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v11.9.7#859

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jwoodruff40 merged 5 commits intounstablefrom
version/11.9.7
Mar 25, 2026
Merged

v11.9.7#859
jwoodruff40 merged 5 commits intounstablefrom
version/11.9.7

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@jwoodruff40 jwoodruff40 commented Mar 23, 2026

What type of PR is this?

  • Bug
  • Change
  • Feature
  • Miscellaneous
Sub-categories:
  • Template
  • Map
  • Config
  • Function
  • Localization
Changelog:

New Factions:

Faction Updates:

Localization:

New Maps:

Map Updates:

  • Add support for flag and ammo crate manual placement markers (Add support for flag and ammo crate manual placement markers #735)
    • Mainly for map creators / porters to manually control flag and ammo / loot crate placement
    • Fixes flag placement on Lingor (changes flag position for Airports 1, 2, 5, and 6) so they're not in the middle of the runway or otherwise inopportune locations

New Features:

  • No flag yoinking (No flag yoinking #649)
    • Introduces a new (experimental) way to include more attackers/defenders into above outnumbering calculation by using a configurable radius around the flag to search for instead of or in addition to using the marker size.
  • Lockpicking for small groups (Lockpicking for small groups #737)
    • Added lockpick items (single- or multi-use) usable by non-engineer players. Lockpick kits can be bought from arms dealer or spawned in Zeus.
  • Antistasi Zeus Units (Antistasi Zeus Units, Groups, Vehicles, Modules #681)
    • Adds Antistasi units, vehicles, groups, and support modules to Zeus
    • Shows up in Zeus as [A3U] Occupants, [A3U] Invaders, [A3U] Rebels, [A3U] Rivals, [A3U] Civilians
  • Builder improvements continued (Builder improvements continued #767)
    • Objects can be placed on top of another
    • Adds decorations (misc small decor items) and chemlights boxes as builder boxes
    • Prevents buildable objects from having weird collision interactions with other objects while placing them in build mode
    • Reworks menus to organize buildable items in sub-menus
  • Teardown mode (Teardown mode #768)
    • This PR introduces "teardown mode" which needs to be activated when on base to suppress the hold-action prompts you get all around the base when glancing at a built object. The "Destroy" hold-action will only show if teardown mode is on.
    • Teardown mode is only available to engineers and can only be toggled if within HQ marker area.
  • Logistics: Cargo can block turrets (turn out seats) (Logistics: Cargo can block turrets (turn out seats) #804)
    • Added functionality for cargo loaded in vehicles to block vehicle turrets in addition to cargo seats. Only implemented (in this PR) for turn-out seats in some CUP APCs.
  • CBA settings to skip intro stuff (CBA settings to skip intro stuff #808)
    • Adds CBA settings to enable (or not) client init messages (e.g. "You have selected the commander role..." or "ACE items added to arsenal...") and to enable (or not) the intro orbiting UAV animation thing.
    • Settings are stored in profileNamespace instead of missionNamespace so players can individually make their own decisions. Default settings (both enabled) do not change anything from how it currently is.
  • Added HUMONGOUS builder box (Added HUMONGOUS builder box #809)
    • Adds new large builder box with a $15k budget that can only be transportable via logistics system (cannot be carried / dragged by players)
  • Receive help from any nearby friendly units (Receive help from any nearby friendly units #561)
    • Downed AI (rebel and enemy) can now request help from any friendly AI near them, even if not in their own squad. Max distance configurable in parameters.
  • HQ vehicle spawn helper (HQ vehicle spawn helper #828)
    • Adds entity to build box to control where vehicles spawn within a rebel garrison, similar to the AI assembly area sign. Vehicles spawned when creating high command or emplacement squads will now spawn near this entity if it exists, or fallback to legacy spawning logic.

Fixed:

Arms Dealer:

Changes:

Players will not be punished for throwing grenades within 75m of rebel HQ, nor will the grenades be auto-deleted, if the HQ is under attack by an enemy faction.

This adds enemy Radio Keys to the save and load routines (gained keys are saved between game sessions).

  • Changed how the gamemode handles "is carrying" logic, to account for mods like HATG that have objects attached.
  • Should fix various issues that all give the message "you have other things attached" when attempting to carry / move Antistasi items (loot crate, etc).

Parameters:

  • Name: Location defense/capture area | Location: Experimental Parameters | Description: When capturing/defending locations, use an additional circular area diameter around the flag AND the full zone size to consider unit presences.
  • Should allow rebel units dispersed around a location to count as defenders so flags surrounded by defensive units can't be captured as easily; HOWEVER, also applies to enemy-held locations, forcing players to clear them out more thoroughly.
  • Name: Disable PATCOM/Virtual Artillery | Location: Experimental Parameters | Description: Disables virtual and PATCOM artillery. Virtual artillery is artillery that technically exists in the world, but can't reasonably be countered. PATCOM artillery is the AI handler for physical artillery, resulting in unfair accuracy and reaction.
  • Name: Disable Physical Artillery | Location: Experimental Parameters | Description: Disables physical artillery from being utilised by enemies. Does not disable artillery missions.
  • Added params to disable physical and virtual artillery, for those who don't like being bombed ruthlessly by an omnipotent force without a counter in sight.
  • Name: Enable Civilian Vehicle Locks | Location: Loot Parameters | Description: Should unoccupied civilian vehicles be locked automatically, requiring lockpicking by an engineer rebel?
  • Adds a new parameter to control whether civilian vehicles should be locked and require lockpicking to steal, similar to the same functionality for enemy vehicles.
  • Name: Allow Lockpick Kits | Location: Experimental Parameters | Description: Allow non-engineer players to use lockpick kits to unlock vehicles
  • Name: Lockpick Kit Break Chance | Location: Experimental Parameters | Description: Chance that a lockpick kit will break upon use
  • Receive help from any nearby friendly units (Receive help from any nearby friendly units #561)
    • Name: Allow AI to revive friendly unconscious units outside their squad within a set distance | Location: Experimental Parameters | Description: When enabled, if downed AI cannot be revived by any unit within their own squad, other friendly units within this many meters will attempt to revive them. AI will not revive units of another side.

Please verify the following (If possible).

* - Mandatory

  • These changes are my own, or I have written permission to use them. *
  • These changes are ready for review, or will be marked as a draft. *
  • I have loaded the mission in LAN host.
  • I have loaded the mission on a dedicated server.

@jwoodruff40 jwoodruff40 added this to the v11.9.7 milestone Mar 23, 2026
@jwoodruff40 jwoodruff40 requested a review from Silence-112 March 24, 2026 15:46
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lets a go

@jwoodruff40 jwoodruff40 merged commit d58fa57 into unstable Mar 25, 2026
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