Eichi 4505 Report post Posted January 2, 2016 TLDR Version Abandoned safes will now be announced and opened for everyone to loot Supply drops next to airfields. You can mount the crate onto your car and install it in your base. Has about 10x the capacity of a wood crate Loot now spawns instantly. There is no "loot spawned" message anymore 10 new vehicles and 4 new items. Check the wiki - much love to @Psycho! Use knifes to hot-wire vehicles Repairing now takes a long time Metal hedgehogs can now be placed to fortify against vehicles Craft a water barrel for water supply in your base Use gas masks to enter contaminated zones Very surprise So wow Admin Info If you want coast spawning, remove all spawn zone markers from the mission sqm. Can also be combined with parachuting. Run the upgrade SQL script No wipe required Be aware that the loot and trader system has changed. You need to review your settings! Merge extdb-conf.ini Replace exile.ini Replace exile_server.pbo Merge loot tables (if you like to) Replace @Exile Replace key Use new BattlEye filters Remarks We are aware of uniforms disappearing. If you have experienced this problem, please write a comment here. Provide as much information as possible, as this seems to be an Arma problem. Also, we know that the axe swing animation is still fucked. Had no luck getting this to work so far. The exile_server_config has some classes defined twice in different scopes regarding buildings. We will remove that later. It will not break stuff for now - do not worry Changes Added: Prototype of a temperature system (configurable) Fixed: Spawn dead loop when player logged out mid-air Fixed: Broken hitpoints of vehicles does not stop spawning world vehicles anymore Added: Gas mask. Can be used similar to NV goggles Changed: You can now fully customize the clothing of traders Changed: Trader types are now set via setVariable and not via an entry in CfgVehicles. You can now create as many traders as you want - also vehicle traders. Fixed: Problem with older MySQL server version where constructions and containers outside territories would not be deleted Added: Territory app in XM8 now shows radius of territory Added: You can now enable 3D radius display of your territory in your XM8 Fixed: Kicking someone from a party would not work Fixed: Bambi Overall, Exile Woodland and base uniform had enormous leg and arm armor / hit protection - thx to Squizzz for reporting Changed: Vehicle Customs Trader now able to use custom skins Added: Exile custom vehicle skins (See preview images below) Fixed: If two territory were very close to each other, you could only build within 275m, not 300m - thx to Mikeeeyy for reporting Fixed: Handcuffed players cannot get into vehicles or place mines anymore Added: Delayed action framework - more info soon Removed: Santa Hat as bambi load-out Removed: Christmas presents as loot spawn containers Changed: Disabled fast-locking while in combat. You will always have to enter the PIN code even if you have entered it before while in combat. Fixed: Flood lights not working in most cases (will we ever fix them once and for all? Kappa) Fixed: Respect would not be displayed correctly after you have upgraded your territory Fixed: It was not possible to place a safe close to an enemy territory Added: Exile Events "AbandondedSafe" & "SupplyBox" Added: New Supply Box storage crates that are dropped by the A Heart For Inmates charity NPC faction in the "SupplyBox" events.. These can be mounted in the back of the Tempest, Zamak, HEMMT, Offroad & Van and then installed at a territory as persistent storage. Added: You can now reset vehicle pin codes at the Vehicle & Air Customs Traders but you must know the current pin code or pay a % of the vehicle sale price (configurable). Changed: Optimized loot clean-up performance - thx to @Torndeco Added: Moving of unlocked safes and containers Fixed: Various bugs, typos, etc. Thanks in large part to the community for helping. @maca134 @Mikeeeyy @TheMeq Added: Hot-wiring vehicles using the new Exile Knife with a 50% chance to fail and destroy the knife Changed: Repairing vehicles with duct tape now takes time Added: Heatpacks. They warm you up on use by 1°C and can be found in civillian buildings. You can also buy them next to Vishpirin Added: Czech Republic and The Netherlands country flags Added: Added a prototype of water barrels to be crafted and placed in your base. They will fill up with water when it is raining so you can fill up water bottles there. Added: Beer and coffee will heat you up now Added: Random coast spawning without spawn point selection. Fixed: The item detail tab will now show the correct sales price of an item even if they is no one defined explicitely - thx to @Brun Fixed: Network messages can now be defined in the mission file to remove the need for remoteExec Added: Fuel barrels that can take up to 300l of fuel Fixed: A potential glitch to make walls have god mode Added: Threading system automatically appends thread ID to last param in called function (possibility of self termination) Fixed: Exploit to dupe construction kit items - thx to Mike for reporting Fixed: Much bugs, such fixed, so WoW! Updated: BE filters ¯\_(ツ)_/¯ Fixed: Fixed a a problem where people send themselves money Changed: Adjusted vehicle capacity of Ural and Ikarus Changed: Loot system is now deffered to the client (as it was in 0.9.2). Should increase server performance - thx to @MGTDB, @CEN, @infiSTAR and @Hollow Changed: Loot does not spawn two or more weapons on a stack now Added: Missing icons for flood lights, portable generator, camp fire and a lot of other items Added: Territories cannot be placed inside contaminated zones Almost 200 other things that we really forgot about and are too lazy to list here Namalsk Specific Changes Added: Fireflies (configurable) Added: Anomalies (configurable) Added: Radio-active/contaminated zones (configurable) Added: Geiger counter build into the XM8 Added: Snow (configurable) Added: Visible breathing in cold environments (configurable) Added: Complete make-over of Namalsk Environment Temperature Spoiler These settings are configurable per map / server. Communities that do not like the effect of temperature, can The default climate changes every hour. It is colder during nights. It becomes colder if it rains. It also becomes colder if it is cloudy. High wind strengths lower the climate. It is colder on higher altitudes. Water is always colder than the environment. Fire heats up the environment. The higher the temperature difference between your body and the climate is, the higher the effect. Body Temperature Negative effects for overheating are as minimal as possible. You can only overheat by running long. Logical effects would have been that you cannot sprint anymore or even become conscious at high fever. But that would render our auto-run useless. The ideal body temperature is 37.0°C Your body can cool you down or warm you up by certain amount (temperature regulation). Temperatures above 37.5°C will make you more thirsty. You will start shaking and shivering below 35.5°C The highest body temperature you can get is 38.5°C due to the above reasons. At a temperature of 34.5°C and below, you will start losing health slowly. Your body is not affected by environment temperatures above 25°C and below 40°C. Vehicles have air conditioning built-in. This only counts for non-open-air seats and only if the engine is on. Wetness If you jump into the ocean, you will be completely wet. Being exposed to rain will increase your wetness. The stronger the rain is, the faster you will become wet. Hide below a roof or a large tree to not become wet while it is raining. You will become dry automatically over time. Fire places can help you to become dry faster. However, fire places will not have an effect when it is raining and they are placed open-air. Sitting inside a vehicle will protect you from rain. However, sitting on the open-air cargo areas or on a quad bike does not protect you. Movement Movement warms you up. The faster you move, the faster you warm up. Swimming also counts as movement. However, sky diving does not. If your clothing is wet, your movement will warm you up less. Clothing Clothing has cold protection to lower the effect of cooling down. Clothing loses this cold protection while you are wet. (No, not what you think) Naked players have no cold protection. Uniforms, vests and headgear has different levels of cold protection. Clothing does not effect how fast you overheat. Mission Config This is subject to change and thus not 100% final class CfgExileEnvironment { class Altis { class FireFlies { // 1 = enabled, 0 = disabled enable = 0; // At this hour fire flies begin to spawn startHour = 18; // At this hour fire flies stop spawning endHour = 4; }; class Anomalies { // 1 = enabled, 0 = disabled enable = 0; // At this hour anomalies begin to spawn startHour = 19; // At this hour anomalies stop spawning endHour = 6; }; class Breathing { // 1 = enabled, 0 = disabled enable = 0; }; class Snow { // 1 = enabled, 0 = disabled enable = 0; // https://community.bistudio.com/wiki/surfaceType surfaces[] = {}; }; class Radiation { // 1 = enabled, 0 = disabled enable = 0; /* Defines contaminated zones in a specific map. You can define multiple zones per map. The format of the zones is: [Position ASL(!), Full Radiation Radius, Maximum Radius] The radius works as follows: |-------------------------------------------------------| Maximum Radius |------------------------| Full Radiation Radius Within the full radiation radius, radiation factor is always at a maximum. Outside of this, it lowers down to no radiation smoothly. Radiation: |------------------------|------------------------------| 1 1 1 1 0.75 0.5 0.25 0 */ contaminatedZones[] = {}; }; class Temperature { // Temperature in °C for the time of day, per hour // Add the first index to the last index, so it is 25 indizes! daytimeTemperature[] = {15.93,16.89,18.42,20.40,22.68,25.10,27.48,29.63,31.40,32.66,33.32,33.80,33.80,33.32,32.66,31.40,29.63,27.48,25.10,22.68,20.40,18.42,16.89,15.93,15.93}; // Temperature change in °C when it is 100% overcast overcast = -2; // Temperature change in °C when it is 100% raining rain = -5; // Temperature change in °C when it is 100% windy wind = -1; // Temperature change per 100m altitude in °C altitude = -0.5; // Difference from the daytime temperature to the water temperature water = -5; // Temperature of fire, unrealistic on purpose! // If a fire is nearby, this overwrites the environment temperature fire = 45; }; }; class Namalsk: Altis { class FireFlies { enable = 1; }; class Anomalies { enable = 1; }; class Breathing { enable = 1; }; class Snow { enable = 1; surfaces[] = {"#nam_snow"}; }; class Radiation { enable = 1; contaminatedZones[] = { {{3960.14, 8454.75, 152.862}, 80, 140}, // Object A1 {{4974.70, 6632.82, 4.74293}, 40, 150}, // Object A2 {{6487.92, 9302.03, 36.0014}, 60, 110} // Sebjan Chemical Factory }; }; class Temperature { daytimeTemperature[] = {-2.00,-1.77,-1.12,-0.10,1.24,2.78,4.40,6.00,7.46,8.65,9.50,9.90,9.90,9.50,8.65,7.46,6.00,4.40,2.78,1.24,-0.10,-1.12,-1.77,-2.00,-2.00}; altitude = -7; }; }; }; Media (Work-in-progress!) 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