ATG Scenario

by Smudge202

8.4.3

ADDED

- /atg combat rise or fall now works during combat ops, with no mode switch
- /atg status names the tier band's numbers rather than the allowance

CHANGED

- A faction that cannot afford a vehicle waits twice as long instead of being refused
- Recovery, a replacement after a loss and a damaged exchange all take the longer wait
Game Version
1.8.0.13
Created
Wed, 09 Sep 2026 14:15:27 GMT
Last Modified
Wed, 09 Sep 2026 14:15:33 GMT

8.4.2

CHANGED
- Settings move to Configs/ATG/Scenario
Game Version
1.8.0.13
Created
Tue, 08 Sep 2026 09:10:51 GMT
Last Modified
Tue, 08 Sep 2026 09:10:54 GMT

8.4.1

ADDED
- An HVT chain: an informant leads to a deserter, and the deserter to the target
- Civilians shut doors behind them and face the threat rather than their line of flight
- A replication census, for diagnosing contacts that reach some clients and not others

CHANGED
- Damage billing reworded so it no longer reads as the protection system
- Protection system reworked; a town is covered in full rather than in part
- Vehicle spawn points and requests handle a refused placement instead of giving up

FIXED
- Explosives can no longer be armed inside a safe zone by three further routes
- A medkit works inside a safe zone
- A warning and a removal can no longer arrive in the same millisecond
- Civilian casualties are only charged when a civilian was actually involved
- Garrisons and QRF mount, drive and engage rather than stalling
- Objectives and garrisons no longer spawn on top of the previous objective's QRF,
  in view of a player, on a vehicle, inside a rock or on top of a tree
Game Version
1.8.0.13
Created
Sat, 05 Sep 2026 00:26:58 GMT
Last Modified
Sat, 05 Sep 2026 00:27:03 GMT

8.4.0

ADDED
- Civilians share a cigarette with a player standing about with their weapon down
- Civilians gather at a body once the shooting has stopped, and leave together when the first one there finishes his cigarette
- Civilians back away from a raised weapon and settle again once it is put down
- A civilian passing a player who is standing still may point out the nearest soldiers, where none of them can see him
- A civilian will take a downed player's own field dressing and bandage them
- Towns stay indoors while shells are falling and for a while after the last one
- A town closes to soldiers for a while after one of its own is killed, and while its notoriety standing is up

FIXED
- A party whose transport was destroyed after it was told to board no longer stalls forever holding the order - Defend reliefs, response parties and exfil hunters now drop the order and carry on
- A waypoint's area ring no longer tries to broadcast before it can be addressed, which was a refused send and a log line for every waypoint the server issued
Game Version
1.8.0.10
Created
Sat, 29 Aug 2026 11:11:27 GMT
Last Modified
Sat, 29 Aug 2026 11:11:35 GMT

8.3.0

ADDED
- The HVT chain: a note dropped by a garrison kill names a town, where a deserting officer
  gives up his commander when asked
- Ask nearby residents where the deserter is; most point, some inform on you
- A per-player contribution audit, written under the profile directory
- Undo what a kicked griefer moved the faction balance by, over the preceding hours
- A ten second notice before a griefing kick, with the reason

CHANGED
- A vehicle's secondary explosions are billed at a quarter of the ordinary rate
- Destruction on a live objective's own target is not billed, and nor is the ground around
  it for twenty seconds afterwards
- Griefing warnings are keyed on the player identity, so a reconnect does not shed them
- Destroyed buildings are now billed, and walls, fences and poles are rebuilt without
  being billed

FIXED
- A collapsed building's ruins are cleared with its wreck, so a rebuild no longer stands
  inside its own rubble
- AI that woke from unconsciousness unable to move or fire are shaken loose
- Groups boarding vehicles no longer dismount and re-board when their orders are rebuilt
Game Version
1.8.0.10
Created
Fri, 28 Aug 2026 16:10:51 GMT
Last Modified
Fri, 28 Aug 2026 16:10:57 GMT

8.2.0

ADDED
- Safe zones: placeable volumes that stop weapons working inside them
- Each zone chooses what it stops - small arms, launchers, throwables, explosives, vehicle guns, melee, damage
- A zone stands down while the base is under attack and comes back a minute after the last attacker leaves
- Explosives cannot be placed, armed or detonated inside a zone; disarming still works
- Morphine given to someone who does not need it is refused - a warning, then a fine, then removal
- Vehicle pads offer every other vehicle the faction can field for that role, swapped free at the parking sign
- Groups in a garrison share what they hear, so a section under fire is not the only one to react
- Groups screen themselves with smoke when they come under sustained fire
- A section whose leader is wedged on scenery is routed around it
- Faction assignment is logged, including the reconnect and saved-record routes
- Settings for safe zones, the medical watch and its fine

CHANGED
- Rebuilds and wreck clearance wait until nobody can see the spot
- Holding an objective counts only the men on their feet
- Unarmed transports set their men down further out than armed ones
- Transport is chosen on the seats a vehicle actually has
- A vehicle asked for by name is kept when the tier moves on

FIXED
- Destructibles placed by an objective are no longer billed or rebuilt as base infrastructure
- A Game Master who disconnects while driving a man no longer leaves a stale record
Game Version
1.8.0.10
Created
Mon, 24 Aug 2026 15:59:20 GMT
Last Modified
Mon, 24 Aug 2026 15:59:28 GMT

8.1.1

CHANGED
- Add a death cost and rein in what destruction bills the faction

FIXED
- Stop billing and rebuilding vehicle parts as protected objects
Game Version
1.8.0.10
Created
Fri, 21 Aug 2026 10:08:38 GMT
Last Modified
Fri, 21 Aug 2026 10:08:42 GMT

8.1.0

ADDED
- Defend, an objective type where a friendly section hands you a position
- An on-screen hold bar for Defend and Defend or deny
- Civilians react to gunfire, going to ground or running for home
- AI orders can be drawn in the Game Master editor, with completion rings
- Game Master retasking, order moves and possession are logged
- Destroyed objects are rebuilt anywhere on the map
- A log verbosity level, inherited from ATG Core

CHANGED
- Destruction is billed map-wide, weighted by the object's health
- A protected area is now a multiplier and a name, not a switch
- Zones with civilians turned off are free fire and are never billed
- Groups under orders fight back while an enemy is visible within 50 m
- The base exclusion is sanctuary from a hunt provoked outside it
- An objective's vehicles are left standing when a player is in or near one
- The reinforcement wave gap is 60 seconds, down from 120

FIXED
- Objective and garrison vehicles no longer spawn on top of each other
- Squads are no longer spawned into or sent into the base exclusion
- Garrison detachments now mount up and drive instead of standing still
- Mortars no longer spawn inside rocks, and keep firing while unobserved
- The intel marker no longer jumps when documents are put into a vehicle
- Objective items left in a vehicle are cleaned up with the objective
- Notifications hold on screen for 25 seconds instead of 10
Game Version
1.8.0.10
Created
Thu, 20 Aug 2026 19:10:56 GMT
Last Modified
Thu, 20 Aug 2026 19:11:09 GMT

8.0.1

ADDED
- A progress bar on an objective that is finished by holding ground
- A garrison vehicle stand-off setting, m_fGarrisonVehicleSeparationM, defaulting to 30m

CHANGED
- Notifications hold on screen for 25 seconds
- A recover-intel marker moves near the documents when the man carrying them is killed elsewhere
- Deleting an objective's task in Game Master now clears the site and queues a replacement

FIXED
- Defend or Deny tasks no longer read as "Search and destroy" or describe a vehicle
- A task description no longer shows an empty "Target:" label
- Reinforcements arrive with orders and move off, instead of standing at their spawn
- An objective no longer calls in wave after wave while its first wave is still spawning
- Retiring an objective removes its men, not only their waypoints and vehicles
- The garrison's vehicle no longer parks alongside the vehicle an objective is about
- A civilian still spawning is no longer counted as dead
Game Version
1.8.0.10
Created
Sun, 16 Aug 2026 20:12:44 GMT
Last Modified
Sun, 16 Aug 2026 20:12:48 GMT

8.0.0

FIXED
- Corrected version numbering to mirror ATG conventions
Game Version
1.8.0.10
Created
Sat, 15 Aug 2026 23:01:47 GMT
Last Modified
Sat, 15 Aug 2026 23:01:52 GMT

7.0.8

ADDED
- Defend or deny objective: destroy the asset, or hold the position for a larger payout
- Notoriety: an area answers harder after its assets are destroyed, and quieter after an attack is held off
- Radio warning when enemy presence in an area rises or falls
- Option to keep zones inhabited during narrative ops
- Civilians now sleep inside real buildings at night

CHANGED
- Garrison strength ceiling raised to 40 men
- Settings file now ships only the lists; every other default comes from the mod

FIXED
- A patrol drawn off its ground no longer calls for help repeatedly
- Clicking a task on the map no longer errors when no journal is configured

Rebuilt for Arma Reforger 1.8.
Game Version
1.8.0.10
Created
Sat, 15 Aug 2026 22:56:06 GMT
Last Modified
Sat, 15 Aug 2026 22:56:13 GMT

7.0.7

CHANGED
- Vehicles with a gun are crewed, whether parked with a garrison or carrying a wave in
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 22:38:02 GMT
Last Modified
Sun, 09 Aug 2026 22:38:05 GMT

7.0.6

FIXED
- Re-tasking a garrison no longer leaves its group holding deleted waypoints
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 22:05:23 GMT
Last Modified
Sun, 09 Aug 2026 22:05:30 GMT

7.0.5

ADDED
- Garrisons now send men after a shooter instead of only calling for reinforcements
- Killing an HVT or destroying a target now turns the surviving garrison out after you
- A force that breaks contact and leaves can be cut off by an ambush laid on its route
- Vehicles parked with a garrison are now crewed, so a gun truck arrives with its gunner

CHANGED
- Reinforcements arrive in vehicles rather than walking the whole way
- Finished objectives now linger for 10 minutes instead of 1, and keep hunting throughout
- New setting m_fResponseHuntMinRangeM controls how far out shooting must be to be hunted
- New settings for the ambush and for the strength needed to avenge a finished objective
- New per-vehicle setting m_bManTurret, on by default

FIXED
- Garrisons never sent anyone after a shooter, because the range to trigger it was too wide
- Reinforcements could never mount up, because the mounting distance was above the closest
  distance help is ever placed at
- Two objectives finishing close together cut the second one's linger short
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 21:40:13 GMT
Last Modified
Sun, 09 Aug 2026 21:40:16 GMT

7.0.4

FIXED
- Removing a garrison or reinforcement vehicle no longer deletes anyone riding in it
- Stealing a garrison vehicle and then clearing the objective no longer kills the driver
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 19:24:16 GMT
Last Modified
Sun, 09 Aug 2026 19:24:19 GMT

7.0.3

ADDED
- Garrisons call for reinforcements once they are in contact and losing men
- Reinforcements are announced by intercepted enemy comms naming an area and bearing
- Garrisons send their own men to flank and hunt a shooter engaging from range
- Hunting parties work from a degraded estimate that tightens with every shot from the same place
- A share of every garrison is held back to hold the ground, and goes quiet while a detachment is out
- A detachment is recalled and off-map hunters called when the men holding the objective are killed
- Garrison profiles carry vehicles, for bringing help in and for chasing a distant shooter
- Abandoned vehicles can be recovered from a parking sign at their bay
- Recovery delay and cost scale with how far the vehicle was left

CHANGED
- Help never spawns where a player can see it; the search widens until it finds cover
- Reinforcement waves keep coming indefinitely but the gap grows, so a patient attacker still wins
- Vehicle pads check the bay is clear before spawning, and retry rather than spawning on top of you
- Vehicles are cleared of occupants before being removed

FIXED
- Vehicle state is preserved across a recovery - damage, fuel and cargo all return as they left
- Joining a server mid-session no longer fails when vehicle parking signs are present
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 19:13:34 GMT
Last Modified
Sun, 09 Aug 2026 19:13:37 GMT

7.0.2

- Spawn points that don't belong to the running mode are now hidden from the deploy screen
  and the map, and update live instead of going stale.
- Protected areas, vehicle pads and zone surveyors now appear under Systems in the Game Master browser.
- Fixed repeated "could not unassign player from task" errors when an objective was retired.
Game Version
1.7.0.54
Created
Sun, 09 Aug 2026 05:14:45 GMT
Last Modified
Sun, 09 Aug 2026 05:14:49 GMT

7.0.1

ADDED
- Protected areas - a placeable ring over anything players shouldn't wreck
- Destroying something inside one charges the faction and announces who did it
- Broken objects are rebuilt automatically after a delay
- Driving through something costs far less than blowing it up
- Repeat offenders are warned, then removed from the server
- Server staff are exempt, but are still told what they destroyed
- Objective completions now name who earned them
- Credit covers the whole fight - supporting at range counts, and being killed
  just before it resolves still credits you
- Score movements are announced to everyone as they happen

CHANGED
- Announcements show what an event was worth, not what reached the balance
- Protection settings in effect are logged at startup

FIXED
- Settings are re-read on world reload, not just on a script recompile
Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 12:39:44 GMT
Last Modified
Sat, 08 Aug 2026 12:39:47 GMT

7.0.0

Game Version
1.7.0.54
Created
Sat, 08 Aug 2026 00:44:45 GMT
Last Modified
Sat, 08 Aug 2026 00:44:49 GMT

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