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[SP/CO12] Dynamic Campaign/Mission - The Forgotten Few 2

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The Forgotten Few 2

 

The Forgotten Few 2 is the successor to the original Arma 2 Dynamic Campaign The Forgotten Few for Arma 3, with new and extended features, new content and improved scripting.


Features

  • Play as the Platoon Commander of a quick reaction special force
  • Dynamic Campaign with progress measured in progress points
  • Optionally a Single-scenario mission of your choice
  • Plan your missions and execute them from the insertion to extraction
  • Ambient enemies and civilians
  • Single-player or Co-op in multiplayer
  • Attention to detail
  • Unlimited replayability
  • Available in different versions, please see the authors collection

 

Media

 

 

 

Requirements

Some of the versions use mods and/or DLC assets, some versions use only vanilla assets. Please see the workshop links for all the version related requirements.

 

Downloads

The Forgotten Few Collection

Subscribe to all current and future versions

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=849508749

 

NT/AL - Altis - NATO

Available player factions:

  • NATO: CTRG Group 14

Available enemy factions:

  • AAF Revolutionists
  • CSAT Renegades

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2008673542

 

NT/TN - Tanoa - NATO

Available player factions:

  • NATO: CTRG Group 15 (Pacific)

Available enemy factions:

  • CSAT Renegades (Pacific)

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2794618691

 

NT/MD - Malden - NATO

Available player factions:

  • NATO: CTRG Group 14

Available enemy factions:

  • AAF Revolutionists
  • CSAT Renegades

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2794621605

 

US/AL - Altis - USA

Available player factions:

  • USSOCOM - Marine Raiders

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC
  • Middle Eastern Insurgents

Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1229640757

 

RU/AL - Altis - Russian Federation

Available player factions:

  • VDV detachment
  • VDV detachment Desert

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC
  • Middle Eastern Insurgents

Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=849427956

 

US/CH - Chernarus - USA

Available player factions:

  • USSOCOM - Marine Raiders

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC

Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1300518165


RU/CH - Chernarus - Russian Federation

Available player factions:

  • VDV detachment
  • Spetsnaz GRU (1990s era)

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC
  • Caucasian Nationalists (1990s era)

Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=849478415

 

US/TK - Takistan - USA

Available player factions:

  • USSOCOM - Marine Raiders (Desert)

Available enemy factions:

  • Middle Eastern Insurgents
  • Eastern European Separatists (Arid)
  • Western PMC

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2794623615

 

RU/TK - Takistan - Russian Federation

Available player factions:

  • Spetsnaz: VDV Special Detachment (Desert)

Available enemy factions:

  • Middle Eastern Insurgents
  • Eastern European Separatists (Arid)
  • Western PMC

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2794664133

 

US/LY - Lythium - USA

Available player factions:

  • USSOCOM - Marine Raiders (Desert)

Available enemy factions:

  • Middle Eastern Insurgents
  • Eastern European Separatists (Arid)
  • Western PMC

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799124452

 

RU/LY - Lythium - Russian Federation

Available player factions:

  • Spetsnaz: VDV Special Detachment (Desert)

Available enemy factions:

  • Middle Eastern Insurgents
  • Eastern European Separatists (Arid)
  • Western PMC

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799126242

 

US/VL - Virolahti - USA

Available player factions:

  • USSOCOM - Marine Raiders

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799119827

 

RU/VL - Virolahti - Russian Federation

Available player factions:

  • VDV detachment
  • Spetsnaz GRU (1990s era)

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC
  • Caucasian Nationalists (1990s era)

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2799122676

 

NT/LV - Livonia - NATO

Available player factions:

  • NATO: CTRG Group 14

Available enemy factions:

  • LDF Militants

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2963719867

 

 

US/LV - Livonia - USA

Available player factions:

  • USSOCOM - Marine Raiders

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2963721807

 

 

RU/LV - Livonia - Russian Federation

Available player factions:

  • VDV detachment
  • Spetsnaz GRU (1990s era)

Available enemy factions:

  • Eastern European Separatists
  • Balkan Irregulars
  • Western PMC
  • Caucasian Nationalists (1990s era)

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2963721146

 

 

VN/CLN - Cam Lao Nam - MACV-SOG

Available player factions:

  • MACV-SOG (Green)
  • MACV-SOG (Tiger)

Available enemy factions:

  • People's Army of Vietnam
  • National Liberation Front

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2794629357

 

VN/KHS - Khe Sahn - MACV-SOG

Available player factions:

  • MACV-SOG (Green)
  • MACV-SOG (Tiger)

Available enemy factions:

  • People's Army of Vietnam
  • National Liberation Front

Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2963724702

 

 

Change Notes

Version 1.07.03

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- ADDED: VN mission versions: Incorporated some Prairie Fire v1.3 vehicles, weapons and music
- FIXED: Map placed LZs sometimes not cleared of terrain objects properly
- FIXED: Enemy vehicle and ammo box custom cargo items related error
- CHANGED: Heli flyby script has max heli count tied to each heli type independently

Version 1.07.02

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- FIXED: AI teammates dying without falling unconscious with ACE medical loaded

Version 1.07.01

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- FIXED: Loadout speciality didn't update properly if it was reset after changing the primary weapon 
- FIXED: RU mission versions: Some friendly troops spawning without primary weapon

Version 1.07.00

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- REMOVED: US & RU mission versions: RHS mod dependency removed. CUP remains as required mods while RHS mods are only optional.
- ADDED: US & RU mission versions: Alternate class libraries featuring only CUP assets if RHSAFRF+RHSUSAF+RHSGREF+RHSSAF are not loaded. These mission versions have the same assets as earlier by loading RHS mods on top of CUP mods.
- ADDED: ACE3 compatibility: All vanilla medical items are replaced by ACE3 ones, ACE3 items are stored in vehicles, ACE3 medical abilities are applied to medics and default revive disabled etc.
- ADDED: ACRE2 compatibility: Players speaking in spectator mode without distance effect during loading screens, mission selection and planning, team leaders have an extra radio, radio preset applied etc.
- ADDED: Systemchat notifications of detected and activated optional mods at the start of the mission
- ADDED: New enemy faction for US mission versions: Russian Armed Forces. Both CUP-only and CUP/RHS libraries. Woodland or desert camo variation depending on terrain.
- ADDED: New enemy faction for RU mission versions: US Armed Forces. Both CUP-only and CUP/RHS libraries. Woodland or desert camo variation depending on terrain.
- ADDED: Revive: New SP compatible Revive system replacing the player-only version. Both players and AI operators are able to revive and be revived
- ADDED: Revive: Players able to command AI to revive via AI action tab. Player lead AI will also automatically heal comrades in very close proximity
- ADDED: Revive: AI leaders automatically order AI operators to revive fallen comrades
- ADDED: Revive: Revive rule options and an option to disable revive in Mission Settings Window
- ADDED: Options for BLUFOR tracking and an option to disable BLURFOR tracking in Mission Settings Window
- ADDED: Quick Mission option in Mission Settings window: Faster way of playing one random but balanced mission. No mission selection phase and less loading screens.
- ADDED: Multiplayer: Ability for players to join a Mission in Progress as long as there are alive AI operators left, taking place of an AI and having it's gear. Spectator mode only if no alive AI left.
- ADDED: Multiplayer: Players that disconnect during a mission will have an AI spawn and take his/her place. If the same player reconnects later he/she will automatically take the same role again if that AI is still alive.
- ADDED: Multiplayer: Button for Platoon Commander to allow player subordinates pick their own loadout
- ADDED: Multiplayer: Button for Platoon Commander to allow player Bravo squad leader pick loadouts for his/her squad
- ADDED: New Mission version: Vietnam setting in Khe Sanh terrain VN/KHS (Prairie Fire CDLC dependency), with the same factions as in VN/CLN
- ADDED: New Mission version: Livonia terrain with vanilla assets NT/LV
- ADDED: New Mission version: Livonia terrain with CUP/RHS assets US/LV, with the same factions as in US/CH and US/VL
- ADDED: New Mission version: Livonia terrain with CUP/RHS assets RU/LV, with the same factions as in RU/CH and RU/VL
- ADDED: New Player faction: CTRG Group 14 with woodland camo, for NT/LV
- ADDED: New Enemy faction: LDF Militants, for NT/LV
- ADDED: New main mission type: Infiltration. Utilizing the new Sustained Operation feature, the main task is to reach a position deep behind enemy territory, to continue the next mission from that position.
- ADDED: Infiltration mission variation: Reach a point behind enemy lines.
- ADDED: Infiltration mission variation: Reach a point behind enemy lines without being detected by the enemy.
- ADDED: New main mission type: Patrol. Main task is to patrol all listed WPs inside enemy territory. Optional sabotage supplies or collect intel tasks.
- ADDED: Patrol mission variation: Optional additional task to sabotage enemy fuel supplies.
- ADDED: Patrol mission variation: Optional additional task to sabotage enemy ammo supplies.
- ADDED: Patrol mission variation: Optional additional task to collect enemy intel.
- ADDED: Ambient enemy Helicopters. Spawns at enemy depots and bases. Chance of helicopter presence depends on enemy faction and territory coverage. Helicopters spawn and operate mostly deeper in enemy territory
- ADDED: Ambient enemy Artillery positions
- ADDED: Enemy units have the ability to request CAS support if armed helicopters are in the area
- ADDED: Enemy units have the ability to request artillery support if some artillery is in range. Artillery is requested mostly when player units stay in one spot for a prolonged time
- ADDED: Enemy units garrisoning buildings may get alerted and start moving and come out of the building when players are near
- ADDED: Larger types of ammo cache compositions for all composition sets
- ADDED: VN versions: Larger types of storage compositions
- ADDED: Urban assault mission type: Cities behind other enemy held city/cities are now valid targets also. In these cases the city/cities closer to the border are already seized and garrisoned by friendly ground forces.
- ADDED: Ability to cancel any active extraction via Platoon Commander Menu -> Extraction transportation, individually for Alpha or Bravo squads, and pick a new extraction method if needed
- ADDED: Platoon commander window and quick orders that were earlier accessed via radio commands can now be accessed also via action menu
- ADDED: Save states have the save date shown in the Load save state window
- ADDED: Animation for created mission markers in mission selection screen
- ADDED: MANPADS launcher speciality loadout options for NA, US and RU factions to counter new ambient enemy helicopters
- ADDED: Intel entry on detected enemy air activity within the AO for each mission
- ADDED: NA and US versions: Spare AT munitions for reloadable AT weapons stored in friendly vehicles
- ADDED: Flashlight weapon attachments for few factions: LDF militants, CSAT Renegades (Pacific) and Western PCM
- ADDED: Numerous other minor additions
- CHANGED: Urban assault mission type: Cities behind other enemy held city/cities near the border are now valid targets also. In these cases the city/cities closer to the border have a change of being seized and garrisoned beforehand by friendly ground forces.
- CHANGED: Defend mission type: Cities behind other friendly city/cities near the border are now valid targets also. In these cases the city/cities closer to the border have a change of being seized and garrisoned beforehand by enemy.
- CHANGED: Some larger cities have a status of strategic significance defined in the terrain libraries
- CHANGED: Cities of strategic significance are better manned and fortified by default. Applies to both mission enemy forces and ambient enemies
- CHANGED: Bravo squad is always assigned if the mission target city is strategically significant
- CHANGED: Saving campaign progress manually now saves any squad composition and loadouts changes made
- CHANGED: Saving game in SP the vanilla way is enabled only during missions
- CHANGED: All terrains use bulldozing for clearing areas for camps, bases, gun and artillery emplacements. Faster position finding and a lot more valid spawn positions
- CHANGED: Urban Assault mission type: Mission forces are always scaled larger if the target city has a significance status
- CHANGED: Urban Assault mission type: Avoid too small villages garrisoned by too large enemy armies leading to overly crammed situations
- CHANGED: Building Raid mission type: Prefer a bit bigger buildings with more building positions
- CHANGED: Defend mission type: Mission forces are always scaled larger if the target city has a significance status
- CHANGED: Stamina system for player operatives are enabled, only AI has it disabled
- CHANGED: Ambient enemy, civilian and animal percentages are re-scaled in the mission settings. Now 100% is the default value
- CHANGED: Improved algorithm for checking and defining pocketed friendly territories
- CHANGED: Mission targets chosen closer to accessible firendly terrain in most cases, avoiding pocketed friendly territories
- CHANGED: Avoid choosing a positions at the very map edge for mission targets
- CHANGED: Enemy medical vehicles have mainly medical items in cargo for loot
- CHANGED: Operator squad leaders, both Alpha and Bravo have binoculars and UAV terminal (NATO versions) by default
- CHANGED: Removed the option for binocular or UAV Terminal specialty selections for squad leaders as they have both by default
- CHANGED: More ambient enemy percentage options. New options are 25, 50%, 75%, 100% (default), 125%, 150% and 200%
- CHANGED: Ambient enemies won't engage inside the actual mission area to avoid strengthening the mission enemies beyond what is intended
- CHANGED: Ambient enemy infantry position density toned down a bit on all terrains to compensate the added ambient enemy types
- CHANGED: Ambient enemy infantry position density is affected more by user selected ambient enemy percentage value
- CHANGED: Ambient enemy values tweaked in all terrains
- CHANGED: Ambient enemy camps, depots and bases may have multiple intel suitcases for higher reward
- CHANGED: Ambient enemy depot spawn chance increased in town areas
- CHANGED: Improved depot spawn conditions around builded areas
- CHANGED: Enemy base and camp object composition libraries faction specific instead of mission version specific
- CHANGED: Enemy base and camp tent camo textures faction specific instead of mission version specific
- CHANGED: Enemy checkpoints/road blocks have a small chance of holding enemy intel suitcase
- CHANGED: Ground transport leading vehicle of the convoy will temporarily slow down for the second vehicle if getting too far ahead
- CHANGED: Ground transport second vehicle of the convoy will continue to the destination if the frist vehicle is neutralized
- CHANGED: Bravo Squad speaks over radio only if the leader is AI to reduce excess radio chatter in multiplayer environment
- CHANGED: Mission generation loading bar progress is smoother to better indicate progress
- CHANGED: Enemy weapons and ammo containers may included specialty items like explosives, traps etc
- CHANGED: Enemy medics have a higher chance of wearing a backpack
- CHANGED: AI Operator veterancy is gained a bit faster
- CHANGED: All helicopter values lowered making them more available and less affecting enemy strength for compensation
- CHANGED: Helicopter loss penalty increased from 10 to 15
- CHANGED: Refined the way enemy infantry transported by armed vehicles spawns and behaves
- CHANGED: Chance of night mission lowered slightly
- CHANGED: Enemy aiming accuracy improved slightly
- CHANGED: Dynamic weather improvements
- CHANGED: Roles and group naming in multiplayer lobby is clearer
- CHANGED: Helicopter landing zone must be in actual map area
- CHANGED: Malden uses the same ambient enemy rarity values as Altis, as intended
- CHANGED: Refined insertion/extraction point found -animation
- CHANGED: Numerous other minor tweaks, changes and improvements
- FIXED: An issue with ambient enemy ability to call in reinforcements
- FIXED: Player occupied Bravo squad starting in spectator mode in some multiplayer situations
- FIXED: Optimized ambient enemy spawn position finding resulting in faster mission generation
- FIXED: Optimized road finding function
- FIXED: Issue with helicopter replacements
- FIXED: Enemy base spawn position finding and validation sometimes taking unusually long
- FIXED: Selected Enemy amount percentages have more accurate effects on spawning enemy amount in missions
- FIXED: Mission difficulty level (Easy,Normal,Hard) has more accurate effects on spawning enemy amount in missions
- FIXED: Ambush mission type: Enemy strength was unintentionally high
- FIXED: Escort mission type: Script error with reporting VIP dying
- FIXED: Camp Raid mission type, prisoner rescue: Mission was declared both failed and completed if part of the prisoners were killed 
- FIXED: Ground transport AI driver traversing difficult terrain made more reliable. Continuously monitor and issue alternative move points if not willing to move, or teleport to a nearby road if stuck in terrain obstacles
- FIXED: Ground extraction transports didn't always spawn to a position indicated by the line marker
- FIXED: Terrain objects were sometimes not bulldozed correctly around compositions
- FIXED: Mission planning dialog: Update group insertion method if Bravo squad disabled/enabled by dragging operatives in or out of the squad
- FIXED: Enemy reinforcement spawn positions were often incorrect and not within intended range
- FIXED: Some AI behavioral issues related to exiting vehicles
- FIXED: Infantry sometimes spawning inside big rocks
- FIXED: Invalid classname for some politician type VIP leading to VIP sometimes not spawning at all
- FIXED: Ambient composition ammo boxes didn't have customized contents
- FIXED: AI pilot issue with helicopter not lifting off if called for extraction for a second time during the same mission
- FIXED: In some cases AI Bravo squad fails to board extraction vehicle. Force move in any members of AI Bravo squad that have failed to board the vehicle within a time limit
- FIXED: NATO versions: M5 Sandstorm didn't report failing to fire and getting it's shell count refunded if actually failed to fire
- FIXED: Operator endurance didn't affect the damage received as intended
- FIXED: Spawning Camps/depots/objects with parts colliding and tipping over or getting destroyed  
- FIXED: Camps/depots/objects not despawning properly after each mission
- FIXED: AI Bravo squad didn't always carry over to the next sustained operation mission
- FIXED: Ground support units teleport nearby if stuck and not following WP
- FIXED: Elite enemy soldiers didn't use the correct facewear class selection
- FIXED: Synchronization issues with JIP players joining mission plan phase
- FIXED: Minor extraction related markers and marker line issues
- FIXED: Some enemy vehicles having turret or commander slots not manned
- FIXED: Helicopter map marker disappeared when CAS had ended but helicopter was still in the air
- FIXED: Rare case of mission generation getting stuck in validating spawn position
- FIXED: VN versions, player that JIP had default LZ markers left on map
- FIXED: Some wrong colored spawnable military structures that didn't fit the terrain
- FIXED: Alpha group couldn't get inside extraction helicopter after AI leade Bravo group was force moved in
- FIXED: Enemy single guards not joining the same group to limit group number as intended
- FIXED: Numerous other minor fixes and optimizations

Version 1.06.04

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- FIXED: Artillery types using special ammunition not firing

Version 1.06.03

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- CHANGED: Enemy camp mission type: lowered chance of prisoners being executed
- FIXED: Prisoners not moving after rescue
- FIXED: Bravo squad on boats didn't stop when ordered to stop via radio 0-0-1 if the bravo squad was in a single boat instead of two boats in a formation

Version 1.06.02

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- CHANGED: No OperativesArray logging
- FIXED: Not able to set Bravo stand-by waypoint in multiplayer since 1.06.01
- FIXED: Selecting random single scenario mission gets the mission stuck in the loading screen that follows

Version 1.06.01

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- ADDED: Cam Lao Nam: New music to music pools
- ADDED: PAVN and VC factions: PT-76 variants
- ADDED: PAVN and VC factions: M1 Garand
- ADDED: PAVN and VC factions: M1918A2
- ADDED: PAVN and VC factions: Vz.54
- ADDED: MACV-SOG faction: F-100D strikes added to fixed wing support
- ADDED: MACV-SOG faction: M113A1 variants
- ADDED: MACV-SOG faction: M14A1 LMG
- ADDED: MACV-SOG faction: Mk18 Static GL
- CHANGED: Emplacement mission type: Find radius takes terrain specific search radius coefficient into account
- CHANGED: Cam Lao Nam: Slightly reduce change of enemy calling in nearby patrols for reinforcements
- CHANGED: PAVN and VC factions: Target officers use new Prairie Fire v1.2 field caps
- CHANGED: PAVN and VC factions: Lowered change of enemy having a shotgun
- CHANGED: MACV-SOG faction: Insertion boat vehicle changed to STAB Boat
- FIXED: Ambient enemies didn't stay spawned correctly around helicopters and planes
- FIXED: Bravo standby position marker sometimes pointed at enemy hidden position instead of mission area center
- FIXED: Bravo waypoint lines wasn't visible in Sustained Operation
- FIXED: All planes start their strafing run 200m earlier to help avoid crash landing in laggy situations
- FIXED: MACV-SOG faction: F-4B didn't fire it's weapons since Prairie Fire v1.2 release
- FIXED: CSAT Renegades faction: One invalid uniform classname in uniforms pool
- FIXED: NATO player factions: Ghillie suits didn't come with standard First Aid Kits

Version 1.06.00

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- ADDED: New Mission version: Vietnam setting in Cam Lao Nam terrain VN/CLN (Prairie Fire CDLC dependency)
- ADDED: New Player faction: MACV-SOG in green or tiger camo, for VN/CLN
- ADDED: New Enemy faction: People's Army of Vietnam, for VN/CLN
- ADDED: New Enemy faction: National Liberation Front, for VN/CLN
- ADDED: New Mission version: Tanoa terrain with vanilla assets NT/TN (APEX DLC dependency)
- ADDED: New Player faction: CTRG 15 (Pacific), for NT/TN
- ADDED: New Enemy faction: CSAT Renegades (Pacific), for NT/TN
- ADDED: New Enemy faction: CSAT Renegades, for NT/AL
- ADDED: New Mission version: Malden 2035 terrain with vanilla assets NT/MD
- ADDED: New Mission version: Takistan terrain with CUP/RHS assets US/TK
- ADDED: New Mission version: Takistan terrain with CUP/RHS assets RU/TK
- ADDED: New Mission version: Virolahti terrain with CUP/RHS assets US/TK
- ADDED: New Mission version: Virolahti terrain with CUP/RHS assets RU/TK
- ADDED: New Mission version: Lythium terrain with CUP/RHS assets US/TK
- ADDED: New Mission version: Lythium terrain with CUP/RHS assets RU/TK
- ADDED: Option for Player Revive in Multiplayer, using vanilla arma revive fuction, on by default, can be disabled in multiplayer lobby parameters, using revive gives player deaths more penalty points
- ADDED: Fixed-Wing Fire support: In some missions you have the opportunity to call in planes that can do strafing runs, drop bombs etc.
- ADDED: Ground Support: In some missions AI lead ground troops stationed nearby can be called in to help securing areas
- ADDED: Drone support: When available, you have a remotely operated UAV or UGV at your disposal for the mission
- ADDED: Sustained Operation: After a mission, instead of extraction back to friendly territory, you may have an option to stay behind enemy lines and pick a new mission from the surrounding area by extracting to a predefined position
- ADDED: New main mission type: Emplacement, featuring static weapons scattered around an area as mission objective
- ADDED: Emplacement mission variation: AA-Gun positions, either known or unknown positions
- ADDED: Emplacement mission variation: Artillery position, either known or unknown position
- ADDED: New main mission type: Escort, featuring VIP(s) to escort from map position to base or vice versa
- ADDED: Escort mission variation: VIP(s) need escorting from enemy terriotory to safety
- ADDED: Escort mission variation: VIP(s) need escorting from base to a position in enemy territory
- ADDED: New main mission type: Defend, featuring friendly city locations that are being assaulted by enemy forces
- ADDED: Defend mission variation: Defend location, don't let friendly garrison forces die
- ADDED: Defend mission variation: Defend location, defend location together with garrison forces until relief forces arrive
- ADDED: Ambient enemy depot types, variations of very minor installations
- ADDED: Ambient enemy ammo caches
- ADDED: Ambient enemy manned houses 
- ADDED: Ambient enemy AA positions
- ADDED: Ambient enemy patrol boats
- ADDED: Ambient enemy patrolling infantry groups in troop transports
- ADDED: Ambient enemy patrolling supply and maintenance vehicles
- ADDED: Ambient enemy groups have capability of calling in reinforcements
- ADDED: Ambient enemy groups have capability of serving as reinforcements for surrounding ambient enemy units, utilizing transport vehicles for travelling longer distances
- ADDED: Ambient enemy groups have capability of engaging/flanking targets nearby, either known by them or reported by surrounding units
- ADDED: Ambient intel suitcases that may spawn in enemy bases, camps and manned houses, yielding progress points that are summarized at the mission debriefing
- ADDED: Ambient civilian boat traffic
- ADDED: Ambient civilian parked boats on shore
- ADDED: Searching through intel suitcases, both ambient and main objective ones, yield progress points
- ADDED: Damage states for cities for simulating battles that have took place over the course of the campaign, indicated with a dark auras on map. Destruction accumulates throughout the campaign.
- ADDED: Potential smoke effects for recently damaged cities
- ADDED: Ability to force move escort targets for a remedy in situations where they are stuck in terrain and won't move
- ADDED: Hand animation for speaking into radio
- ADDED: Potential enemy guardposts in Urban assault missions
- ADDED: Guardpost variations with a stationary guard instead of always a manned MG
- ADDED: Territoy animations, chance of special offensive for both sides: Uprising for the enemy factions (random city changes side), and Beachhead for the player faction (random shore sectors)
- ADDED: Some hot spot markers on map have textual information for simulated, more realistic intel about enemy positions, making better planning ahead possible
- ADDED: Default radio mutter for roles/voice lines without voice overs
- ADDED: Mission Plan GUI has information on seat capacity and armament level of the helicopter support
- ADDED: Fire support GUI has information on armament level of the helicopter support
- ADDED: Ability to cancel helicopter extraction via fire support menu under the helicopters tab in the same way as cancelling CAS
- ADDED: Ability to reuse the same helicopter for extracting both Alpha and Bravo squads, one group at a time
- ADDED: Ability to give callsigns to AI operatives
- ADDED: Bravo group tells if in contact with enemy when giving situation report
- ADDED: Enemy may fire flares in Ambush mission types during night
- ADDED: Rifle fired flare light the surrounding area instead of working merely as signal flares
- ADDED: CTRG Faction: DLC Weapon selections with variations and attachments (SPAR series,LIM-85,SPMG,MK-I,Mk-14,MAR-10 and MAAWS)
- ADDED: CTRG Faction: Marksman and sniper rifles have both day time/night vision scopes for operatives, other scope is stored in the backpack
- ADDED: CTRG Faction: Ghillie suit speciality gear option
- ADDED: GRU Faction: Some new weapons and scopes
- ADDED: Some new assets introduced in the updates from CUP and RHS to both enemy and player factions
- ADDED: Operatives have the ability to repair vehicles and defuse mines using a toolkit
- ADDED: Chance of civilian and enemy vehicles containing toolkits and firstaidkits
- ADDED: One toolkit added to insertion vehicle invetory
- ADDED: Enemies may carry speciality items suchs as explosives in their backpack
- ADDED: Any enemy has a certain possibility of carrying a sidearm depending on faction and role
- ADDED: More civilian vehicles to the civilian vehicles pool, mostly DLC ones
- ADDED: More civilian models in civilians pool, mostly DLC ones
- ADDED: More civilian headgear and facewear to their pools
- ADDED: Chernarus 2020: Included new cities added in the updates
- ADDED: Markers for uncrewed landing boats to indicate their position
- ADDED: Numerous other minor additions
- CHANGED: Conventional saving in single-player is disabled as it doesn't work reliably, replaced by save-state system use only in multiplayer earlier
- CHANGED: Revised all in-mission GUIs replacing the old Arma 2 era ones
- CHANGED: Replacements arrive every 5th mission instead of beginning of each month
- CHANGED: Ambient enemy vehicle patrols revised, reacts to enemy contact and patrol destinations are mostly other ambient enemy locations
- CHANGED: Ambient enemies have more unmanned transports spawned nearby
- CHANGED: Ambient enemy spawn density values compensated to have new enemy types without having enemy density increased
- CHANGED: The way operatives are being created/managed/spawned under the hood. All operative attributes saved in a single array, serving as a databank and operatives spawned physically only when needed.
- CHANGED: Loadout selections are tied to operatives instead of squad roles
- CHANGED: AI Operatives' endurance skill affects also the received damage, 100% skill recieves only one third of the damage
- CHANGED: AI Operatives' marksmanship skill effect is less dramatic, minimum accuracy value increased and maximum lowered
- CHANGED: Loadout window has assign for mission -switch replaced by role information
- CHANGED: Combat medic has restricted loadout selections to prevent not having medikit or having weapons that don't have enough magazines as medikit takes too much space in backpack
- CHANGED: Multiplayer starting parameters replaced by an in-mission dialog in the same way as SP, but without the showcase units view
- CHANGED: Custom spectator script replaced by End Game spectator mode BIS_fnc_EGSpectator for better control
- CHANGED: Mission may be aborted as soon as the mission has started
- CHANGED: Extraction: Ground transportation may consist of two vehicles instead of a lone one in the same way as insertion
- CHANGED: Extraction: transportation can be called in again if failed
- CHANGED: Extraction: transportation only for Alpha or Bravo is possible
- CHANGED: Extraction: Separate land escort for Alpha and Bravo is possible
- CHANGED: Sector highlight animation changed from a blinking dot to a blinking border highlighting the sector
- CHANGED: VillageRaid mission type: Assassination objective may be any enemy city, not just near border
- CHANGED: Enemy territories take a bigger initial portion of the map both in Altis and Chernarus
- CHANGED: Enemy infantry kills progress point yield decreased from 2 to 1.5
- CHANGED: All enemy units' aiming accuracy values increased slightly
- CHANGED: Enemies marksmen have all increased accuracy, regardless of group composition
- CHANGED: For difficulty balance, mission enemy strenghts lowered and better adjusted to compensate the ambient enemy presence.
- CHANGED: Hot spot markers chance of spawning increased for all ambient enemy position types
- CHANGED: TitleCut effects replaced by CutText with structured texts for better visual look
- CHANGED: Operatives have always NV goggles issued for possible Sustained Operations
- CHANGED: Boat insertions and Land insertions with fast-travel activates a fast-forward modifier, causing effects on time critical missions such as ambush and defense mission types
- CHANGED: Lowered civilian vehicle spawn and despawn radius a bit
- CHANGED: Altis Terrain: Chance to spawn ambient depots per sector increased a bit
- CHANGED: Chernarus Terrain: Chance to spawn ambient camps per sector increased a bit
- CHANGED: Intel briefcase disappears once it's searched through for intel
- CHANGED: Ambient civilians can go inside buildings
- CHANGED: Notification for searched intel briefcase tells the name who found the intel
- CHANGED: Friendly sectors in contact with shore are not considered pocketed (yellow) anymore
- CHANGED: Building raid mission type: Units in building belong to the same group
- CHANGED: Standard map markers, triggers and objects and created by a script and removed from mission.sqm, for easier mission porting
- CHANGED: Ambient friendly sentry and patrol positions are indicated with a civilian models instead of markers in mission.sqm, for easier mission porting
- CHANGED: Ambush mission type: enemy may assign targets and engage player units from afar if detected
- CHANGED: Enemy territory map coverage is randomized for single scenario game mode
- CHANGED: Instead of going for the target location to defend, enemy reinforcements may get a task to flank the player units first instead
- CHANGED: Altis terrain: Fog type changed from fading to homogenous to prevent extreme fog to appear at base when mission target is very elevated
- CHANGED: Improvements in enemy getting tasks to engage/hunt operative groups
- CHANGED: Average support amount in most mission types is toned down
- CAHNGED: Helicopter will perform CAS by over flights or loitering depending on helicopter type and armament type for optimal effect
- CHANGED: Helicopters have their lights off in enemy territory
- CHANGED: Adjustments and additions to operation naming array pools
- CHANGED: Enemy and friendly units, chance of possessing medical items, medics have medikits
- CHANGED: All operative loadout selections: Toned down the amount of assault weapon magazines in inventory
- CHANGED: MARSOC faction: Second AH-1Z replaced by CH-53E 
- CHANGED: CUP RPK-74M replaced by RHS ones
- CHANGED: Adjustments to GRU faction apparel
- CHANGED: Separate class array for enemies using civilian vehicles for transportation and faction specific coefficient for probability of using them instead
- CHANGED: Numerous script file names changed to a more logical one and in a unified manner
- CHANGED: Mission plan background radio chatter sound sample selections and volume adjusted
- CHANGED: Fog values increseased on all terrains, had too little effect on visibility
- CHANGED: Transport reroute positions cannot be placed if the destination isn't yet set
- CHANGED: Multiplayer view distance, default distance from 2500m to 2000m
- CHANGED: Multiplayer view distance, has now option for 1000m
- CHANGED: Numerous other minor tweaks, changes and improvements
- FIXED: Large amount of essential position finding functions reworked or completely rewritten for optimization reasons
- FIXED: Large amount of AI behavioural scripts reworked or completely rewritten for optimization/reliability/improvement reasons
- FIXED: Campaign debriefing and credits not showing when campaign has been finished
- FIXED: Save States unintentionally saving progress that happened after the save, ie. Operatives dying
- FIXED: Chernarus: positioning of the showcase units after map update
- FIXED: USMC Faction: Mk11 with suppressor didn't always recieve suppressor
- FIXED: NATO vanilla version had some RHS mod classnames in classname library
- FIXED: Middle Easter Insurgents: Missing SentryGunS class array
- FIXED: Map sectors seizing animations optimized, processing takes a lot less time
- FIXED: Potential Fix for music cutting with another starting every few seconds in some cases
- FIXED: Time of day (day/dawn/dusk/night) calculation more accurate
- FIXED: Another fix for unintentionally exploding ambient vehicles
- FIXED: Enemy units had selections of gears, apparels and models each randomized independently instead from a the same selection array
- FIXED: Inconsistencies in defining helicopter support amount according to alive helis
- FIXED: Error from feeding position parameter in wrong format for DynamicPosFinder script in one case
- FIXED: VillageRaid mission type: Aborting mission didn't set main task failed if there was more than one main task
- FIXED: Depot mission type: No extraction task success notification if mission aborted
- FIXED: Ambush mission type: One or more enemy groups sometimes not attacking the convoy at all
- FIXED: Ambush mission type: Enemy reinforcements position finding incorrectly failing and not included when it is in fact possible
- FIXED: Error messages in rarer situation when less than 3 mission options could only be generated
- FIXED: Friendly troop loadout script adjustments and fixes
- FIXED: Potential AtEase script related error messages
- FIXED: Fixes made for enemy reinforcements getting stuck and being unable to reach the target
- FIXED: Civilian manned cars may spawn too near players
- FIXED: Artillery request radio speech line mentions wrong artillery type
- FIXED: Enemy patrol may have waypoints beyond the patrol area boundaries
- FIXED: Enemy vehicles getting easily stuck in terrain objects, added unstuck mechanics for an AI travelling task script
- FIXED: Insertion method cannot be changed while insertion point is being searched anymore
- FIXED: Possible problems with spawning ground transportation with enough seats for operative groups in some cases
- FIXED: Ground transport emergency stop was disabled before the second vehicle reaching destination
- FIXED: Enemy reinforcements call-in is triggered more reliably
- FIXED: MARSOC faction: UH-1Y with side gunners had 8 seats available when there was room only for 7
- FIXED: Loading screens had time in hours shown inaccurately
- FIXED: Weather types weren't selected from terrain specific WorldLibrary variable
- FIXED: mapGridPosition used for transforming position to coordinates for accurate value
- FIXED: Armed Prowler had too much empty seats defined, leading to whole operative group not able to board
- FIXED: Mission plan checkbox fade level wasn't always correct
- FIXED: Enemies now using correct NVgoggles model and correct probability for having one
- FIXED: Air extration order to land status not fully synced in multiplayer
- FIXED: Bravo extraction reroute line from base wasn't correctly placed
- FIXED: Chernarus 2020: Map center and size for suitable new map borders
- FIXED: Numerous other minor fixes and optimizations

Version 1.05.03

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- ADDED: Eastern European faction - KrAZ-255B1
- ADDED: Caucasian faction - KrAZ-255B1
- ADDED: Chernarus 2020 - new cities added to city pool
- CHANGED: When returning to mission plan dialog after pressing esc or exiting full screen map, the active center window is reopened
- CHANGED: Map automatically opening after pressing esc when selecting insertion point is disabled after first auto-open
- CHANGED: The transition from mission plan dialogs to large map and back to dialog when selecting insertion points
- FIXED: Mission failed to end when all Alpha group members were all dead, leaving players stuck in spectator mode
- FIXED: Possible fix for kill sometimes not registering in operative kill statistics
- FIXED: Chernarus 2020 - showcase units spawned mid-air
- FIXED: Chernarus 2020 - Adjusted bad sector locations
- FIXED: Marine Raiders faction - M1A1 removed from ground escort vehicles due to unreliability

Version 1.05.02

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- CHANGED: The general skill of the enemy units tuned down slightly, aiming skill remains the same
- FIXED: Boat insertion with Separate insertion points with Bravo squad. Bugged animations and driver slots empty, leaving AI squad immobile
- FIXED: Support vessel position not updated when both Alpha and Bravo insertion points not yet defined, and both has boat insertion selected
- FIXED: Support vessel position not updated if changed from Joint insertion to separate and vice versa
- FIXED: In rare occasions Insertion boats start from too close to each other or on top of each other
- FIXED: Assumed fix for ground insertion starting with too few cargo slots in vehicles in multiplayer
- FIXED: Bravo squad reroute point was left visible if switched to joint insertion
- FIXED: Max active operatives was incorrectly stated 6 if bravo squad was manually left out, leading to no bonus progress points
- FIXED: Sometimes available artillery shell amounts were fraction numbers
- FIXED: Applying skills to NULL-object for client players (rpt log)
- FIXED: Added few more debug logs

Version 1.05.01

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- FIXED: Mission starting loading screen stuck if boat insertion selected and Alpha group had max five squad members and Bravo had six
- FIXED: AAF Faction - unmanned technicals in base
- FIXED: City variables defined based on position instead of name to prevent posible localization issues
- FIXED: NT/AL version: missing misplanchair error when platoon commander changes during mission plan phase
- FIXED: missing "\A3\ui_f\data\sound\new1.wss" spam in .rpt
- FIXED: missing NATOHead_01 error in .rpt
- FIXED: Urban Building Raid mission type: Task updated referred to enemy officer instead of target person
- FIXED: AtEase script related getvariable error
- FIXED: Added few debug logs

Version 1.05.00

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- ADDED: Progress Point system - Campaign is now scalable in length and progress is measured in Progress Points. Successful missions and inflicted attrition to enemy yields progress points, penalty points are received from losses and failed missions etc.
- ADDED: Mission difficulty variation. In campaign mode you can select from easy, normal or hard missions. This affects the enemy strength ratio and earnable difficulty progress points bonus. 
- ADDED: Boat insertion/extraction. Spawns a support vessel in the ocean where you start from in assault boats. Can then also be used for extraction. Available in all missions, separate or joint with Bravo.
- ADDED: Abort mission -option. You can now abort mission and extract without completing the main objectives. You also get punished with some penalty progress points and failed objectives. 
- ADDED: Mission Instructions, can be accessed from mission plan dialog and map notes log 
- ADDED: Platoon member and air support replacement system. Lost platoon members and air support vehicles are replaced with new recruits and vehicles at the beginning of each month.
- ADDED: Veterancy and fatigue system to affect AI operative skills
- ADDED: Platoon members are spawned with random name.
- ADDED: More operation codename components to the pool, now totalling ~600 operation name components
- ADDED: Task icons for extraction tasks according to extraction mode
- ADDED: Platoon commander menu though radio command 0-0-5 that works as a hub for all platoon commander abilities, inluding new commands.
- ADDED: New animated debriefing scoring summarizing accumulated progress points
- ADDED: New animated campaign debriefing scoring summarizing all accumulated scores
- ADDED: Randomly generated faction specific names for enemy targets of interest, for more immersion
- ADDED: Ending credits to Campaign mode after campaign debriefing
- ADDED: Contact DLC Music to mission insertion and extraction playlists
- ADDED: Enemy has ability to send infantry and vehicle groups to engage known player positions at distance
- ADDED: Ambient enemy garrisoned camps, bases and depots in enemy territory
- ADDED: Hotspot warning markers inside enemy territories to warn about spotted enemy camps, fortifications, garrisons and patrols, simulating reconnaissance and helping navigating and planning missions
- ADDED: Enemy Roadblock / Checkpoint compositions utilized by revised and improved enemy outpost spawning script
- ADDED: New main mission type: Depot/Base, featuring small or large scale open field fortified positions of varying themes
- ADDED: Depot/Base mission variation: Sabotage Supplies
- ADDED: Depot/Base mission variation: Base Raid
- ADDED: Depot/Base mission variation: Sabotage Vehicles
- ADDED: Depot/Base mission variation: Assassination
- ADDED: Depot/Base mission variation: Artillery Spotting
- ADDED: Depot/Base mission variation: Radar Station
- ADDED: Depot/Base mission variation: Gather Intel
- ADDED: Depot/Base mission variation: Prisoner Rescue
- ADDED: Building Raid mission type: Hit and Run mode for some variations
- ADDED: Building Raid mission type: New gather intel variation
- ADDED: Building Raid mission type: Officer assassination variation now requires examining the officer corpse for accomplishing the mission
- ADDED: Building Raid mission type: Arrest Enemy Collaborator, with 7 different story variations, this mission subtype replaces the old arrest officer mission
- ADDED: Building Raid mission type: Eliminate Enemy Collaborator, with 5 different story variations
- ADDED: Urban Raid mission type: Assassinate enemy general
- ADDED: VDV Faction: PP-19 Vityaz SMG
- ADDED: VDV Faction: Collimator OKP-7 for various weapons
- ADDED: Numerous other minor additions
- CHANGED: Chernarus versions - Terrain switched to Chernarus 2020 version. Cup Maps 2.0 is needed for Chernarus versions now
- CHANGED: Building Raid mission type: Officer assassination variation has now the assassination as the main objective, no need to clear the area from enemies for more variation
- CHANGED: Interaction with collecting intel, arresting officers and rescuing prisoners is done by holding down key for better control
- CHANGED: Improved the mission intel report to allow more detailed information
- CHANGED: Russian and Eastern European factions have voices/radio protocols replaced with the new official BIS russian voices included since Contact DLC
- CHANGED: Rephrased a lot of mission descriptions
- CHANGED: Script for spawning enemy outposts around mission targets revised. Now outposts are more common and varies is type
- CHANGED: Hideout mission type is now named "Camp Raid" in-game as Hideout was more like an original work name
- CHANGED: Strongpoint mission type is now named "Building Raid" in-game as Strongpoint was more like an original work name
- CHANGED: Improved the loadout generator for enemy infantry to allow more detailed gear variations and different weapon/attachments/ammunition/sidearm combinations for all enemy factions
- CHANGED: Balkan faction - Revised the loadout selections for all infantry classes, e.g. VHS-D2 added and removed most western weapons that are not unique to Balkan faction to make the faction more unique
- CHANGED: Eastern European faction - Revised the loadout selections for all infantry classes, e.g. richer selection of AK-variants and sight attachments
- CHANGED: Eastern European faction - Voices changed to the new official BI russian voices included since Contact DLC
- CHANGED: Western PMC - Revised the loadout selections for all infantry classes, e.g. SCAR-H and L1A1 added
- CHANGED: Middle Eastern Insurgents faction - Revised the loadout selections for all infantry classes
- CHANGED: Caucasian faction - Revised the loadout selections for all infantry classes
- CHANGED: All enemy factions - Removed most of CUP weapons for more unified RHS weapons and ammunition
- CHANGED: USMC Faction - 105mm M119A2 artillery replaced by the new RHS HIMARS with powerful DPICM Missile Barrage for more artillery variance
- CHANGED: Required to reach the AO to accomplish missions with clearing out enemies
- CHAMGED: Updated and tweaked the infantry clothing and gear of some of the enemy factions
- CHANGED: GRU faction - Changed the uniforms and vests of the operatives
- CHANGED: Bravo group communications dialog doesn't get disabled after calling for extraction anymore in case of unexpected extraction problems and Bravo needs to be commanded to extract on foot
- CHANGED: Player character death does not affect the AI dead/alive status the he/she replaces joining game, now compensated with extra penalty points instead
- CHANGED: Stamina system is disabled for player squads
- CHANGED: Tweaks for enemy patrolling around mission target in combat situations
- CHANGED: AI squad members' running speed now depends on the endurance skill
- CHANGED: RPK-74M uses now RHS collimators, attachments and ammunition for all factions using it
- CHANGED: VDV and GRU Factions: Satchel charge replaced with 400g TNT charge
- CHANGED: GRU Faction: Mi-8MT replaced with Mi-8T
- CHANGED: Numerous other minor tweaks and changes
- FIXED: Chernarus sector offset to match the updated sector alignment
- FIXED: Missing map control dialog value widthRailWay after 1.90 patch
- FIXED: Exploding parked unmanned vehicles colliding with world objects and other vehicles when spawning
- FIXED: Ambient civilians wouldn't not despawn when out of spawn radius during mission, causing u nnecessary performance impact
- FIXED: American M249 and Mk11 ammunition inconsistencies
- FIXED: AI couldn't fire M136, M72A7 or RPG-26 but player could, added a dummy launcher mag to fix this
- FIXED: Ambush mission type: Enemy spawn point pathfind check sped up
- FIXED: Platoon members sometimes starting mission far from starting point
- FIXED: US/CH version had Altis set of civilians instead of Chernarus
- FIXED: Improved Land transport multi-vehicle convoy, vehicles get stuck a lot less
- FIXED: Eastern European faction had arid camo version in Chernarus in the American version, changed back to Woodland camo
- FIXED: Ambient vehicle patrol alive status was not registered, only stationary manned vehicles
- FIXED: Enemy infantry reinforcements too easily abandoned their transport vehicle and started walking from far away
- FIXED: Operatives KIA made corresponding portraits not show correctly in mission plan gear window
- FIXED: Enemy vehicle crew sometimes getting out of vehicle during combat at a waypoint
- FIXED: AI artillery gunner not able to fire for exact reasons unknown for some artillery types. Spawn positions more finicky about the ground gradient for a fix.
- FIXED: Actual intended spawned enemy infantry amount at the mission target wasn't always accurate
- FIXED: Sometimes the enemy got alerted for a false reason at the beginning of the mission
- FIXED: Transport vehicle spometimes had a cargo slot locked in multiplayer and everyone couldn't get in
- FIXED: Weather forecast was not true after loading mission save state
- FIXED: Mission did not end after all players got killed in Alpha squad
- FIXES: Numerous other minor optimizations and fixes

Version 1.04.01

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- FIXED: Altis Terrain - American version had Arid camo version missing in SP and in MP it didn't work correctly
- FIXED: Chernarus Terrain - Arid camo option for American version removed in MP
- FIXED: Possible mod conflict issue where insertion helicopter lifted off before all units were inside

Version 1.04.00

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- ADDED: American version of the mission in Altis and Chernarus Terrains (US/AL and US/CH) 
- ADDED: American set of voice overs for American version
- ADDED: Marine Raiders faction for American version, in Arid and Woodland camoflage 
- ADDED: New enemy faction for Altis Terrain - Middle Eastern Insurgents
- ADDED: Various DLC music tracks added to ambient music track pool
- ADDED: New platoon member identities for American version
- ADDED: Old Arma 2 platoon member portrait pictures replaced by fresh highres Arma 3 ones, both Russian and American versions
- ADDED: Artillery units reporting firing mission, ETA and when finished firing mission for clarity
- ADDED: Option for 50% campaign enemy strength
- ADDED: More codename components for mission names
- ADDED: Random faces for enemies suitable to faction
- CHANGED: Air extraction helicopter lands when called via radio command instead of when you get to the LZ for better control
- CHANGED: Western PMC - Mk318 rounds replaced by M855 for 5.56 caliber weapons 
- CHANGED: VDV faction - 5N7 rounds replaced by 7N10 for 5.45 caliber weapons
- CHANGED: Global base enemy strength factor lowered to make the default difficulty a bit more merciful
- CHANGED: Other minor tweaks
- FIXED: Bravo squad sometimes reported the same thing multiple times in a row
- FIXED: OnMapSingleClick replaced by stackable EH version for C2 Command & Control mod compatibility
- FIXED: "Rough landing" flight model setting enabled caused friendly helicopters to spawn damaged
- FIXED: Task description was blank after task update in dedicated server 
- FIXED: Platoon member attributes were not updated correctly for clients in MP when loading a save state
- FIXED: An issue with distributing requested dispersion values for artillery pieces
- FIXED: Missing animated NPC platoon members in Mission planning phase in multiplayer
- FIXED: Error message if none has selected platoon commader slot in multiplayer
- FIXED: Other minor and fixes

Version 1.03.00

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- ADDED: Balkan faction - RHS SA-58 variants
- ADDED: Eastern European faction - More AK variants
- ADDED: Western PMC - RHS Shemags
- ADDED: VDV faction - AK-74M with 1P87 primary option
- ADDED: VDV faction - Grip variations for AK-74MR
- ADDED: VDV faction - PB 6P9 Suppressed pistol speciality option
- ADDED: VDV faction - AS-VAL with 1P87 primary option
- ADDED: VDV faction - AS-VAL with Rakurs primary option
- ADDED: GRU faction - AKMN + NIT-A optics primary option
- CHANGED: Altis map replaced by Map of Chernarus for Chernarus Terrain, thanks to ataribaby
- CHANGED: Balkan faction - AMKS GL replaced by M70 GL for Balkan faction
- CHANGED: Balkan faction - SA-61 replaced by M84a
- CHANGED: Balkan faction - CUP SA-58 replaced by RHS M-21a
- CHANGED: Balkan faction - CUP FN Minimi replaced by RHS FN Minimi
- CHANGED: Eastern European faction - More appropriate Arid camo version for Altis terrain without ushankas etc, Woodland version remains for Chernarus
- CHANGED: Eastern European faction - CUP SA-61 replaced by RHS one
- CHANGED: Eastern European faction - EKP-8-02 as kobra sight
- CHANGED: Western PMC - CUP Elcan optics replaced by RHS ACOG optics
- CHANGED: VDV faction - AK-74MR GL variation when using GL with AK-74MR
- CHANGED: VDV faction - AK-74MR Eotech replaced by 1P87
- CHANGED: VDV faction - TGP-V2 as SVD suppressor
- CHANGED: VDV faction - EKP-1S-03 replace by EKP-8-18
- CHANGED: VDV faction - Perst-1IK replaced by Perst-3 for AK variants
- CHANGED: VDV faction - Loadout presets tweaked
- CHANGED: VDV faction - Suprressed AK-74M and AK-103 replaced by AK-105 and AK-104 carbines
- CHANGED: VDV and GRU faction - 75 round magazine switched to 45 round clip for RPK-74(M)
- CHANGED: Other minor tweaks
- FIXED: Civilian and Wildlife settings in SP did not have the correct effect
- FIXED: UAZ transport had back left seat was locked from player units
- FIXED: Other minor fixes

Version 1.02.00

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- ADDED: Multiplayer save state system and dialog windows. Saving and loading works both in local host and dedicated server sessions
- ADDED: GP-25 grenade launcher with flares as speciality option for both VDV and GRU
- ADDED: AS-VAL with PSO-1M2-1 for VDV faction
- CHANGED: Mission plan screen title text switched to operation name
- CHANGED: Campaign/Mission date varies according to selected player faction rather than selected terrain
- CHANGED: Other minor tweaks
- FIXED: Enemy force values passed over to spawn script incorrectly for Strongpoint and StrongpointUrban mission types
- FIXED: Weather report was recorded twice in mission notes for HideoutCamp mission type
- FIXED: SVD scope changed from PSO-1M2-1 to more proper PSO-1M2 for VDV faction
- FIXED: Other minor fixes
- REMOVED: Autosave game before mission debriefing in SP as it was redundant

Version 1.01.00

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- ADDED: Markers on map following active friendly air support, ground insertion and ground extraction vehicles
- ADDED: Extraction task description tells where the vehicle is coming from
- ADDED: More codename components for mission names
- CHANGED: Bravo position marker type changed to white diamond in the same way as other friendly position markers
- CHANGED: Increased the amount of NVGs in insertion vehicle to 12
- FIXED: Fire support window displayed wrong names for some helicopters

Version 1.00.01

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- CHANGED: Enemy base aiming accuracy value increased a bit
- FIXED: Secondary vehicle in insertion escort had incorrect turret crewing parameter sometimes leading in vehicle without commander 
- FIXED: Missing argument for armed enemy officer loadout in StrongPointUrban mission type
- FIXED: Ambient enemy vehicles got despawned if the vehicle got too far from spawn point even if players are close
- FIXED: Sometimes emergency stop player speech in ground insertion was silent
- REMOVED: Auto emergency stop when in contact with enemies diabled for ground insertion as it caused more problems than benefits (AI mod compatibility)

Version 1.00.00 (Public release)

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Version 1.00.00 (Public release)
- ADDED: Custom default cargo loadouts for insertion and extraction vehicles
- ADDED: Some new CUP uniforms for Western PMC faction
- ADDED: Switchable optics, day and NV, for RPG-7
- ADDED: Mission names replaced with random operation names. Old names remain as mission descriptions
- ADDED: Weather and intel reports saved as diary records to be reviewed during mission
- ADDED: New loadout speciality for subordinates: PDU-4 for VDV and binoculars for GRU, that were issued to officers only before
- CHANGED: Platoon commander in MP uses the same voice as in SP
- CHANGED: Ground transport turrets left empty as the AI gunners where disembarking on contact. Now mannable by players
- CHANGED: Limit crewable turret paths for enemy vehicles, some vehicle cargo positions were always crewed as vehicle crew members
- CHANGED: Insertion land transport returns to nearby friendly town instead of base after dropping off groups
- CHANGED: Numerous other minor tweaks
- FIXED: VDV with desert camo option was missing in MP parameters
- FIXED: KIA statistics window was broken
- FIXED: Loadouts were not reset after mission in MP
- FIXED: Extraction ground transport ignored the reroute point
- FIXED: Some issues with dialog font sizes
- FIXED: PKP Night scope had RPG-7 reticle
- FIXED: Goats and Sheep were not visible for clients in MP
- FIXED: Numerous other minor bugs
- REMOVED: Debug cheats for beta purposes

 

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Great news! My favorite mission in A2 played SP / MP , I remember the transport team the place where the ambush during landing pilot Mi17 powerful volley from the edge of the forest FFAR swept around :) Good luck and perseverance in porting mission.

 

 

Sorry for my english, Uncle Google a little helped me in writing :mellow: 

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Cool... Im really looking forward to see your mission ready ^^ ;)

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The campaign has taken a good step forward, updated the first post. The campaign now plays both on Chernarus and Altis with some individual parameters, few nice new features have been added, further improvements on scripts have been implemented and I will take a look on getting the multiplayer code working next. I think the side missions is a feature that could be implemented afterwards, as the campaign is very playable without them, but I will take a look into it when the campaign is near finished for the initial release. I would love to record and upload some gameplay footage but time put on it is away from finishing the campaign.

 

Still looking for more native English voice actors for the US faction though. I will probably release the initial version of the campaign without the US faction, but getting some voice actors beforehand will ensure keeping the ball rolling after other project milestones have been reached. So please, if you enjoy doing voices, send a PM and participate in making this upcoming beauty!

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how are you doing with a mission?

Great! I'm testing the campaign at the moment, trying not to add much anything new until I have the campaign working both in SP and MP for initial release. Been playing it in MP with few friends and and it's been a blast, apart from few minor bugs that I hope I have sorted out. It still needs some more testing before it is ready for release. I updated the roadmap, but the features left at 0-10% will be left for future versions of the campaign, which is very playable the way it is now.

 

Still, I need voice actors for the future US special forces faction. If anyone with decent sounding American accent is interested, please send me a PM!

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how to progress with the mission? I am waiting for release  :)

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I've only just heard about this mission (I somehow missed it when I used to play ArmA II), it sounds like it's going to be absolutely amazing! 

 

Can't wait to play it on MP with my buddies.

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I have made a lot of progress improving stuff, fixing bugs implementing a proper working (hopefully) JIP system, letting JIP players spectate an on-going mission (in the same way as dead players) and join the platoon as soon as the mission has been finished. JIP players may also join the platoon instantly during mission planning phase. I recall Arma 2 version of the campaign having problems with JIP as I implemented the whole MP code afterwards and JIP was left unfinished, so this is sorted out now. I have also created a new enemy faction. Now there are Caucasian Nationalists with Russian/Soviet style weapons and outfits, and as a new faction, Balkan Irregulars which are a bit more Western style combatants with weapons and apparel fitting the Balkan region. Vehicles are however mostly the same Russian/Soviet equpiment.

 

However, after the 1.62 patch a severe issue has emerged. I have problems with FPS dropping down to 1-5 soon after starting campaign in SP and MP hosting, especially in missions with more units, and I'm 95% sure it's not caused by my scripts as I have checked active scripts during this episode multiple times. Only way to play this is hosting a dedicated server and playing as a client in it. This is a huge bummer, and I'm active searching for the cause of this. I've heard about other people also having FPS issues with the latest patch and hopefully there will be a fix soonish. I have postponed the release of this campaign until then. Meanwhile I'll continue my work on this and might add more improvements/features.

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how to progress with the mission?The release soon? 

Like I stated in my last post, I'm still waiting for 1.64 patch that will hopefully fix the problem I'm having since Apex patch came out. I've had a break from editing meanwhile, although I do have looked a bit into the side missions feature and some work on a third enemy faction: Western PMC, which features all-western weapons and vehicles, along with enemies with western mercenary look.

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Just wanted to say good luck with everything. The original has been one of my all-time favorite experiences with ArmA 2. Here's to hoping all the kinks with the new updates will work out. Thanks for the hard work

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I have mostly overcome the problems I've had. I haven't had LOD or low FPS problems, but now the game keeps crashing when saving the game during this mission, apparently caused by memory problems the game has suffered from, let's hope BIS keeps working on it. Still better than before as I haven't experienced other problems apart from a couple of minor ones with the scripts than I can solve with tweeks.

 

I'm glad to tell that I have started working on the mission once again, and I've got few more people to help me with voice acting and other tasks. As long as BIS keeps fixing the memory problems and no new problems emerge the initial release shouldn't take that long anymore.

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Hi KingN.

I loved your Forgotten Few ARMA 2 version. Looking forward to A3 version.

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I've again worked hard on the mission during the last month or two. I have implemented something big that hasn't been seen in the mission before: randomly generated territories. The map is divided into 1km x 1km sectors the player and enemy side fight over. The enemy territories are randomly generated for each campaign and the situation progresses over the course of the campaign. The mission simulates a winning war scenario, where the enemy territories shrink down after each mission. Instead of throwing a random mission at you, three balanced missions are pre-generated (taking the territories and borders into account), from which the player/platoon commander may choose the most interesting one. This territory feature also comes with new ambient enemies, infantry and vehicles, that are spawned in enemy territories in a similar way as ambient civilians, having memory points and spawning and despawning around players and friendly support vehicles. These enemies are not connected to the mission, so crossing an enemy territory without a proper reason is not wise. The aim of the territory and ambient enemy system is to offer new tactical elements for missions and bring more life to the campaign world. After so long and with so little pics and footage, I believe I owe you something to show. Below you can see a video of the starting phase of a campaign to get a picture how The Forgotten Few 2 works. Sorry for that static buzz in the background, have to check what's causing it in my end.

 

 

 

I'm also happy to inform that the memory leaks/problems I had with the mission and game before seems to be gone, especially with the new 64-bit executable. It was the main reason releasing the mission has taken time. The planned release of the mission? The mission has almost taken it's final form before the initial release and is going through a new testing phase, fixing the bugs the new territory update has caused and improving few things here and there. I'm also waiting for the next RHS update to add any new toys and assets in. Apart from that I doubt I will add anything other new worth mentioning so the release should not postpone anymore, but can't give any specific date. The more you wait, the more finalized mission you get to play.

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I'm excited :eyeheart:. Thank you for this mission, really looking forward to it

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This is great great news!
Shall spend hours and hours playing this like the good old days.

I can help with English (American) voices.
My mic not so good, so need to send a sample file if you are interested.

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23 hours ago, virtualvikingx said:

Can the mission be played on for example Chernarus?

 

The mission uses library files, and every Terrain uses their own WorldLibrary.sqf, containing Terrain specific attributes. I originally started porting the mission using Chernarus, but switched to Altis once I got a working enough version ready. The Chernarus version will surely be released but I will first have to update the Chernarus version and test it. I think I'll first release only Altis version and later the Chernarus one, we will see.

 

I have also plans to release special 90's style retro factions for the Chernarus version that fit the terrain type, MVD for Russians and Caucasian Nationalists (the caucasian faction I mentioned before are now named "Eastern European Speparatists" and the appearance is also modified) for the enemy to have sort of the same theme as the original The Forgotten Few.

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