the workbench
* Parameter defaults have been modified to deliver a less intense combat experience for first-time users.

**Fixed:**

* An oversight regarding profile data, wiping and first join into the server caused a deprecated value to be assigned, causing the crafting interface of Dave and the workbench to cry if the stash was empty.
* Removed residual ravage masks in Boris trader inventory.
* A class name from CUP weapons that was interfering with the ammo repack since for some reason shares ammo magwells in config with another caliber that it shouldnt.

##### Changelog (v1.5.1) Q.O.L patch:

**Added:**

* Added map objects to surgeon again, whoops.
* Added extra medical items required to traders and loot pools due to a recent update for the medical system
* Added extra medical items to the medical loot boxes due to a recent update for the medical system
* Added back money items into loot pools from enemies.

**Changed:**

* NVG P.P effects now apply only to night vision mode due to feedback regarding thermal imaging devices.
* Loot-N'-Scoot (Dimitri's first quest) has been permanently nerfed to require 1 single cache. Hopefully this will make questing much more appealing for first timers and people who play the scenario more casually.
* In Search of the Truth quest description has been slightly modified to point the location of the item required to complete it.
* Decisive Blow quest description has been slightly modified to clarify that the player doesn't need an actual explosive to complete the task.
* A known boss that was causing memory leaks has been completely replaced and repositioned, hopefully this will remove this issue, as we suspect this was related to gear being used by him.
* Activating hardcore mode will turn on the temperature system for the player.

**Fixed:**

* An issue that would prevent locked lobbies from deploying when they had 4 members for pmc raids and 2 members for scav raids.
* Cult spawns were messed up, they have been cleaned once more and they should be spawning at night in their 2 possible locations.
* Wiping was not resetting the player health.

**Removed:**

* Residual ravage items
* Simple Attenuation as it was replaced with the combat deafness system in Mk\_medical, which is basically simpleAttenuation 3.0 with medical integration. Player Will not be able to go deaf THEORICALLY while on hub, you can, but it takes A LOT.

##### Changelog (1.5)

**Added:**

* New logic for ambiance spawns (ravage is no longer used).
* New behaviours for ambiance scavs.
* EFT Lore friendly themes for apparel and weaponry for ambiance scavs, now you can clearly distinguish between gangs, CDF and UN operatives. This is a complete overhaul on the equipment used from ravage scavs as now we actually manage rarity for weapons per faction.
* Support for 2 HC clients
* Proper Garbage collection for corpses and ground items, the system is executed each time that there is no one on raid and will clean everything besides bosses and their minions. Garbage collector also takes groups that are out of players reach and remove them in order to save CPU cycles with not interactable AI.
* Magwell compatibility for M24, M40a5 and M110 in repack system, their magazines can now be reloaded.
* Magwell compatibility for new weapons in the scavs weapon pools.
* Finally included an autosave feature. The game will save you if you go die or extract successfully. However, you will still lose your progress if you disconnect mid raid since before you left
* First set of mission parameters to customize the experience/enhance performance
* Map cleaner function for pre-cleaning on mission start (used from parameters)
* New world loot system with parameters included for modification
* Scav blackjack interaction to Sketchy Steve to pass the time in the hub.
* Added 3 secret vehicles in the map to aid single players.
* New additions to Orlov inventory.

**Changed:**

* Logic for map cleaner has been optimized to execute locally only using seeded RNG for proper object randomization
* Map cleaner now supports JIP after map cleanup, meaning that all player joining after the map was cleaned will now have their version cleaned too
* Changed threshold of general AI population, map should in theory support up to 250 AI at all times if no HC has been set up, increasing an additional 250AI per HC. Performance and responses may vary according to HC bandwidth.
* Locality transfer for AI into players, this translate into additional 25 AI per player at all times. If the player has high ping, the enemies transferred to it might rubberband, so this only applies to persons with less than 100ms ping!
* Changed logic for repacker system to only manipulate relevant magazines in magwells for repacker itself, as previously it was doing unnecessary operations with anything considered a magazine, making it possible to lose items.
* Loot pool objects for the enemies, as ravage classnames have been removed.
* Logic for extraction system has been changed. Instead of using triggers we changed it to be handled entirely code wise, so we expect a performance increase as trigger count has been decreased considerably. This change also makes the mission modification easier as it doesn't rely on placed objects in the map anymore.
* Anticheat logic for mid raid leaves
* Logic for custom enemy spawns.  Instead of using triggers we changed it to be handled entirely code wise, so we expect a performance increase. However, spawns will take slightly more time to be executed in special zones. Expect changes for it in the future once we get to a further optimization point for it.
* Rebalanced AI count in some custom spawn locations for cultists, scavs and PMCs
* Changed boss groups to be dynamically simulated, as they are the only group that is excluded from being cleaned by the GC.
* Optimized all the scripts for network reliability and performance.
* Traders Initial stock has been reworked into a minimal state, this has been done in order to push forward the changes to reputation and trader stock upon investing on them. Enhancing the player engagement in early stages for the crafting system, giving it a greater weight. As crafting is gonna begin taking focus from this update onwards.
* Food items in Surgeon have prices now, since they are relevant thanks to the medical system used by the mission.
* Task flow has been severely altered to better reflect the history we want to tell.
* Labs are now accessed using a different method! Complete the quests to discover how.
* Bosses are not randomized anymore, they are still binded to the first one that spawns and its proper timer.

**Fixed:**

* Logic issue causing the partial stacked mags to get removed by the repacker systems if they were of the same type an ammo count as the magazine targeted or used as source.
* An issue that would make raid player count be below 0, blocking redeployment as leaders were not considered in raid
* An issue that would make scav raids to fail to be reinitialized when dying, causing the player to fall to the ocean and making it having to restart.
* A couple of station actions that were not adjusted for the 20 player increase.
* The ever funny situation in where the raid leader would fall into the ocean when starting a raid.
* An that would make player raid count not increase or decrease properly, breaking the raid systems some times.
* Incorrect placement of compass in scav raids, compass should be now usable

**Removed:**

* Removed all Ravage dependencies from the scenario, as it has been phased out effectively due the new home-made spawn system for enemy AI.

# Version 1.4

##### Changelog (v1.4.7):

***Added:***

* Nvg tiering system is now included in the scenario, this will impact image quality, screen viewport, view distance and screen phosphor filter colors.
* The NVGs are classified as Follows:
* Monocular -> Gen2/Gen 3 -> Green Phosphor/White Phosphor
* Binocular -> Gen2/Gen 3/Prototype -> Green Phosphor/White Phosphor/Yellow Phosphor/High Contrast B&W Digital
* Quadocular -> Gen2/Gen 3/Prototype -> Green Phosphor/White Phosphor/Yellow Phosphor/High Contrast B&W Digital

* New NVG options and repricing for Boris.

* AI will now carry nvg, according to their faction and occupation of course.
* Simple attenuation has been upgraded to include actual "gunshot suppression" to active profiles, the mod version of simpleAttenuation won't upgrade to this feature.
* Enemy snipers upgrade; They will now represent a faction and will spawn with gear accordingly as well as different values for damage reduction.

***Changed:***

* Some assets were changed to "local only" version in order to reduce network traffic, this will be a lenghty multi step process due to the ammount of objects in the scenario.
* Scavs raids have at least 3 different extractions per raid in order to decrease traverse in the whole map

***Fixed:***

* Fixed some inconsistencies in contracts descriptions regarding locales.
* Fixed a missing description for Severov assassination contract.
* Fixed a duplication issue for intel station action as it seems like the recent change to the hideout logic made it happen again.
* Adams quests that give you beacons to plant should now be working properly, as previous versions were starting the missions too early and making the beacon disappear as you respawned into the scenario.
* Fixed an issue regarding rest station level 2 in some player slots, rest station should no longer show a sofa anymore as that prop is for level 3 (affected slots were 0, 1 and 16).

***Performance Update:***

* Laid groundwork for HC support.
* Laid groundwork for proprietary Ambiance spawn.
* Laid groundwork for proprietary garbage disposal.
* Laid groundwork for locality transfer among server/client/HC.
* This system will transfer dynamically the load of AI according to detected specifications where the mission is running having multiple possible configurations,
* more on this once the system is ready for deployment.

### **Changelog (v1.4.6):**

***Added:***

* 3 new more quests to the main history in the scenario.
* Admin/host tool: Map cleaner (mop object in hub) - This tool will help servers that are suffering from lower-than-expected performance.
* The tool removes the selected environmental objects percentage from a list configged by the admin/host, according to the map calculation to gain a boost by polygon reduction from the scene.
* The list has been somewhat curated to avoid breaking some parts of the map but might still need further curation.
* Once the tool has been executed atleast once, the next time it exe
* cutes it will reset the map objects and redo the same process in a randomized manner to never obtain the same result.
* Beware: If executed multiple times in a row it can cause desync.
* New group system: Raid Lobbies - This system will replace the vanilla dynamic group system from B.I to better fit the mission, as vanilla groups suffer issues whenever your force renegades into a group (the changing leader issue), the system functionality changes if you are the host or the admin in the server.
* New ammo-repack framework - An interface that lets you repack ammo used in the mission, including compatibility with KMP ammo box items, as well as a generalized pool according to the bullet size and not to weapon compatibility/magwells as it is usually done to save time.
* 8 new player slots, upping the FINAL count to 20 players total.

***Changed:***

* The probablity of jamming has been doubled, jamming is a mechanic introduced recently that rarely occured, and that cause either your weapon to jam, double tap or even unload your full magazine.
* Boris quest pending form previous patch is now completable, the pending 3 quests mentioned are now accesible.
* QoL change to properly update the price of the next auto-selected item in the trader once the player sells something.
* Changed the interaction with the medical truck in one of the surgeon quests, it's no longer drivable.
* Changed the interaction with the medical truck in one of the surgeon quests, the parcel is now granted from the action instead of the inventory as it seems that the item is bugging for some reason when added to the vehicle inventory.
* Optimized Hideout script to be less taxing on the network.

***Fixed:***

* An issue that could make green facility innaccesible under certain conditions. Green should be usable now as long as the time frame and item requirement is completed.
* Corrected an issue in traders that would let players below level 5 to sell from their gear.
* Corrected an issue that made Surgeon supply quest not completable as un-hiding of the vehicle was missing a remote Execution.
* Corrected an issue in jam framework that could cause the magazine being used to be lost.

### Changelog 1.4.5:

***Added:***

* More quests to the main history in the scenario.

***Fixed:***

* Stash duplication issues regarding delivery quests.
* Some quest were enabled for completion.
* APC in Dimitri quest not destroyable, it is now destroyable.
* Some delivery quest were not completable since they were looking for incorrect classnames.
* Some rewards were giving incorrect stuff from quests, they should now be OK.

***Changed:***

* Rebalanced the completion requirement for the first Dimitri quest.
* Changed Adams truck quest to be divided in 3 parts to make it more manageable to be completed.

Note: Boris current final quests are not completable right now, we will implement the items required to be completable soon, this will mean that another 3 quests get added right away once this is done.

### Changelog 1.4.4.3 (hotfix):

***Added:***

* New loot locations added.

***Changed:***

* Changed initial starting quest progress values according to updated quest requirements for questline start-ups.
* Forced a softwipe for everyone that have already player version 1.4.4 of the scenario in order to re-start quest progression with the proper order of initialization.

***Fixed:***

* Fixed an issue with the quest checking system that would not create new quest for non-initialized traders.
* Fixed an issue with the quest checking system that would not create new quest progression upon wiping your profile.
* Fixed an issue with the quest checking system that would not create new quest progression upon wiping your profile in hardcore mode.

### Changelog (v1.4.4.0)

***Added:***

* KMP is now a requirement for the scenario.
* New scenario flow core mechanic: Quests.
* The introduction of the fisrt quests regarding the back-lore of the scenario,
* skillfully made by our favorite dreamer, Kek. Quests are going to be a crucial aspect for quick
* money making and XP gain, as well as giving a history build up as for why the player is in war-barren region
* of Chernarus. Quest award money, xp and items, each according to each trader importance in the lore.
* New core mechanic: Crafting.

* Using your workbench now allows you to be able to craft weapons from parts scavenged in the scenario.
* Right now, some weapons were re-balanced and made them either loot or craft only in order to make then
* be tougher to obtain. More crafts will be release upon the next patch, which will be focused in medical
* mechanics.

* New core mechanic: RPG System.
* The scenario now includes a leveling up system that modifies your stats dynamically as well as a life-carreer
* GUI for you to be able to monitor your progress. Default keybinding for this function is (ALT+S). The player
* will be able to obtain XP in a varied way, primordially involving killing enemies and extracting.

* New intel center function: PMC contracts.
* 30+ contracts that for the moment are divided into 2 classes, hunt the boss and sabotage the equipment.
* This is the initial oficial deploy but more are in the making. Rewards for this contracts are random in regards
* of money, XP and items awarded. The pools from which the contracts take their rewards increase in each level of
* the intel center.

* New weapon family added to weapon painting: SCAR series (mk 16 and 17 variants).
* New trader fully implemented: Orlov.
* This trader contains soviet look-a-likes and import weapons that were previously in all traders in order to
* achieve a more logical balance of equipment obtained per trader according to their role in the scenario lore.
* New loot pools and items including KMP to allow for new core functions + future core functions.
* New AI PMC loadouts, both for BEAR and USEC.
* New markers in marker research for new locations and secret extractions.
* New POIs and lore elements regarding U.N Peacekeeping Forces. They are all scenery so new vehicles scattered will not be usable.
* New random Airdrops that include trader/TerraGroup contents + a special manifest.
* Added a means to reliably locate and obtain server units.

***Changed:***

* Rebalanced traders stock to better fit current mechanics + scenario LORE.
* Modified SCAV raids to allow for duo scav raids.
* Limited the group size to 4 persons for group raids to make a more balance oriented gameplay.
* Some locations have been modified to include the required scenery items for contracts.
* Initial player allowance upon wipe/new join was increase to 200k CR.
* Day and night behave differently regarding enemy spawns now.

***Removed:***

* Some weapons from trader in order to take them into crafting lists.
* Some left-over compositions that didnt make any sense to keep anymore.
* Some unnecesary remoteExecutions to improve network stability.

***Fixed:***

* Re-structured the extraction code to make it virtually error-free (stuck in raid with timers, no extractions, etc).
* Revised trigger simulation upon certain conditions, this should grant a better performance over-all.
* Revised some location visibility upon certain conditions, this should grant a lesser performance upgrade over-all.
* Revised triggers simualtion for scav and pmc extractions, they will now behave properly and allow to extract according to the context.

### Changelog (v1.4.3.0)

***Added:***

* Horror mod is now required.
* BG21 salughter assets is now required.
* Insurance system: You are now able to insure your main weapon, your vest + helmet, or your entire loadout in the intel center starting from level 1.
* With a better intel center, the time to recover your gear decreases, going from 5 raids in level 1, to 1 raid in level 3. The chances for insurance recovery are dependant on intel center level.

* Weapon Painting: The first mechanic of the workbench regarding customization. Allows you to repaint your weapon according to the camo options available for a price.
* Trader affinity is finally fully implemented, check #how-to-add-stuff-to-trader to know more about how it works.
* New Dovetail attachments: Added a few dovetail low magnification collimation sights for the AK platforms in order to diversify a little bit more the options for the players. These are now present in DIMITRI and some loot pools.
* SCAV BASES and PMC BASES new behaviors, garrison or patrols. When creating the afore mentioned enemies, the groups will have any of the 2 desired behaviors according to each location or randomized if set to. Patrols will keep close to their base, patrolling in a radii of up to 150mts from their spawn. Garrison will evaluated the best type of building and will be placed in all the possible positions of said building, allowing combat to become a bit more complex.

* CULT SITES are now a thing :^), as scav and pmc bases, Chernarus now actually hold a few cult locations with more pending to roll in future patches. This cult locations will spawn crazy cultists hordes of up to 25 enemies at once.
* The cultist are conditioned, can you guess what makes them spawn?
* These new locations can be discovered using the marker research function in the intel center.
* Kill tracker partially implemented, its not visible for players yet but core is already in.

***Changed:***

* Revised SCAV bases loadouts and increased them from (a faulty amount of) 2 to 15 different loadouts.
* Simpleattenuation upgraded to be on par with workshop release
* Some file formatting in the scripts to be consistent.
* Ambient AI population factor raised from 3.2 to 3.5.
* AGE weapons have been removed from the scenario.
* USEC default uniform.
* USEC default SMG changed from the Vector to the MP5.
* Moved a few spawn locations with the aim of achieving a higher chance of spawning in small settlements/locations.
* Changed required from PLP containers to PLP AiO

***Fixed:***

* An issue with Ragman causing all facewear items to not be purchasable.
* A certain weird issue that was causing a certain poi to spawn a massive amount of money rolls.
* An issue with autorevives in medical station, now the system should properly detect when you have an autoreviver.
* An issue with load capacities for the stash and the safe container, they now behave properly.
* Beware, extra equipment will begin to overflow since vanilla capacity of the stash is 22k mass units, while the maximum at level 3 in stash is 8k mass units.

### Changelog (v1.4.2.1)

* Fixed a small goof that may have resulted in a very small number of players lacking access to the Marker Research feature from their Intel Center. Thanks to @Wolf.E for bringing this to our attention.

### Changelog (v1.4.2)

* New raid type added: Practice Mode.
* Practice Mode allows you to embark on a PMC raid for fun or practice, without the risk of losing anything you went in with. There's a catch though - players will not be allowed to keep any loot they obtained during their run in the Chernarus wasteland. Upon successful completion of the practice raid, or upon the player's death, they receive the exact loadout they entered with, and have all else taken from them.
* Players will, by default, be allowed to enter a practice raid as soon as they log in for the first time in the new patch. However, upon the successful or unsuccessful completion of this practice raid, players will be ineligible to engage in a practice raid again until they've completed either a standard PMC raid or SCAV raid.

* Removed a few hand-placed weapon objects that were causing some rather interesting server crashes for certain users.
* Added some lovely new items from Gorkas 'n' Gear.
* Groundwork established for trader affinity.
* Reworked PMC and scav loot pools. A couple of items removed, a couple of items added.
* Reworked weapon box and food box loot pools. A couple of weapons added, a couple of empty classnames removed from food boxes to give slightly better odds at finding some grub.
* Groundwork laid for Secure Container upgrades. (Alpha through Kappa).
* Certain world locations such as the Violet Mega-Facility and Airport storage warehouse have been re-touched and added to.

### *Changelog (v1.4.1.1 HOTFIX)*

* Moved the location of the spawn near Factory Pick-up so as to prevent future spawn deaths at this location. Our apologies. This fix was one of a few changes that were accidentally reverted in recent development.

### Changelog (v1.4.1 HOTFIX)

* Fixed an issue causing SCAV raid extractions to fail.

### Changelog (v1.4.0)

*"Hello everybody, welcome to the newest update for the A3 EFT Multiplayer Scenario. We'd like to thank everybody that's been playing the pre-release version as well as thank you for all the feedback we received during the duration of our tests in the A3 EFT Dev server." - The devs*

Added:

* Pre-set Scav and PMC base locations (Phase 4 of 4 of custom threaths):
* These locations will consistently spawn Scav and PMC threats at their respective locations.
* A cooldown between spawns has been enforced in order to prevent both kill farming for xp (with the upcoming addition of our progression system) and enemy duplication bugs.
* PMC bases will also contain significant amounts of loot.

* New weapons and items at the traders.
* ACR variants
* MK16 variants
* MK17 variants
* CZ variants
* AUG
* New loot locations.
* New POI - Junktown.
* New function added to the Intel center:
* Map Research - Allows you to actively research a MAP item with a cost varying according to Intel Center level that will unlock location markers for your map. These markers are shared across
* dedicated or hosted servers and LAN environments just like your stash and money. The unlockable locations depend totally on the level at which your Intel Center is at. The possible locations to unlock
* include Labs Facility locations, TerraGroup locations, enemy encampment locations, PMC bases & SCAV bases. More unlockable locations will come with time.

* New function added to the Med Station:
* Treat yourself - Allows the player to heal himself in the stash room using this action on the med station. Using this function will also replenish your energy and thirst meter to full.
* The cost and cooldown of this action scale based on the level of the station. This will be the first function for the Med Station, with more to come in the future soon.

* New function added to the Med Station:

* Auto-reviver - unlocks at level 2 med station, this mechanic allows for the player to go into raid with a single use auto-revive injector that is not droppable. This feature has a lenghty cooldown in order to make it
* fair for team players and careful game-play styles against the ability to auto revive in the field, the feature reduces its price according to med station level.
* Auto-revivers are also one of the features that will be shared accross versions from 1.4.0 onwards, meaning that if you have an auto-reviver that hasn't been used, you will be able to take it with you to other servers.

* New function added to the rest station:
* Food cabinet - unlocks at level 2 rest station, this cabinet will produce 1 random canned food item every 20 minutes. Only 1 item at the same time is available. The cooldown diminishes at level 3.

* New function added to the rest station:
* Beverage fridge - unlocks at level 3 rest station, the fridge will produce 1 random water type item every 20 minutes. Only 1 item at the same time is available.

* SimpleAttenuation pre-release:
* A new gameplay mechanic that consists of a system that recognizes specific headgear/facewear/NVGs equipped by the player.
* The system will reduce noise based on one of the 3 available sound profiles: Suppression, Cancellation and Active.
* This feature is currently compatible with ALL of the vanilla headgear as well as various headgear from AGE, TRYK & RHS, with more upcoming from CUP.
* The system needs to be activated by equipping a compatible headset and then closing your inventory. If resuming a SP scenario or joining a MP server in which you are wearing a compatible headset from the get-go, simply opening and then closing the inventory menu will trigger the system to detect your equipped item.
* Active profile headsets/headgear can be turned ON/OFF by pressing the 'H' key, changing to a passive suppression profile, and can be adjusted with 'Ctrl'+'6' thru '9'.

* A workshop version for this mod/script standalone will release really soon. This mod/script is local and wont cause dependencies. This mod/script is dependent on CBA.
* A couple of new uniforms in Ragman inventory.
* Recognizable armband items added to Ragman's inventory to allow for easier recognition of friendlies.
* Gorkas & Gear mod integrated, addeed to scav uniform pools and as player clothing options as they fit the theme of the scenario.
* Hardcore mode.
* This mode is activated in the hub deer deco. Once active, if the player dies the profile data for EFT A3 mission will be wiped. This feature wont be able to be turned off and will be permanent until the data is wiped from the player profile.
* The hardcore mode compliments the auto-revivers, as they become a must if a hardcore player wants to be able to survive Chernarus.

**Changed:**

* Hunger/Thirst depletion rate increased from 1.7 to 3.1 + other tweaks.
* With the addition of so many new marked extraction locations, we feel a harsher depletion rate is in order
* From this version onwards, hunger and thirst will be globally recorded. This means that the player will save their current hunger and thirst levels when saving their data, and will be restored when loading into a server.
* This decision was made in order to increase difficulty exponentially for players.
* The player meters wont deplete while in the hub area.

* Ambient AI population factor decreased from 3.7 to 3.2.
* As we seek to slowly fill out more locations on the map with pre-set hostile locations, a gradual reduction in ambient hostile spawns can be expected.
* Re-priced many headgear and facewear items to compliment SimpleAttenuation functionality.
* Bosses are now triggered by only players again, as they were being triggered by PMCs that would remain roaming after the player dies making encountering bosses pretty hard.
* Player Scavs are no longer able to access PMC's safe contianers.
* Repositioned Sturman and his minions.

* Players are now able to trade multiple money items with different values instead of carrying around 300 or more banknotes.
* (Putting money items in your backpack will no longer change them into individual banknotes)
* Revised the SCAV raids so now the correct money amount is deducted from your balance.
* Revised Dodgy Dave scripts so he can smell the scheckels in you pocket with pinpoint accuracy.
* Updated Dodgy Dave Co. promotional flyers to be at par with current features of each hideout module.
* Claustrophobic custom-made map locations such as Labs now run a script to change to ideal view distance in order to help performance, as the composition of these locations are demanding.
* Invulnerability changes are now calculated in the player environment.
* This means that there is a 30sec invulnerability that will always work, instead of one that can miss due to ravage throwing fits.
* Be aware that due to the nature of fade out function used for that nice neat effect of going into raids, 30 seconds become 4-6 seconds of visible and autonomous invicibility in the field, making your unit bulletproof the rest of the time even when engaged before the fade out happens. The same principle applies for the hub, players are now invincible while on hub.
* Optimized the hub and hideout, as well as some places across Chernarus to require less demanding methods of verification of precense.
* Created scenic features to help players identify the minefield placement locations much more earlier than just outright walking into them.
* Tweaked mine creation code to allow for a more precise mine placements.
* Now minefields that are roadside will stay roadside.
* Trader list for the player stock.
* Trader buying and selling list wont reset to top anymore making the purchasing/sell-back experience much less painful.
* Optimized whole mission file.
* The mission script executed are now functions. For the LAN users this might not reflect as much, but for server users this mean less latency against server responses, much lower loading times and less frequent hiccups.

# Version 1.3

### *Version 1.3.4.4 (HOTFIX):*

**Removed:**

* Unwanted script in incorrect location.

### *Version 1.3.4.3:*

**Added:**

* New loot crate locations.
* New marked extraction.

**Changed:**

* Fixed an issue causing a couple of the new loot crate types to consistently remain empty.
* Removed a few markers that were accidentally left showing when the last hotfix was posted. Expect these markers to return as their related features are completed.

### Version 1.3.4.2 (HOTFIX):

* Fixed an incorrect sell price. Thanks to @TheAlmightyHolz for pointing this one out.
* Removed unwanted dependencies.

### Version 1.3.4.1 (HOTFIX):

**Fixed:**

* Incorrect classnames inside of the new rifle case loot pool.

### Version 1.3.4:

**Added:**

* Safe Containers: To open your safe container, complete the action on your character via the scroll wheel. Anything in that container is safe from being lost until you log out.
	+ NOTE: ITEMS CANNOT BE SAVED IN THE SAFE CONTAINER. Before saving and logging out, you'll need to move all items to either your stash or loadout in order to save them.

* New extraction locations (marked and un-marked).
* New weapons and items at the traders.
* New lootbox types: Drink vending machine, rifle case, cash box, bedside cabinet, USEC medical box, grenade box.
* Meat collected from hunted animals (raw or cooked) can now be sold for cash.
* Selling cooked meat will return a far better profit than un-cooked. Thanks to Pecheurman for the suggestion.

**Removed:**

* Extra dependencies from Aaren's effects, they are no longer required.

### Version 1.3.3.2

**Added:**

* More weapons to the economy and loot pools for AI scavs and environment loot, including their magazines.
* Expanded some locations around the map.
* Added more loot boxes (We are coming close to the 500 mark soon!).
* Added scav bases concept locations, they're are still W.I.P.

**Changed:**

* Hunger and Thirst rate chnaged from 1.5 to 1.7.
* Removed 75 round 7.62x39mm drum mags from loot pools, this mag is still available in traders to purchase or sell.

### Version 1.3.3.1 (Hotfix)

**Fixed:**

* Issue with the bosses being triggered by any of the units, they can only be triggered by the AI PMCs and Players now. This was an issue introduced with 1.3.3 version for the dynamic activation with AI.
* Changed the spawn sequence of PMC AI, the PMCs will now spawn in areas where the player is available. Ditto as previous point.
* Changed spawn code for PMC AI, initial release could seldomly spawn mixed groups of BEAR and USEC units and make them spawn over the sea due to a bad location. This effectively negated the threat as they were un-reachable.

**Changed:**

* One of the bosses location has changed to diversify locations.

**Added:**

* More loot locations.

### Version 1.3.3

**Added:**

* Phase 3 (Part 2 of 2) out of 4 for the custom threat system;
* Added new ambiance units: Chernarus PMCs.
* This units will now roam places in Chernarus that would usually not be populated by scavs, this units are NOT friendly to human PMCs and they work in group. Even though is highly improbable, they can meet other friendly AI PMCs in the area and work together to survive Chernarus. This units carry higher level gear and random loot, to act as a player analogue for the scenario, they are are also much more aware than a conventional scav and will prefer to move on group and cautiously, scanning for threats and eliminating them methodically.
* The PMCs are able to engage scavs, snipers and even bosses. If they manage to kill any, they will very much likely loot them and storm the hell out of the place.
* New Loot crate locations.

**Changed:**

* Added a bit more of ambiance to NW airfiled new covers.

**Fixed:**

* n/a