What's Changed
Added caching to Muzzle Check in doSmokeShell #366
Added better support for MLRS artillery #333
Added extended error message for when the mod is not loaded on the server #405
Added troops manning static weapons will now abandon them if they run out of ammo #349
Added soft-skinned, wheeled vehicles will try to dodge if explosions hit nearby.
Added better shared room-clearing procedures #387
Improved group and contact suppression #345
Improved dismount/rotate logic of IFVs and APCs
Improved taskFlank use of vehicles. (on the last cycle, vehicles will move to move position)
Improved doFleeing handling of vehicles
Improved doVehicleRotate performance in minor ways
Improved handling of assaulting group memory positions #352
Improved fnc_doCheckBody.sqf #354
Improved fnc_doCallout by @rekterakathom in #355
Improved explosionEH by @rekterakathom in #358
Improved building filtering by @rekterakathom in #360
Improved fnc_findReadyVehicles ammo check by @rekterakathom in #363
Improved evaluation order in queue check by @rekterakathom in #367
Improved Simplified Chinese translation by @Augustakit in #373
Improved disembarkment routines for static weapons and artillery #376
Improved flanking position and suppression routines #386
Improved group assault by splitting into impromptu fireteams #385
Improved vehicle maneuverability and use of smoke launchers #388
Improved some instances of groups shooting into the air #383
Improved anti-vehicle responses #369 by @rekterakathom
Improved file detection in callouts #397
Improved garrison and task dynamic patrols (sub-patrols rejoin main formation) #403
Improved TaskRush tactics and logic (more aggressive movement and better reactions under fire) #404
Improved door finding performance in findBuildings by @rekterakathom in #357
Improved LAMBS Danger now controls unit stances better #375
Fixed issue where AI would have more knowledge than appropriate #349
Fixed rare issue where assessing or flanking units would abandon vehicles
Fixed - Groups will now ignore empty static weapons.
Fixed Rare issue where doVehicleAssault could target empty spots in the sky
Fixed Units set to hold fire, stopped, or ordered to remain stealthy will no longer clear buildings
Fixed situations where AI would ignore enemies behind them!
Fixed fnc_doUGL.sqf detection of 40mm grenades #353
Fixed issues related to constant dismounts #374
Fixed BrainForced using PRONE instead of DOWN #407
Fixed AI ammo usage check in doSmoke #365
Fixed some checkVisibility usage #361
Fixed packing of static weapons #384
Fixed group-level memory of CQB positions being sorted wrong #387
Fixed type declaration by @LordGolias in #364
Changed required version of Arma to 2.18 #396
Changed “deprecated” tag to LAMBS Waypoints #398
Changed Man class usage from range addon by @rekterakathom in #400
New Contributors
- @rekterakathom made their first contribution in #355
- @LordGolias made their first contribution in #364
Full Changelog: 2.6.0...2.6.1
Happy days! A new version of Arma and a new version of LAMBS Danger.fsm.
Our extensive summer development branch/break (bréåux) has concluded, and we’re happy to update the main version. This release brings numerous enhancements to squad-level and vehicle-level tactics.
Significant improvements have been made to how AI understands and uses vehicles. Expect to see armored vehicles employ smoke launchers more aggressively and utilize simple fire-team tactics for flanking and assaulting squads. Dismounted infantry is more aware of its role as a screen for armored vehicles and a tool to clear nearby buildings. While this feature isn’t perfect, it is considerably better than before.
There is a long list of bug fixes (such as preventing AI from suppressing useless positions or dismounting when they ought not to or forgetting to clear CQB positions). Infantry path and stance selection has also been improved. Oh, and as a fair warning… MLRS artillery connected to the dynamic artillery system is… scary. Good luck out there!
As always, the team is very thankful to our contributors and would like to extend special thanks to @rekterakathom, @LordGolias, @Augustakit, and @rautamiekka.
From the team
diwako / joko / nkenny