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ALiVE.OS · ALiVE 3 Development

ALiVE 3 · Documentation

Module-by-module notes: what each part of ALiVE does, what the overhaul improved, and what to look out for. Pick a module below.

Living document · updated as development moves

ALiVE 3 is in active development. This briefing describes work in progress, and the behaviour it covers is subject to change as testing continues. Check the changelog at the foot of the page for what has moved recently.

On this page

About ALiVE 3

The definitive ALiVE for Arma 3

ALiVE is the dynamic, persistent-war framework for Arma 3. Place a few modules in the editor and it builds a living campaign, with AI commanders fighting for objectives across an entire map, one that plays and remembers itself whether you take it on solo or with a group. ALiVE 3 is a top-to-bottom overhaul of that framework.

Since March 2026, the remaining ALiVE development team has been working through ALiVE one module at a time: modernising the code, fixing long-standing issues, sharpening the editor and tablet experience, and adding new capabilities across force placement, the AI commanders, air tasking, combat support, civilian life, and the systems underneath. The aim is an ALiVE that is more robust, more capable, and easier to get into than any version before it.

ALiVE 3 is targeted for its final release in December 2026. It will be the last release of ALiVE for Arma 3, the definitive version of the framework for the game. It also sets the foundation for what comes next: ALiVE 3 will form the basis for ALiVE 4, the next generation built for Arma 4 when that game eventually arrives.

ALiVE 3 is built by a small, dedicated development team, led by Jman, alongside community contributors and a group of active testers and mission makers whose reports and ideas steer the work week to week.

Want to follow along, help test, or get involved? Everyone is welcome, from players just trying it out to coders and mission makers. Come and join us on the ALiVE Discord.

Start here

New to ALiVE 3

Modules at a glance

Getting started

Every module you can place in Eden: what each one does, how they fit together and what to sync.

Guides

Guides

Military

Military

Military

Military Placement

Places a full AI military force, from squads to armour to artillery, into an objective area from any installed faction.

Military

Custom Military Placement

Hand-place a military objective anywhere on the map and generate a force to hold it.

Military

Garrison Objective

Puts a hand-picked garrison exactly where you put the module, instead of letting ALiVE choose the spot.

Military

OPCOM (Military AI Commander)

The virtual AI high command that captures objectives, defends ground, recruits troops and runs insurgent campaigns without a player micromanaging every group.

Military

Military Logistics

AI-run convoys, helicopter lifts, slingload and paradrops that keep the battlefield resupplied and reinforced.

Military

MACC (Military Air Command & Control)

Flies your faction's aircraft on its own: patrols, strikes, reconnaissance and air defence, launched from your airfields and recovered onto their own stands.

Military

AI Commander Artillery

Lets your AI commander call in real artillery fire missions against contacts it has actually detected.

Military

CQB (Close Quarters Battle)

Garrisons AI defenders inside and around buildings near an objective for close-quarters firefights.

Military

IED

Seeds an area with roadside IEDs, vehicle-borne bombs and suicide bombers for asymmetric, insurgency-style threats.

Military

C2ISTAR

Runs the mission's task engine, intel map and player command tools for every side.

Military

Task Missions

Every side task the AI commander can hand you: what each one asks, and exactly how to finish it.

Military

Player-Directed Objectives

Point the AI commander at a place on the map from the Operations tablet.

Military

Find Out Before Attacking

Have the AI Commander scout an objective, and show players what it found, before its assault goes in.

Military

Military Command (AI Behavior Engine)

The shared engine behind garrisons, patrols and ambushes for AI groups

Military

Intelligence

Automatic battlefield intel markers for enemy contacts and friendly orders, with older placeable intel modules now deprecated

Support

Support

Support

Combat Support

The player-facing tablet for calling in CAS, artillery, air and ground transport on demand.

Support

Close Air Support

Defines an on-call CAS aircraft that players can task from the Combat Support radio menu.

Support

Support Transport

A transport helicopter players call from the Combat Support tablet for pickups, insertions, paradrops, medevac and slingloading.

Support

Ground Transport

A crewed truck, armoured car or APC players order from the Combat Support tablet: pick up, move, patrol a road, or go home, checking the road for IEDs and mines on the way.

Support

Support Artillery

Player-callable artillery and mortar fire support for the Combat Support tablet.

Support

Player Resupply

Lets players call in vehicles, reinforcement groups and supply drops from a tablet, restricted to the factions and delivery methods a mission maker allows.

Support

Logistics Hub

Turns crates, containers and buildings into hubs where players collect a tablet requisition on the spot, and the AI Commander's convoys set out from.

Support

Operations Command

Gives commanders a tablet for battlefield intel and hands-on control of friendly groups.

Support

Group Manager

Lets players view AI groups on their side and manage who leads and who serves in them.

Support

Recruitment

Lets players recruit AI soldiers into their own group at objects the mission maker chooses.

Support

Player FOBs

Players deploy their own forward operating bases, build them up from supply, and have to hold them: enemy commanders hunt them and can take them.

Support

Build and Supply Catalogue

Choose what players can build at a FOB and what they can requisition from the Player Logistics tablet, then copy the result into your mission.

Support

Player FOBs Types

Make FOB types, such as a fire base or a patrol base, each with its own headquarters, build list, limit and cost, then copy the result into the FOB Types module.

Support

Rally Points

Lets players, and a group leader's AI, travel between rally points: synced objects, each side's HQs and its Player FOBs.

Support

Player Multispawn

Gives mission makers extra respawn options for players beyond the default Arma respawn screen.

System

System

System

ALiVE (Required)

The one module every ALiVE mission needs. It starts the services the whole mission shares and holds the settings that apply to all of it.

System

Virtualisation & Spawning

How ALiVE runs a whole battlefield in the background and brings units into play near you, rebuilt for smoother performance and faster spawning.

System

Pathfinding

How simulated units find their way across the map, and what has been fixed.

System

Persistence

Saves mission state to a database so a campaign can pick up where it left off, and powers the stats and performance tracking other modules rely on.

System

Player Persistence

Keeps your gear, health and position with you across disconnects and server restarts

System

Player Options

The in-mission menu where players adjust view distance, tags and persistence settings, opened with the ALiVE key.

System

Player Logistics (Settings)

Configures how players carry, tow, lift, load and persist objects across the mission.

System

ALiVE Custom Faction Compiler

Turn hand-placed Eden template groups into a real ALiVE faction that placement modules and the air commander can spawn from.

System

ORBAT Creator

Build custom factions and orders of battle directly in the editor, then export them as ready-to-use config code.

System

Class Picker

Build the lists ALiVE asks you to type by looking at things in the world instead of hunting for classnames.

System

Map Indexer

Builds the object and objective data new maps need before other ALiVE modules can use them.

System

Admin Actions

In-game tools for the server admin: teleport, ghost mode, unit marking and quick access to every other ALiVE module's admin menu.

System

Zeus Modules

27 modules a Zeus drops during play to run ALiVE: hand over groups, steer the AI Commander, call air and reinforcements, plant IEDs, stir up towns, and set up hubs, FOBs and rally points.

System

Military AI

Set AI accuracy, reactions and courage per faction, and let soldiers take cover and fire back on their own.

System

Garbage Collector

Quiet server-side housekeeping that clears dead bodies, wrecks, and clutter to keep long missions running smoothly.

System

Performance Reporting

An admin's live readout of server performance, with samples written to the RPT

System

Statistics

Mission event recording for the War Room, and the chat kill feed

System

View Settings

Lets players adjust their own view and terrain detail within limits the mission maker sets.

System

Ambient Dynamic Weather

Sets a climate for the mission and lets weather drift naturally over time instead of staying fixed.

System

Persistent Craters

Shells, rockets and bombs leave craters that stay, and the big ones dig into the ground.

System

ACE Menu

Puts ALiVE's command, support, and civilian interaction options into ACE's self and target interaction menus.

System

Advanced Markers

Persistent, shareable map markers with optional spot reports, drawn straight on the map screen.

System

SPOTREP

Writes enemy contact spot reports into each player's in-game notebook.

System

SITREP

Send a battlefield situation report that gets logged, mapped, and saved to the database.

System

Patrol Reports

Lets players file an in-mission patrol report that becomes a pair of map markers, a diary entry, and a saved record.

System

Crew Info

A small on-screen readout of who is riding in your vehicle.

System

Newsfeed

A retired in-game news popup, intentionally switched off

System

xStream

Not available. The streaming and camera features were never finished.

System

Guided Tour

A walk-up-and-learn introduction to ALiVE for new players.

System

Player Tags (Legacy)

An older name-tag overlay for spotting nearby players, now superseded

System

Quick Start

Not available. This module has never been switched on in a public build.

Civilian

Civilian

Platform

Platform

Game Modes

Game Modes

Status board

Where the overhaul stands

Status board

Overhaul Ledger

The live status board for the whole ALiVE 3 overhaul: every module and every open thread, updated as work moves.

Changelog

Recent updates

What has changed across these briefings, newest first. Each linked entry opens the page it updated.

  • 2026-11-03
    The network diagram now shows how it is kept secure: six numbered checks, from the server's key and DLL to who sees the live map, each marked working today or still to come. War Room →
  • 2026-11-03
    Added a diagram of the whole War Room network: game servers, each group's own War Room server, alivemod.com and the live map, with what works today in green. War Room →
  • 2026-11-03
    When a Recon task reports, the side's Air Commander (or an allied one) is asked for a strike there and then: a Strike on up to three of the vehicles seen, or CAS on up to three groups on foot when no vehicle was seen. A recon the AI Commander asked for with Find Out Before Attacking leaves the strike to that commander. C2ISTAR →
  • 2026-11-03
    On a dedicated server running the War Room test server mod (@alive_wr) with Database Source on Local, Statistics now switches on and sends its events to the new War Room on alivemod.com, and the server log says War Room link found. Without that mod nothing changes, and AAR and PerfMon stay off either way. Persistence →
  • 2026-11-03
    Statistics records again on a dedicated server running the War Room test server mod (@alive_wr): kills, deaths, shots and vehicle use go to the new War Room on alivemod.com, signed with the server's key. Players in from the start of the mission are recorded too. Without that mod it stays off, as before. Statistics →
  • 2026-11-03
    Reconnoitre Objective: when you report, your side's Air Commander (or an allied one) is asked for a strike on what you saw, a Strike on up to three vehicles or CAS on up to three groups on foot. A recon the AI Commander asked for with Find Out Before Attacking leaves the strike to that commander. Task Missions →
  • 2026-11-03
    With an ALiVE Data module on Local in the mission, a test server now sends ALiVE Statistics' events to alivemod.com: the operation starting, kills, deaths, shots and vehicle use, each signed. The server log says War Room link found when it starts. War Room →
  • 2026-11-03
    A task's Enemy pick that no AI Commander in the mission fields is now swapped for the factions of the commanders hostile to that side, so defence waves and Exfiltration hunters stop turning up as vanilla CSAT in a mission with no CSAT (seen by NeisAEL). A pick that is in play is kept, and a mission with no hostile commander keeps its pick as it is. C2ISTAR →
  • 2026-11-03
    With ACE, road and town IEDs now sit about half above ground, and come back at the same height each time players return to a town. Before, they sank until only a sliver, then nothing, showed. An IED defused with ACE takes its demo charge with it instead of leaving it lying on the ground. IED →
  • 2026-11-03
    The Radio Log now also keeps the down, back and lost notifications of Player FOBs and rally points, worded the same as the Logistics Hub's. ALiVE (Required) →
  • 2026-11-03
    A FOB whose headquarters is destroyed now shows on its side's map with the time left to repair it, such as "FOB Alpha: down, repair within 15 min", and "repair under way" while an engineer is at it. The notifications now read "FOB Alpha is down. Repair it within 15 min or it is lost." and "FOB Alpha is lost."; repairing, salvaging and capturing work as before. Player FOBs →
  • 2026-11-03
    A hub that's destroyed or dismantled now shows on its side's map with the minutes until it's back, such as "Logistics hub Depot: down, back in 5 min", and drops off once it's back or removed. A destroyed hub's notification now reads "... is down. It comes back in about 5 min.", or "... is lost." with Repair Time (s) at 0; a dismantle notice still says who did it. Logistics Hub →
  • 2026-11-03
    A rally point waiting to come back after Overrun repair time now shows on its side's map with the minutes left, such as "Alpha 1-3 rally point: down, back in 2 min". Its down, back and lost notifications read the same as a hub's or a FOB's and go in the Radio Log too; a squad's own point tells just that squad. Rally Points →
  • 2026-11-03
    A hub made with Create Hub is now kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent, with its name and owner. Making or removing one saves straight away; one made on a mission object comes back only if the mission still has that object. Zeus Modules →
  • 2026-11-03
    Hubs a Zeus made with Create Hub are now kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent, and come back with their names and owners. A container Zeus put down goes back where it stood; a hub on a mission object comes back only if the mission still has that object. Logistics Hub →
  • 2026-11-03
    Rally points a squad leader or a Zeus put down are now kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent, under their last names. A Zeus point comes back where it was (one on an object only if the mission still has that object), and a squad's goes back down once a squad with the same callsign is on its side. Rally Points →
  • 2026-11-03
    A rally point made with Create Rally Point is now kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent. A backpack goes back where it was; a point on an object comes back only if the mission still has that object. Zeus Modules →
  • 2026-11-03
    New setting Overrun repair time (0, gone for good, by default): an overrun rally point comes back after that many seconds. A squad leader's comes back where it stood unless the squad has put another one down or is gone; a placed one comes back if its object still stands. Rally Points →
  • 2026-11-03
    An admin now gets a Permissions button in the Rally Points window, which changes Who can manage for every rally point in the mission. The change is kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent, until an admin presses Use module settings. Rally Points →
  • 2026-11-03
    A Sabotage marker now goes once the attempt is over: when the saboteur is killed, or 15 minutes on with the building still standing. Before, it stayed on the map, and in captured intel, until the building came down. OPCOM (Military AI Commander) →
  • 2026-11-03
    With Drug Labs on, a smuggler drives a pickup or open van loaded with sacks and bundles from each lab to the nearest town and back while a player is within 2 km, so you can follow him home. Wreck the car, kill the driver, or get him out and stand by him, and that lab stops speeding up recruitment for 30 minutes. The new Drug Smugglers setting turns it off. OPCOM (Military AI Commander) →
  • 2026-11-03
    The groups the commander sends to look at an objective are now its SpecOps groups first, nearest first, with ordinary groups filling any places left. A side with no SpecOps groups picks as before. Find Out Before Attacking →
  • 2026-11-03
    An admin can start the Player Logistics save over without touching the AI Commanders: Clear Saved Vehicles and Buildings Only, under Persistent Data in the admin menu. Objects stay in the game until the mission restarts, and nothing more is saved for them until then. Player Logistics (Settings) →
  • 2026-11-03
    Persistent Data in the admin menu has a third entry, Clear Saved Vehicles and Buildings Only. It takes out just this mission's Player Logistics save and keeps the AI Commanders' objectives, installations and roadblocks; the notification says how many were cleared, and Player Logistics saves nothing more until the mission restarts. Persistence →
  • 2026-11-03
    A recon of an objective now goes to the commander's SpecOps groups first, nearest first, with ordinary groups filling any places left. A side with no SpecOps groups picks as before, and capture, defend and Command orders are unchanged. OPCOM (Military AI Commander) →
  • 2026-11-03
    Players close together now draw one suicide bomber between them, not one each: the wait after a bomber is sent goes to every player within 150 m of his target. Driven car bombs start at least 300 m from their target and every player (it was 150 m). Bomber Wait (minutes), Bomber Wait Shared Within (m) and Car Bomb Start Distance (m) set all three. IED →
  • 2026-11-03
    Moving a saved vehicle or object in Eden between sessions no longer leaves two of it: the Eden edit wins. A save made before this can still double one once. Player Logistics (Settings) →
  • 2026-11-03
    A ground transport waiting at the end of a Move order can be sent home with Return to Base. Before, the button was greyed out and only another Move order would shift it; it still stays off while the transport is at its base (within 75 m). Combat Support →
  • 2026-11-03
    A car bomb driven at a player now sets off for its target. Before, it often sat on its start road with the engine off; the charge and the load under it now go on once it has pulled away, within 4 s of setting off. IED →
  • 2026-11-03
    Car bombs carry signs a careful player can spot, each its own setting under Vehicle-Borne IED: the load under the car, a rear that sits low (off by default), a beeping timer within 25 m, a detector warning within 10 m and a driver who comes flat out. Driven car bombs are kept off ACE's headless clients as well as ALiVE's. IED →
  • 2026-11-03
    Leaving factories out of Installation Types now stops an Asymmetric commander building them. Before, it still built an IED factory or drug lab in any town whose civilians opposed it. OPCOM (Military AI Commander) →
  • 2026-11-03
    Suicide bombers wear three explosive charges on their chest that every player sees, and no longer lose their vest when moved to a headless client. Left at the default, Bomber Vest uses a loaded mod's own suicide vest when there is one. The tooltip's example class is corrected to V_BandollierB_cbr. IED →
  • 2026-11-03
    The network diagram spells out what TOC, JOC and COP stand for, and calls the game servers game servers. War Room →
  • 2026-11-03
    Servers set up from a test group's download now register themselves with a join code; pasting the key is the fallback. Owners can get a new join code if a download is passed on. Added a planned card: orders into a running mission. War Room →
  • 2026-11-03
    Groups in the War Room test can download the server mod from the panel. Getting started is rewritten for it: no in-game commands, and the key is copied from the server log. War Room →
  • 2026-11-03
    What it handles now says what works today (signed records, the outage queue, groups and server keys, Windows and Linux servers) and what comes next (replays, a live map, campaign records and stats). War Room →
  • 2026-11-03
    Register your servers: groups sign in with Discord and register each game server's key, and the page has setup steps for servers taking part in the test. The War Room is now in testing. War Room →
  • 2026-11-02
    A parked reserve vehicle whose crew group had been removed no longer fills the RPT with hashSet and HashGet errors every time it wakes; it's handled like one whose vehicle was destroyed. Virtualisation & Spawning →
  • 2026-11-02
    Talking to civilians works on missions where the module started while map data was still loading; before, the civilian menu never opened, with an RPT line about alive_civpop_interaction_wateritems. Ambient Civilian Population →
  • 2026-11-02
    The ORBAT Creator now waits for the map's data to finish loading before it starts, as the Civilian Population module now does, so it never starts with half its lists missing. ORBAT Creator →
  • 2026-11-02
    Combat Support now waits for the map's data to finish loading before it starts, as the Civilian Population module now does, so it never starts with half its lists missing. Combat Support →
  • 2026-11-02
    A FOB deploy with a Deploy Time now finishes on a busy server; before, the bar could fill and start again forever, as the server timed it on its slower game clock. Player FOBs →
  • 2026-11-02
    With Soldier Behaviour on, soldiers in cover look over walls, round corners and out of windows to shoot back, and garrisoned men keep their post. Military AI →
  • 2026-11-02
    Soldiers handed back by Soldier Behaviour no longer stay kneeling or hold their group up. Military AI →
  • 2026-11-02
    Soldier Behaviour carries on when groups move to a headless client. Military AI →
  • 2026-11-02
    Soldier Behaviour follows the skill tier: recruits go to ground sooner and stay down longer, experts hold out and look out sooner. Military AI →
  • 2026-11-02
    With Soldier Behaviour on, soldiers under heavy fire get behind something solid, kneel, and rise to shoot back. Military AI →
  • 2026-11-02
    With Soldier Behaviour on, soldiers feel the fire aimed at them: rounds passing close or hitting nearby raise their alarm, explosives most, rifles least. Military AI →
  • 2026-11-02
    The AI Skill module is now called Military AI in Eden, with a new Soldier Behaviour switch (off by default). Saved missions load unchanged. Military AI →
  • 2026-11-02
    In Eden, the COP Display Sides row shows its own title and sides and saves them; before, it showed and changed Commander Intel Sides. C2ISTAR →
  • 2026-11-02
    A module's faction picker left with nothing selected (say its saved faction isn't in the list) keeps the faction it had, with a warning in the RPT, instead of quietly saving vanilla CSAT. ALiVE (Required) →
  • 2026-11-02
    The AI Commander waits for the Air Commander to finish starting before asking it for air recce. Before, an early request could be dropped, with an RPT line saying it arrived before the module started. OPCOM (Military AI Commander) →
  • 2026-11-02
    An admin's Clear current mission's data (and Wipe ALL) now removes the saved craters too; before, they came back on the next load. Persistent Craters →
  • 2026-11-02
    New module, Persistent Craters: shells, rockets and bombs leave craters that stay, and artillery and bombs dig the ground. Roads, runways, buildings, FOBs and military objectives are kept clear, and craters are kept over a save. Persistent Craters →
  • 2026-11-02
    On a slope, a wide defence built from a FOB sits on the ground under its whole length instead of tilting to the bit under its middle: on 13 degrees every corner is now within 0.13 m of the ground, where a 3 block H-barrier used to dig 0.39 m in. Player FOBs →
  • 2026-11-02
    In single player and for a hosting player, defences built from a FOB went in tipped and half buried; they now sit where the preview shows, and one aimed at another lands on top of it. Player FOBs →
  • 2026-11-02
    New setting, Recruit only what placements place (off by default): when on, an asymmetric commander leaves out AA and APC groups its synced placements don't place. Off, it recruits them as escalation rises, as before. OPCOM (Military AI Commander) →
  • 2026-11-02
    Step 5 shows the whole list each FOB will offer, with ticks, Never Build, Also Build and each kind's extras added up. Classes the page doesn't know show as rows in the list, marked By class name, and saved lists show how many items they offer again (they said 0). Build and Supply Catalogue →
  • 2026-11-02
    Load my list now reads every class your mods add, Never Build and the preset's cuts included, and a short report under the button says what it read, what the page already knew, and what it skipped and why. An RPT with several scans in it loads each class once. Build and Supply Catalogue →
  • 2026-11-02
    With Debug on, the build list written to the RPT for the website lists everything the game has, not only what was left after Never Build and the Build List Preset. A new ALiVE_FOB_CATALOG_COUNT line says how many of each. Player FOBs →
  • 2026-11-02
    An asymmetric AI Commander follows the placement modules synced to it when it recruits: if none of them places AA, it stops recruiting groups with an AA vehicle (one firing air-lock missiles, like the Igla Hilux), and if all of them set Armour or Mechanised to 0, wheeled APCs such as the BTR, BRDM and Marid go too. Guns like the ZU-23 still count as ordinary technicals. OPCOM (Military AI Commander) →
  • 2026-11-02
    A Custom Military Objective saved before the faction list existed no longer places CSAT by mistake. Its old OPF_F value now counts as the default, so the AI Commander it is synced to decides the faction. The log says which faction each objective placed and why. Custom Military Placement →
  • 2026-11-02
    CQB only reuses the men it remembers for a house when every one of them is of the house's faction, so a CQB set to one faction no longer fills a house with another's men. The log warns when a group comes out on a different side than its faction's. CQB (Close Quarters Battle) →
  • 2026-11-02
    Reinforcements: with two AI Commanders on one side, the dialog now lists each AI Commander after the four sides, by the names of its factions. A request for one uses only that commander's factions. Choosing by side works as before. Zeus Modules →
  • 2026-11-02
    Angry Crowd: the people not throwing things now wave and shout at the nearest soldier. As some are shot, the others become more likely to run off away from the shooter, and the crowd breaks up. Headless clients are no longer picked as a target. Zeus Modules →
  • 2026-11-02
    A Zeus module only keeps a CQB house active while a player is in it, and headless clients no longer count as players. CQB (Close Quarters Battle) →
  • 2026-11-02
    Headless clients no longer count as players for civilian clusters and crowds, so civilians stop spawning round a headless client's slot. Ambient Civilian Population →
  • 2026-11-02
    Headless clients no longer count as players, so they stop keeping the area round their slot spawned. With Zeus Spawn Virtual Groups on, a Zeus module only keeps its area spawned while a player is in it. Virtualisation & Spawning →
  • 2026-11-02
    A Zeus module nobody is using no longer keeps the area round it spawned. It only counts while a player is in the Zeus interface, and a Zeus made by a script or another mod now follows its camera too. Headless clients no longer count as players. Zeus Modules →
  • 2026-11-01
    A pooled truck sent home after a helicopter delivery no longer stops the delivery's clean-up with a script error (Type Array, expected Bool). Military Logistics →
  • 2026-11-01
    A FOB type's preset= also takes MECHANISED, ARMOURED and AIRFIELD. Player FOBs Types →
  • 2026-11-01
    Three more Lists: Mechanised (Infantry plus APCs and IFVs), Armoured (everything but artillery and aircraft) and Airfield (supplies, Defence Stores, trucks, aircraft). In a list's own kinds VEHICLE:APC and VEHICLE:TANK are separate, and ARMOUR still means both. The tablet's Armour folder holds both. Player Resupply →
  • 2026-11-01
    Mechanised, Armoured Base and Airfield cards, and the Armour switch is now two: APCs and IFVs, and Tanks. A list saved with the old Armour switch carries it over to both. Build and Supply Catalogue →
  • 2026-11-01
    Three more Lists for the hubs: Mechanised (Infantry plus APCs and IFVs), Armoured (everything but artillery and aircraft) and Airfield (supplies, defences, trucks, aircraft). Logistics Hub →
  • 2026-11-01
    Toggle View only uses the game's own third person view, and isn't offered where the mission turns third person off. With it off, the camera it used hid the scroll menu, so players couldn't place or cancel. Player FOBs →
  • 2026-11-01
    Three more Build List Presets: Mechanised (Infantry plus APCs and IFVs), Armoured Base (everything but artillery and aircraft) and Airfield (aircraft, supplies, trucks and field works). Armour is now 2 kinds: APCs and IFVs, which carry troops, and tanks, which take the rest. Player FOBs →
  • 2026-11-01
    A kind of FOB keeps its own extras when Never Build lists them: the class is offered at the kinds that name it and still never at the plain FOB. A static or vehicle keeps its usual price and tier. Player FOBs Types →
  • 2026-11-01
    What this page writes to Never Build for the plain FOB no longer cuts the extras your kinds of FOB add. Build and Supply Catalogue →
  • 2026-11-01
    A kind of FOB keeps its own extras when Never Build lists them: the class is offered at the kinds that name it and still never at the plain FOB. A static or vehicle keeps its usual price and tier. Player FOBs →
  • 2026-11-01
    In Eden Proxy Faction only shows when overriding categories into a new faction. ALiVE Custom Faction Compiler →
  • 2026-11-01
    In Eden the collector's threshold and types hide while it's switched off. Garbage Collector →
  • 2026-11-01
    In Eden Known Categories hides while Object Categorization is off. Map Indexer →
  • 2026-11-01
    In Eden the weather rows show for the climate they fit: real location for Initial, cycle delay and variance otherwise, the debug cycle with debug on. Ambient Dynamic Weather →
  • 2026-11-01
    In Eden the nine xStream rows nothing reads are gone, and the client ID greys out unless the camera is enabled. xStream →
  • 2026-11-01
    In Eden the autosave interval only shows with a database source that uses it, and the PerfMon code row while PerfMon is on. Persistence →
  • 2026-11-01
    In Eden the logistics options and filters hide while logistics is disabled. Player Logistics (Settings) →
  • 2026-11-01
    In Eden the logistics source row only shows when logistics is on. Support Artillery →
  • 2026-11-01
    In Eden the logistics source row only shows when logistics is on. Close Air Support →
  • 2026-11-01
    In Eden the logistics source row only shows when logistics is on. Ground Transport →
  • 2026-11-01
    In Eden the recruitment and rally rows that aren't used hide: vehicle classes wait for a vehicle limit, the leader rally rows for Leader Rally, the list rows for List. Group Manager →
  • 2026-11-01
    In Eden the respawn settings show only for the Respawn Type that uses them. Player Multispawn →
  • 2026-11-01
    In Eden the combat logistics and Logistics Hub rows that aren't used hide, and the allowed player lists grey out until List is ticked. Player Resupply →
  • 2026-11-01
    In Eden the FOB supply, kit, troop and limit settings show only for the Supply Source and FOB Limit they fit. Player FOBs →
  • 2026-11-01
    In Eden the Outbreak settings only show in an Outbreak mission (Game Mode on ALiVE (Required)), and the pathfinding, air and cache rows wait for their switches. Virtualisation & Spawning →
  • 2026-11-01
    In Eden, Place units at Objectives Only hides every unit section, and the asymmetric installation overrides move up into General since the AI Commander reads them either way. Civilian Objective Placement →
  • 2026-11-01
    In Eden, Place units at Objectives Only hides every unit section. Custom Civilian Objective →
  • 2026-11-01
    In Eden, Place units at Objectives Only hides every section from Force Composition down, since none of it is used; the filters and Random Camps move up under a new Objectives and Camps header. Military Placement →
  • 2026-11-01
    In Eden the garrison settings sit under a new Garrison Groups header that only shows with more than one infantry group, and patrol behaviour and speed wait for a building patrol above 0. Custom Military Placement →
  • 2026-11-01
    In Eden every Advanced Civilians section on Civilian Population hides while Enable Advanced Civilians is off. Advanced Civilians →
  • 2026-11-01
    In Eden the player persistence and tag settings only show when the options above them use them. Player Options →
  • 2026-11-01
    In Eden the Civilian Population settings sit under the switches that run them: interaction, crowds, humanitarian aid and each Advanced Civilians section hide while their switch is off. Ambient Civilian Population →
  • 2026-11-01
    In Eden the custom skill values only show when a faction is set to use them. Military AI →
  • 2026-11-01
    In Eden the C2ISTAR task settings only show once auto-generated tasks are switched on. Task Missions →
  • 2026-11-01
    In Eden C2ISTAR shows only the settings for the parts that are switched on: the task, civic, tablet and map marker rows wait until their switch is on. C2ISTAR →
  • 2026-11-01
    In Eden the player objective settings on the AI Commander only show for the control types that use them. Player-Directed Objectives →
  • 2026-11-01
    In Eden the AI Commander's intel and scouting settings only show for the control types that use them. Find Out Before Attacking →
  • 2026-11-01
    In Eden the AI Commander shows only the settings that fit its Control Type: about 66 of its 93 rows are out of the way on a default Invasion commander, with new Assault, Reinforcements and Occupation sections and the asymmetric settings grouped together. OPCOM (Military AI Commander) →
  • 2026-11-01
    Eden now hides a module's settings that don't apply to the choices already made, and shows them the moment they do; a section with nothing left in it hides its header too. Addon Options, ALiVE > Eden Editor > Settings that don't apply, can grey them out or show them all instead. ALiVE (Required) →
  • 2026-11-01
    The tablet's commander settings can change the stance whenever the ALiVE menu's OPCOM Stance could: Player OPCOM Stance Control on and a C2ISTAR access item or ALiVE tablet carried. The other settings still need Commander's Picture at Read and orders. Operations Command →
  • 2026-11-01
    A read-only commander settings page says which C2ISTAR setting stops the change: Commander's Picture, the Ops limit or Commander Controls. Operations Command →
  • 2026-11-01
    The Who Can Collect and Who Can Dismantle windows fit: the access item row reads "Players carrying an access item" and every row's tooltip is one line. Logistics Hub →
  • 2026-11-01
    The Who Can Dismantle window fits: the access item row reads "Players carrying an access item" and every row's tooltip is one line. Player FOBs →
  • 2026-11-01
    The spawn spot check that moves vehicles to a road side or open field no longer moves a static weapon a player built at a FOB. Virtualisation & Spawning →
  • 2026-11-01
    While placing a FOB item a Toggle View action on the scroll menu puts the view behind and above the player, so it's easier to see where the item is going. Player FOBs →
  • 2026-11-01
    A static weapon built at a FOB now stays exactly where the player put it, instead of being moved up to 100 m to a road side or open field when it spawned. Player FOBs →
  • 2026-11-01
    The list report at mission start ("ALiVE Lists: ...") goes to the RPT only; players no longer see it on the map screen. Names not in the game still reach admins as a hint. Player Resupply →
  • 2026-11-01
    The Player FOBs list report at mission start goes to the RPT only; players no longer see it on the map screen. An empty build list or names not in the game still reach admins as a hint. Player FOBs →
  • 2026-11-01
    A MACC now also counts the airports a terrain declares in its own config, where no indexed runway is within 1.5 km. On Sumava a MACC by Nalzovske Hory bases at the Plasy strip instead of the central airbase. MACC (Military Air Command & Control) →
  • 2026-11-01
    New setting Always Fly From Ingress Marker: Yes flies the commander from its Ingress Marker even when it finds an airfield. Off by default. MACC (Military Air Command & Control) →
  • 2026-11-01
    Override Land, Air and Sea Transport now list a synced AI Commander's factions typed into Additional Factions (by name). A commander with only a typed-in faction left the window empty, so nothing could be saved. Military Logistics →
  • 2026-11-01
    New settings Trade In Vehicles and Own Side Pays. Drive a captured vehicle to the hub and trade it in from the action menu for half a force pool point, less damage; your own side's pays Own Side Pays. Off by default. Logistics Hub →
  • 2026-11-01
    The Force Strength tooltips now say a capture or loss changes the strength the commander tops back up to, by a share of the starting total spread across kinds. They don't add Force Pool points. Military Logistics →
  • 2026-11-01
    New Build time (s) column in the advanced editor: a time beside an item's price is written as buildTime = N; in the block. Leave it at 0 to build at once. Build and Supply Catalogue →
  • 2026-11-01
    A CfgALiVEFOBBuildables block can give anything built at a FOB a build time: buildTime = 45; beside its cost. The player works it off on the same bar as deploying, and supply is taken only when it's done. The Build Menu shows the time. Player FOBs →
  • 2026-11-01
    Admins, the host and a singleplayer player get a Start the war entry in the C2ISTAR menu while a commander is set to Hold Until Go, whatever the Commander's Picture setting. It goes once the war starts. C2ISTAR →
  • 2026-11-01
    Hold Until Go can now be started from the C2ISTAR menu's Start the war entry, so it works with Commander's Picture set to Off. OPCOM (Military AI Commander) →
  • 2026-11-01
    The Objective priority tooltip now says Occupation, Dug In and Assault commanders use it. It said only Occupation. Custom Military Placement →
  • 2026-11-01
    With an Assault commander on your side, the briefing's mission line now says it attacks one objective at a time, in waves. Task Missions →
  • 2026-11-01
    The Commander's Picture setting's tooltip names the Strike button, and the mission briefing gives an Assault commander's side its own line instead of 'hold what your AI Commander holds'. C2ISTAR →
  • 2026-11-01
    The Control Type tooltip now says Assault goes for the highest Objective priority first, nearest among equals, or the Assault Targets list in its order. It said nearest first. OPCOM (Military AI Commander) →
  • 2026-11-01
    New settings Deploy Time, Dismantle Time and Stop The Timer If. With a time set the player kneels while a bar shows the seconds left; moving (by default) or coming under fire can stop it. Both default to 0. Player FOBs →
  • 2026-11-01
    New setting Garrison Area Blacklist: area markers no garrison uses. A building whose centre is inside one isn't garrisoned or patrolled, and a gun inside one isn't manned. Civilian Objective Placement →
  • 2026-11-01
    New setting Garrison Area Blacklist: area markers no garrison uses. A building whose centre is inside one isn't garrisoned or patrolled, and a gun inside one isn't manned. Custom Civilian Objective →
  • 2026-11-01
    New setting Garrison Area Blacklist: area markers no garrison uses. A building whose centre is inside one isn't garrisoned or patrolled, a gun inside one isn't manned, and objectives are sized without them. Military Placement →
  • 2026-11-01
    New setting Garrison Area Blacklist: area markers no garrison uses. A building whose centre is inside one isn't garrisoned or patrolled, and a gun inside one isn't manned. Custom Military Placement →
  • 2026-11-01
    Drones work: sync the UGV or UAV itself to a category and it becomes a group of its own, its crew with the drone as their vehicle. The Eden warning no longer flags a synced drone. ALiVE Custom Faction Compiler →
  • 2026-11-01
    A drone group spawns in its drone, crewed by its own men, and comes back the same after a despawn. Virtualisation & Spawning →
  • 2026-11-01
    Rally point requests from a player's machine now act only for that player's own units, and adding or removing a point only for an admin. Group Manager →
  • 2026-11-01
    New Rally Points setting Who Can Manage: who may rename and pick up a squad's rally point, and rename a synced one. Owner, the default, works as before. Group Manager →
  • 2026-11-01
    The Permissions window shows all five Who Can rows in both columns, and Use module settings puts the module's settings back. Logistics Hub →
  • 2026-11-01
    An admin's Permissions change is kept over a restart, with ALiVE Data or with Player FOBs set to Persistent. Logistics Hub →
  • 2026-11-01
    The Permissions window shows all five Who Can rows, so List can be ticked in game, and Use module settings puts the module's settings back. Player FOBs →
  • 2026-11-01
    An admin's Permissions change is kept over a restart when Persistent is on, until Use module settings. Player FOBs →
  • 2026-11-01
    A Logistics hub a Zeus makes remembers who made it, for the hub's The player who placed it choice, and keeps it when rebuilt. Zeus Modules →
  • 2026-11-01
    Who Can Collect and Who Can Dismantle gain The player who placed it. A hub made by a Zeus remembers who made it. Logistics Hub →
  • 2026-11-01
    Who Can Dismantle gains Players carrying a Player Logistics access item. Player FOBs →
  • 2026-11-01
    Who Can Dismantle now starts at own side, as on FOBs, and only admins can open Permissions. A mission that saved nothing ticked keeps admins only. Logistics Hub →
  • 2026-11-01
    When a man in a compiled group dies, the survivors keep their own kit next time the group spawns, instead of moving up into a dead squadmate's. ALiVE Custom Faction Compiler →
  • 2026-11-01
    The Wiretap task's comms camp no longer goes up inside a building: it needs 30 m clear of any. Task Missions →
  • 2026-11-01
    The Wiretap task's comms camp now needs 30 m clear of any building, so it no longer goes up through a shed or a house. C2ISTAR →
  • 2026-11-01
    Compiled kit now goes on every time a group spawns. A group that spawned again later, like one sent to attack, came back in its class's own kit. ALiVE Custom Faction Compiler →
  • 2026-11-01
    Faction Compiler groups now wear their compiled kit every time they spawn, not only the first time. Attacking groups had come back in stock kit. Virtualisation & Spawning →
  • 2026-11-01
    With an Assault commander the tab says where its waves are and when the next one goes, and Send now sends the next wave as soon as there are groups free. Operations Command →
  • 2026-11-01
    A saved mission keeps the Assault target, the wave number and the time to the next wave, so the waves carry on after a load. OPCOM (Military AI Commander) →
  • 2026-11-01
    New settings Assault Order and Pocket Radius. Pocket takes every objective within Pocket Radius (1500 m) of the next target first, then the target itself. One after another, the default, works as before. OPCOM (Military AI Commander) →
  • 2026-11-01
    Assault waves no longer take garrisons off the objectives the commander already holds. Each wave asks only for the free groups it's short of. OPCOM (Military AI Commander) →
  • 2026-10-31
    Assault now attacks its most important target wherever it sits in the commander's list. A high-priority objective further away was never attacked before. OPCOM (Military AI Commander) →
  • 2026-10-31
    New setting Assault Targets: marker or object names, separated by commas. Assault takes the objective nearest each one, in that order, and carries on as Invasion once it holds them all. OPCOM (Military AI Commander) →
  • 2026-10-31
    Players allowed to change the commander's stance can now pick Assault (waves), which attacks one objective at a time. Player-Directed Objectives →
  • 2026-10-31
    The Commander tab offers Assault (waves) next to the other stances. Operations Command →
  • 2026-10-31
    The stance menu offers Assault (waves), and the status says the commander is attacking one objective at a time. C2ISTAR →
  • 2026-10-31
    Assault goes for the objective it doesn't hold with the highest Objective Priority first, nearest among equals, and sticks with it until it falls. The C2ISTAR stance menu and the tablet offer it. OPCOM (Military AI Commander) →
  • 2026-10-31
    The Commander tab shows the side's force pool and what held objectives pay into it. Operations Command →
  • 2026-10-31
    New control type Assault (waves): the commander picks one objective and sends a wave at it every Wave Interval (15 min by default), Groups Per Wave groups at a time, until it falls, then moves on. OPCOM (Military AI Commander) →
  • 2026-10-31
    New Force Pool settings: Income per Held Objective (off at 0), Income Interval, Income From and Income Cap. Every interval the side's pool gains that much for each objective its AI Commanders hold. Military Logistics →
  • 2026-10-31
    New Supply Caches settings on the Virtual AI module: crates hidden in houses in fallen towns, with a gun or two from the mission's own factions, magazines, first aid, food and water. Off by default. Zombie Outbreak →
  • 2026-10-31
    In Outbreak the Virtual AI module can hide supply caches in fallen towns for players to find. Off by default. Virtualisation & Spawning →
  • 2026-10-31
    The status line says when the AI Commander is holding after a capture or preparing an assault, with the time left. Operations Command →
  • 2026-10-31
    A player's own air requests show on the tablet's Air tab, and the player who asked can cancel one. The aircraft on it are told. MACC (Military Air Command & Control) →
  • 2026-10-31
    The Air tab lists your own air requests and how each is going, and Cancel cancels one that's still open. Only the player who asked can cancel it. Operations Command →
  • 2026-10-31
    A Commander > button opens your side's AI Commander settings: an admin can pause and resume it, change its stance, and set its Intel Wait and how sure it must be. Operations Command →
  • 2026-10-31
    New setting Commander Controls: who may pause the AI Commander and change its settings from the tablet. Admins only by default. C2ISTAR →
  • 2026-10-31
    The Air Tasking Order holds with an AI Commander set to Hold Until Go, and plans no sorties until an admin starts the war. MACC (Military Air Command & Control) →
  • 2026-10-31
    A Start the war button for admins when the AI Commander is set to Hold Until Go. Everyone else is told they're holding. Operations Command →
  • 2026-10-31
    New setting Hold Until Go: the commander, and the Air Tasking Order with it, orders nothing until an admin presses Start the war on the tablet, so players can brief and get into place first. OPCOM (Military AI Commander) →
  • 2026-10-31
    A paused AI Commander now stays paused when its stance is changed. Before, the change started it again without saying so. OPCOM (Military AI Commander) →
  • 2026-10-31
    The server now checks a stance change itself: it's refused unless OPCOM stance changes are allowed and the player carries a C2ISTAR access item. C2ISTAR →
  • 2026-10-31
    From the Commander's Picture players can order Go now, Look again (up to 10 more minutes, twice per objective) or Strike (close air support on the latest enemy vehicle seen there). Find Out Before Attacking →
  • 2026-10-31
    Players can tell the AI Commander to attack an objective it's still finding out about straight away, look again, or strike it from the air, from the tablet's Commander's Picture page. Player-Directed Objectives →
  • 2026-10-31
    The Commander's Picture page takes orders: Go now, Look again and Strike on an objective the commander is still finding out about. Operations Command →
  • 2026-10-31
    New setting Commander's Picture: Off, Read only, or with orders, for who may tell the AI Commander to go now, look again or strike. C2ISTAR →
  • 2026-10-31
    Commander's Picture has its own entry in the C2ISTAR menu, under Intel. Operations Command →
  • 2026-10-31
    New Commander's Picture entry under Intel in the C2ISTAR menu, for the same players as Intel. C2ISTAR →
  • 2026-10-31
    The C2ISTAR tablet's Intel page has a Commander button: the Commander's Picture lists each objective the commander is finding out about, how sure it is, and shows the groups seen there on the map when Intel Markers is on. Find Out Before Attacking →
  • 2026-10-31
    New Commander's Picture page, from the Commander button on the Intel page: what your AI Commander has found out at each objective, with Radio and Air tabs. Operations Command →
  • 2026-10-31
    Once an objective it was finding out about falls, the commander tells its side what happened to each enemy group seen there, and moves on to where most of them fell back, starting its recon with what's already known. Find Out Before Attacking →
  • 2026-10-31
    With Find Out Before Attacking on, once an objective falls the commander goes over every enemy group seen there: destroyed, falling back toward another objective, or not accounted for. The side hears it on the radio, and the objective most of them fell back to goes next. OPCOM (Military AI Commander) →
  • 2026-10-31
    With the AI Commander's Intel Markers on, players see on their map what it knows of each objective it's finding out about. Player-Directed Objectives →
  • 2026-10-31
    Tasks now fight the mission's own enemy by default, the factions of the AI Commanders hostile to your side, instead of vanilla CSAT. Task Missions →
  • 2026-10-31
    Each Enemy slot in Auto Task Factions now starts on The mission's enemy (its AI Commanders), so tasks no longer bring vanilla CSAT into a mission without it. A faction picked on purpose is kept. C2ISTAR →
  • 2026-10-31
    An Enemy pick that no AI Commander in the mission uses gets a note in the Eden picker and a hint to admins at mission start. C2ISTAR →
  • 2026-10-31
    New setting Intel Markers, off by default. With Find Out Before Attacking on, players on the commander's side see an area round each objective it's finding out about, yellow until it's sure enough and red after, with how many groups it has seen and a dot for each. OPCOM (Military AI Commander) →
  • 2026-10-31
    A Dug In AI Commander turns down Recon, Search and Destroy, Ambush and new objectives sent from Player Command. Operations Command →
  • 2026-10-31
    The tablet offers Dug In as a fourth stance. A Dug In commander turns down Recon, Search and Destroy, Ambush and new objectives. C2ISTAR →
  • 2026-10-31
    New Control Type Dug In: the commander keeps what it holds and never attacks. Vehicles park, infantry garrisons, and groups from other objectives help one under attack, then go back. OPCOM (Military AI Commander) →
  • 2026-10-31
    With Find Out Before Attacking on, the commander's airstrike goes for up to three enemy vehicles its recon has seen at the objective, instead of a random building. OPCOM (Military AI Commander) →
  • 2026-10-31
    An AI Commander's recce flight now tells the commander when it's accepted, turned down and over the objective, and what the aircraft sees there goes into the commander's picture. MACC (Military Air Command & Control) →
  • 2026-10-31
    A commander's recce flight now reports what the aircraft sees over the objective, once a minute, alongside what its ground recon reports. OPCOM (Military AI Commander) →
  • 2026-10-31
    New setting Go Ashore By under Start From Ship. With "Boats, helicopters with none" the commander puts its infantry ashore in boats first and flies only when it finds none. The default works as before. OPCOM (Military AI Commander) →
  • 2026-10-31
    New setting Find Out Before Attacking, off by default. An Invasion or Occupation commander finds out what's at an objective from its recon, recce flights and the players' Reconnoitre Objective task, and attacks once it's sure enough or the Intel Wait (20 minutes by default) runs out. OPCOM (Military AI Commander) →
  • 2026-10-31
    New Check The Lists button: says in Eden which list the tablet uses, what it can offer and which typed names aren't in the game, without running the mission. Player Resupply →
  • 2026-10-31
    New Check The Lists button: says in Eden which list the hub uses, what it can offer and which typed names aren't in the game, without running the mission. Logistics Hub →
  • 2026-10-31
    New Check The Lists button: says in Eden which list Player FOBs uses, what it can build and which typed names aren't in the game, without running the mission. Player FOBs →
  • 2026-10-31
    New setting Share With Friendly Sides. Yes, the default, works as before; No keeps each side's transport, CAS, artillery and ground support to its own players. Combat Support →
  • 2026-10-31
    Suicide bombers leave players alone when they're on the side of an asymmetric AI Commander, or a side friendly to it. With no asymmetric commander, every player is a target as before. IED →
  • 2026-10-31
    At mission start the RPT says what the tablet's lists keep and which typed names aren't in the game. A bad name or a List that doesn't exist also reaches admins as a hint. Player Resupply →
  • 2026-10-31
    At mission start the RPT says what each hub's lists keep and which typed names aren't in the game. A bad name also reaches admins as a hint. Logistics Hub →
  • 2026-10-31
    At mission start the RPT says what Player FOBs' build list keeps and names any typed name that isn't in the game. An empty build list or a bad name also reaches admins as a hint. Player FOBs →
  • 2026-10-31
    In Side mode, a Factions list naming an allied side's factions now gives their vehicles and groups. Before, it gave crates and walls but no vehicles. Player Resupply →
  • 2026-10-30
    A paused commander no longer builds Prepared Defences or lays Frontline Minefields, and time spent paused doesn't count towards the 10 minutes an objective has to be held first. OPCOM (Military AI Commander) →
  • 2026-10-30
    An ALiVE soldier taken over with Remote Control stays live while you drive it, even far from the players. ALiVE's civilians still can't be taken over. Zeus Modules →
  • 2026-10-30
    A unit a Zeus is remote-controlling counts like a player for spawning, so it isn't put away while the Zeus is driving it. Virtualisation & Spawning →
  • 2026-10-30
    Planes parked in a hangar now start on the floor. On a high airfield like Malden's they were made level with the roof and could wreck a tent hangar. Military Placement →
  • 2026-10-30
    Planes parked in a hangar now start on the floor. On a high airfield like Malden's they were made level with the roof and could wreck a tent hangar. ALiVE (Required) →
  • 2026-10-30
    New Recon OP Hold Time setting: 1 (the default), 2, 3 or 5 minutes at each observation post, and the task text says how long. C2ISTAR →
  • 2026-10-30
    New Solo Test module: a Zeus testing alone can be the target of the Zeus modules (bombers, informants, angry crowds). Place it again to turn it off. Zeus Modules →
  • 2026-10-30
    Vehicle patrols can be given their own radius and kept inside a Military Placement module's TAOR and out of its blacklist (new settings on that module). Military Command (AI Behavior Engine) →
  • 2026-10-30
    Routes hand a group far fewer waypoints: points along a straight stretch are merged when the line between them stays within 40 m of the route and never crosses water. A Stratis route went from 332 waypoints to 155. Pathfinding →
  • 2026-10-30
    New Vehicle Patrol Radius and Patrols Stay Inside TAOR settings: vehicle patrols can be kept to a set distance, and inside the module's TAOR and out of its blacklist. Military Placement →
  • 2026-10-30
    Pathfinder routes hand a group far fewer waypoints: points along a straight stretch are merged, about half as many on a test route, without cutting across water. Virtualisation & Spawning →
  • 2026-10-30
    Player persistence saves and restores unit traits: medic, engineer, explosive specialist, UAV hacker, camouflage, audible and load coefficients, and custom traits. Player Persistence →
  • 2026-10-30
    A civilian who turns suicide bomber or rogue now joins the insurgents' own side, so in a GUER insurgency against BLUFOR he shows green, not OPFOR red. Civilian Command →
  • 2026-10-30
    A garrison man posted on a bare roof is let go to fight when he comes under fire, instead of standing there. Military Placement →
  • 2026-10-30
    Pausing the AI Commander from its own module's init field now works. Before, the pause was silently ignored because the commander hadn't started yet. OPCOM (Military AI Commander) →
  • 2026-10-30
    Group categories under Reinforce > Groups now show their names for every faction, not class names like rhs_group_nato_usarmy_d_infantry. Player Resupply →
  • 2026-10-30
    Add now works on groups, and the Add and Remove text is no longer cut off. Player Resupply →
  • 2026-10-30
    Reinforce > Groups works again with Collect at a hub. Picking a faction opened an empty list with no << Back. Player Resupply →
  • 2026-10-30
    A click in the Supply or Reinforce list now only highlights an item and shows it in the preview. The new Add button puts it in the payload, and Remove takes out the highlighted payload row. Player Resupply →
  • 2026-10-30
    The supply list is sorted into folders by kind (Cars, Armour, Fortifications, Supply crates and so on), each with a count, and every row has its picture. A search box beside Supply List finds an item by name. Player Resupply →
  • 2026-10-30
    The supply list only shows folders and top-level choices that hold something for the delivery you picked, so no more empty Vehicles or Reinforce folders. Player Resupply →
  • 2026-10-30
    New Wider task list setting under Game, on by default: the map screen's list of tasks, notes and log pages is wider so long task names fit. ALiVE Addon Options →
  • 2026-10-30
    Task titles now name the nearest town, as in Destroy the convoy near Agia Marina, instead of a label like military. C2ISTAR →
  • 2026-10-30
    New Recon Task OPs setting: 2 (the default) keeps both observation posts on your side of the objective; 4 puts them all round it, at least 45 degrees apart. You can man them in any order, a minute at each, and Move a recon OP moves the nearest one you haven't used yet. C2ISTAR →
  • 2026-10-30
    ALiVE Zeus modules now work on a dedicated server. Before, placing one did nothing there: no options popup, and nothing reached the server. Zeus Modules →
  • 2026-10-30
    A transport helicopter that has landed back at base now starts its engine for a sling-load or drop order, instead of sitting on the pad with the order. Support Transport →
  • 2026-10-30
    A transport helicopter that has landed back at base now starts its engine for a sling-load or drop order, instead of sitting on the pad with the order. Combat Support →
  • 2026-10-30
    The Radio Log page on the map is now one scrolling page holding the last 100 messages in full, newest first, instead of a cut-off list of entries. ALiVE (Required) →
  • 2026-10-30
    Combat Support's messages on the Radio Log page now show in full, newest first, on one scrolling page. Combat Support →
  • 2026-10-30
    Task updates on the Radio Log page now show in full, newest first, on one scrolling page instead of a cut-off list. Task Missions →
  • 2026-10-30
    The Radio Log is now one scrolling page with the last 100 messages in full, newest first, instead of a cut-off list of entries. The Air Picture page works the same way with the last 50 reports, and both lose the capitals. C2ISTAR →
  • 2026-10-30
    Sling-load now hooks the cargo you picked on the tablet: picking the first cargo moves the marker onto it, and the helicopter takes the nearest load it can lift within 15 m. After dropping a load it flies back to base. Support Transport →
  • 2026-10-30
    Sling-load now hooks the cargo you picked on the tablet: picking the first cargo moves the marker onto it, and the helicopter takes the nearest load it can lift within 15 m. After dropping a load it flies back to base. Combat Support →
  • 2026-10-30
    You can now question an enemy you've cuffed or tied up yourself, not only one who surrendered. Talk to soldier opens on the prisoner buttons, and an active FOB within 100 m counts as a prison for a second questioning. C2ISTAR →
  • 2026-10-30
    New Move a recon OP entry in the C2ISTAR menu: click the map and the nearer OP moves there. The spot has to be on land, 250 to 900 m out, see the objective and sit at least 60 degrees round from the other OP. C2ISTAR →
  • 2026-10-30
    In Override categories mode the RPT now lists which categories were replaced and which keep the original faction's own groups and kit, so their unchanged rifles don't look like a failed compile. ALiVE Custom Faction Compiler →
  • 2026-10-30
    A group whose leader is gone no longer jumps to the bottom-left corner of the map. Its last good position is kept instead. Virtualisation & Spawning →
  • 2026-10-30
    A group whose leader is gone no longer shows in the bottom-left corner of the Command tablet's map. It stays in the list at its last good position. Operations Command →
  • 2026-10-30
    A Recon task's two observation posts are now picked on the rally point's side of the objective, so you don't have to cross it to reach them. Neither the rally point nor an OP sits within 50 m of the map edge. C2ISTAR →
  • 2026-10-30
    A hosted mission sets up ALiVE's forces while the host is still on the briefing screen again, instead of waiting for Continue. StartisTest is ready in 17 seconds, down from about a minute or more since 28 Oct. Player-Directed Objectives →
  • 2026-10-30
    A hosted mission sets up ALiVE's forces while the host is still on the briefing screen again, instead of waiting for Continue. StartisTest is ready in 17 seconds, down from about a minute or more since 28 Oct. Virtualisation & Spawning →
  • 2026-10-30
    A hosted mission sets up ALiVE's forces while the host is still on the briefing screen again, instead of waiting for Continue. StartisTest is ready in 17 seconds, down from about a minute or more since 28 Oct. OPCOM (Military AI Commander) →
  • 2026-10-29
    A hub whose List Name isn't a list now follows the tablet, as Not set does, and the RPT names the list it couldn't find. Logistics Hub →
  • 2026-10-29
    The RPT says which list the tablet uses, once a mission, and whether it fell back because no List was set. Player Resupply →
  • 2026-10-29
    The FOB Types editor has moved into the Build and Supply Catalogue, next to what each kind of FOB builds. Player FOBs Types →
  • 2026-10-29
    Pick a card, switch kinds on or off, and swap single items: step 5 gives you only what differs from the module's default, or says there's nothing to copy. Kinds of FOB are made here too. Build and Supply Catalogue →
  • 2026-10-29
    A new FOB starts on Standard FOB: the Infantry list with one of each model, from the player's own faction. With RHS loaded, BLUFOR's catalogue drops from 675 items to 534. Build List Preset gains Custom and a Custom List Name, and a FOB type can name a list with catalogue=. Player FOBs →
  • 2026-10-29
    A tablet with no List set now uses the new Standard list from the player's own faction, with one of each vehicle, static weapon and crate model. With RHS loaded, BLUFOR's tablet goes from 1152 items to 507 for NATO or 450 for the RHS US Army. Player Resupply →
  • 2026-10-29
    A hub has its own List field, like the tablet's, and its catalogue stays within the tablet's: the tablet's Never list always wins at a hub. Logistics Hub →
  • 2026-10-29
    A Logistics Hub can no longer hand out what the tablet's Never list blocks, even through the hub's own Also. Player Resupply →
  • 2026-10-29
    The Player Combat Logistics module has a List field. Pick Supplies only, Light forces, Static weapons and supplies, Troops only, Infantry or Everything and the tablet offers only those kinds of item, from whatever mods are loaded. Custom takes a list of your own from description.ext. Player Resupply →
  • 2026-10-29
    Every ALiVE radio message you get is kept on a Radio Log page in the map, newest first, with the in-game time and who sent it. It holds the last 100. ALiVE (Required) →
  • 2026-10-29
    Combat Support's radio messages are kept on the map's Radio Log page too, whichever way you chose to see them (chat, subtitle or hint). Combat Support →
  • 2026-10-29
    Task updates are kept on the map's Radio Log page, newest first with the in-game time; the hold countdown stays off it. Task Missions →
  • 2026-10-29
    Hub notices (dismantled, lost, back in use) are kept on the map's Radio Log page as well as shown as a hint. Logistics Hub →
  • 2026-10-29
    Player Logistics messages, the spoken HQ acknowledgement included, are kept on the map's Radio Log page. They're no longer replayed to someone who joins later. Player Resupply →
  • 2026-10-29
    Task updates are kept on the map's Radio Log page. The Hearts and Minds hold countdown stays off it, so it can't push real traffic out. C2ISTAR →
  • 2026-10-29
    Notices about a disabled installation or roadblock now follow your task update choice (subtitle, hint or chat) and are kept on the map's Radio Log page. OPCOM (Military AI Commander) →
  • 2026-10-29
    Lang Dan is in, submitted by Zero ZedZee and made with the Index a Terrain page. It uses the Jungle set of compositions. Submit a Terrain →
  • 2026-10-29
    The ALiVE module category now reads ALiVE in Spanish and Chinese too, matching the English. ALiVE (Required) →
  • 2026-10-29
    The hub's Dismantle Time and Who Can Dismantle tooltips now describe the Manage Hub Dismantle button; the hold action is the enemy's only. Player Resupply →
  • 2026-10-29
    A type can now start from its own Build List Preset, picked in the editor's Build list preset box. Left blank, the Player FOBs setting applies. Player FOBs Types →
  • 2026-10-29
    Vehicles collected at a Logistics Hub can be recycled within 100 m of one of your side's hubs, giving their point back to the force pool. Military Logistics →
  • 2026-10-29
    A FOB can change to another type from Manage FOB's Change Type control, without being taken down, for the new type's cost. Player FOBs Types →
  • 2026-10-29
    Firing range targets (wooden, concrete and SAM targets, 16 in all) are gone from the Fortifications list, as the FOB Build menu no longer offers them. Build and Supply Catalogue →
  • 2026-10-29
    The module category in Eden and in Zeus is now called ALiVE rather than ALiVE Modules. ALiVE (Required) →
  • 2026-10-29
    Each of your side's support units shows on every map, and on the tablet's, as an ALiVE unit pin with its callsign. Pins follow their unit every 2 s and go when it's destroyed. Combat Support →
  • 2026-10-29
    The tablet's map now shows ALiVE's map layer, so Logistics Hubs, FOBs and rally points appear on it too. Combat Support →
  • 2026-10-29
    Tablet hints and status lines are white and a size larger. Available reads light green; killed, out of ammo and immobile read light red. Combat Support →
  • 2026-10-29
    New Zeus modules: Create Hub, Remove Hub, Create FOB, Remove FOB, Create Rally Point and Remove Rally Point. Zeus Modules →
  • 2026-10-29
    The module category in Zeus and Eden is called ALiVE, and the Zeus modules' names no longer start with ALiVE:. Zeus Modules →
  • 2026-10-29
    The Groups page's map now shows the group symbols, and waypoint lines are thicker with a dark edge, so they show over any terrain. Operations Command →
  • 2026-10-29
    Each hub has a Manage Hub window, opened from the scroll menu or ACE self-interaction at the hub. It shows the hub's state, who may collect and what it offers. Logistics Hub →
  • 2026-10-29
    Each side sees its own hubs on the map with their names, and Rename in Manage Hub changes the name. Logistics Hub →
  • 2026-10-29
    Collect Radius (m) now defaults to 30 (was 10) and goes up to 200. Logistics Hub →
  • 2026-10-29
    Admins, and players Who Can Dismantle lets in, can change Who Can Collect and Who Can Dismantle from Manage Hub's Permissions, until the mission restarts. Logistics Hub →
  • 2026-10-29
    The hub's own side now dismantles it from Manage Hub, pressing Dismantle twice within 10 s. The enemy's hold action stays. Logistics Hub →
  • 2026-10-29
    Logistics Hubs now have a Manage Hub window and show on the map with their names. See Logistics Hub. Player Resupply →
  • 2026-10-29
    Vehicles collected at a hub can be recycled within 100 m of one of your side's hubs, giving their point back to the force pool. Logistics Hub →
  • 2026-10-29
    A Logistics Hub's Collect Radius now defaults to 30 m (was 10) and goes up to 200 m. Player Resupply →
  • 2026-10-29
    Picking Collect at a Hub warns straight away if you're not standing at one, and an empty list shows a << Back entry. Player Resupply →
  • 2026-10-29
    Manage FOB has a Change Type control, so a FOB can become another type without being taken down. It costs the new type's deploy cost. Player FOBs →
  • 2026-10-29
    The Outpost and Infantry presets offer field works 3 m high or less, and no preset offers firing range targets. Player FOBs →
  • 2026-10-29
    Logistics Hub, FOB and rally point markers are no longer hidden at mission start, and tasks are no longer sent to a hub as if it were a Task Pin. C2ISTAR →
  • 2026-10-29
    With FOB Arsenal on, the headquarters has a FOB Arsenal action once the FOB reaches the tier the Arsenal needs. Player FOBs →
  • 2026-10-29
    Vehicles collected at a Logistics Hub can be recycled within 100 m of one of your side's hubs, giving their point back to the force pool. Hub crates can be cleared but give nothing back. Player FOBs →
  • 2026-10-29
    Build list tabs and buttons now highlight in the tablet's green. Player FOBs →
  • 2026-10-29
    New setting Build List Preset: Everything (the default), Outpost, Fortified Base, Infantry or Logistics Hub, worked out from what each item is, so it suits any mod. Existing missions don't change. Player FOBs →
  • 2026-10-29
    The icons in the FOB Build list are white now, so they no longer vanish against the dark list. Player FOBs →
  • 2026-10-29
    The PATROLREP form's labels and boxes now show their text in full, and the labels beside the dropdowns no longer run under them. Patrol Reports →
  • 2026-10-29
    The SITREP form's labels and boxes now show their text in full, and the Ammo, Casualties, Vehicles and Combat Spt labels show their colon. SITREP →
  • 2026-10-29
    Clicking the map after Request CAS now leaves a red marker on the spot, named for the player who asked. Only their side sees it. MACC (Military Air Command & Control) →
  • 2026-10-29
    The CAS marker goes when the strike is over, cancelled or turned down. A request that never becomes a strike clears after 2 minutes, and none stays up past 45. MACC (Military Air Command & Control) →
  • 2026-10-29
    The tablet's GRID label and the digits typed beside it are white now, and the entry box has a dark fill that shows where to type. Combat Support →
  • 2026-10-29
    The CAS task hints are white, a little larger and about half as long, so the Attack hint no longer runs to three cramped lines. Combat Support →
  • 2026-10-29
    Every order you add on the map now gets its own numbered icon, with a different picture for each kind of order. The selected one turns orange. Operations Command →
  • 2026-10-29
    The lock button now reads Unlock Group for AI Commander or Lock Group from AI Commander, and fits on one line. Operations Command →
  • 2026-10-29
    Every row in the Supply, Reinforce and Payload lists shows the item's picture, and the request screen shows a larger preview of the item last picked. Player Resupply →
  • 2026-10-29
    Lists hold whole rows, so a scrolled list no longer cuts its top row in half, and section headings sit evenly above them. Player Resupply →
  • 2026-10-29
    The Troops tab now lists infantry groups from modded factions like RHS. RHS US Army desert and woodland each go from 0 groups to 20. Player FOBs →
  • 2026-10-29
    New Zeus modules: Town Mood, Civilian Tip-off and Angry Crowd. Zeus Modules →
  • 2026-10-29
    New Zeus modules: AI Commander Objective, Reveal Insurgent Sites, Create Task, Close Task, Air Strike and Reinforcements. Zeus Modules →
  • 2026-10-29
    A Zeus can plant IEDs, car bombs and IED ambushes from ALiVE's Zeus modules, and IEDs a Zeus planted come back after a persistent reload. IED →
  • 2026-10-29
    New Zeus modules: Turn Man Into Bomber, Car Bomb, IED, IED Ambush Squad, Spawn ALiVE Group and Remove ALiVE Group. Zeus Modules →
  • 2026-10-29
    Virtualise Groups In Radius now only answers a player who really has Zeus; a request made in another player's name is refused. Virtualisation & Spawning →
  • 2026-10-29
    First ALiVE Zeus modules: Save Now, Profile Debug Markers, Spot Report, Hand Group To AI Commander and Suicide Bomber. Zeus Modules →
  • 2026-10-29
    The fix that keeps a Field HQ off Altis's dirt airstrips now applies only to placing compositions, so a Field HQ, roadblock or AA site still keeps off a dirt strip while aircraft park on paved aprons as before. Custom Military Placement →
  • 2026-10-29
    Aircraft park on the paved aprons of Stratis, Malden and Tanoa again. This morning's Field HQ fix took those aprons for runway, so aircraft lost their apron parking; on Stratis the apron now fits 3 UAVs and 4 light helicopters again. Military Placement →
  • 2026-10-29
    Aircraft spawning and the airside checks treat the paved aprons of Stratis, Malden and Tanoa as ground again, so aircraft can park there. This morning's Field HQ fix had counted them as runway. MACC (Military Air Command & Control) →
  • 2026-10-29
    An idle group on foot with a wander of 500 m or less walks its 4 or 5 wander points straight, instead of getting two dozen pathfinder waypoints zig-zagging across the ground. Vehicles, longer wanders and legs that cross water still use pathfinding. Military Command (AI Behavior Engine) →
  • 2026-10-29
    On a Start From Ship landing by boat, each landing craft lands its group on its own beach spot even after another craft in the wave is lost. Before, every boat after a sunk one used the spot meant for the boat before it. Military Logistics →
  • 2026-10-29
    Three new optional settings, all doing nothing until filled in. Town-Only Factions keeps a faction to the towns and Base-Only Factions to every other objective, so one commander can hold the towns with police and the bases with its army. Task Group Range (m) stops an asymmetric commander picking groups from further away than this for a town's tasks. OPCOM (Military AI Commander) →
  • 2026-10-29
    With Bomber Type set and no civilians on the map, an asymmetric AI Commander's suicide bombers now use the faction this module picked for its bombers, so they're on the right side. A bomber that can't be made no longer leaves an empty group behind. IED →
  • 2026-10-29
    On a map with no civilians, an asymmetric commander no longer leaves an empty group in each town. The suicide-bomber trigger only goes in when there are civilian factions, or when Military IED has its own Bomber Type, and then the bomber takes the faction Military IED picked for its bombers. OPCOM (Military AI Commander) →
  • 2026-10-29
    New preset: Outbreak: zombies hold an area, a zombie commander holding one area with hordes on its military objectives and in its towns, and townspeople who get up as zombies when bitten. Needs WebKnight's zombies. It sits under OPFOR in Eden. ALiVE Presets →
  • 2026-10-29
    In Outbreak mode this module can field zombies: a faction listed as zombies on the Virtual AI System goes on the zombie side, and the faction list offers civilian factions, marked (as zombies). See Zombie Outbreak. Garrison Objective →
  • 2026-10-29
    The ALiVE logo on the loading screen follows the calendar: a Halloween logo on 31 October, an Easter one for a week either side of Easter Sunday, and a Christmas one from 18 December to 1 January. An Outbreak mission has its own zombie logo. The standard logo is a new stone version. Startup Screen →
  • 2026-10-29
    Garrisoned zombies now chase prey that comes within 60 m of their post, then walk back and hold again at the same spot, facing the same way in the same stance. Before, a garrison stood still while a civilian walked past it. Zombie Outbreak →
  • 2026-10-29
    In Outbreak mode this module can field zombies: a faction listed as zombies on the Virtual AI System goes on the zombie side, and the faction list offers civilian factions, marked (as zombies). See Zombie Outbreak. Civilian Objective Placement →
  • 2026-10-29
    In Outbreak mode this module can field zombies: a faction listed as zombies on the Virtual AI System goes on the zombie side, and the faction list offers civilian factions, marked (as zombies). See Zombie Outbreak. Custom Civilian Objective →
  • 2026-10-29
    In Outbreak every placement module can field zombies: Mil. Obj., Civ. Obj., both Custom placements and SPE put a zombie faction on the zombie side, and their faction lists offer civilian factions as zombies. Zombie Side on ALiVE Required only shows once Game Mode is Outbreak, and the Outbreak settings sit at the bottom of the Virtual AI System. Zombie Outbreak →
  • 2026-10-29
    In Outbreak mode, zombies in civilian clothes are no longer counted as civilians. Ambient Civilian Population →
  • 2026-10-29
    Any faction can be the zombies, civilian factions included, and anyone the zombies kill gets up as one a few seconds later, in their own clothes, up to Zombie Infection Cap (40). New Virtual AI settings: Zombie Infection and Zombie Infection Cap. Unarmed enemy soldiers run; armed ones stand and fire. Zombie Outbreak →
  • 2026-10-29
    Outbreak also starts with WebKnight's DEV zombies and IMS: DEV (Workshop 3510959070), as well as the stable zombies with Improved Melee System. Zombie Outbreak →
  • 2026-10-29
    In Outbreak mode this module can field zombies: a faction listed as zombies on the Virtual AI System goes on the zombie side, and the faction list offers civilian factions, marked (as zombies). See Zombie Outbreak. Custom Military Placement →
  • 2026-10-29
    A faction compiled from a mod that dresses its units by script, such as WebKnight's Zombies, no longer spawns in underwear. Those units dress first and keep their own kit in any slot the template left empty; units with a uniform in their config get their template kit as before. ALiVE Custom Faction Compiler →
  • 2026-10-29
    Zombies hunt civilians and players in civilian slots, which WebKnight's zombies never go for on their own. New Virtual AI settings: Zombie Hunt Range (100 m, 0 turns it off) and Zombie Bite Damage (0.3 a bite). A soldier nearby still comes first, and civilians run. Zombie Outbreak →
  • 2026-10-29
    In Outbreak mode this module can field zombies: a faction listed as zombies on the Virtual AI System goes on the zombie side, and the faction list offers civilian factions, marked (as zombies). See Zombie Outbreak. Military Placement →
  • 2026-10-29
    New addon compatibility_wbk gives WebKnight's WBK Zombies faction ten OPFOR groups, each led by a sprinter, so Military Placement and the AI Commander can field it without the Faction Compiler. It loads only with WebKnight's mod. Zombie Outbreak →
  • 2026-10-29
    Previewing an Outbreak mission in Eden without its required mods now shows a notification naming each missing mod and its Workshop ID. Zombie Outbreak →
  • 2026-10-29
    New Game Mode setting: Standard, or Outbreak for a zombie outbreak with WebKnight's zombies (see Zombie Outbreak). With Outbreak picked, a Zombie Side setting appears for the zombies' side. A missing zombie mod is named in Eden when you preview, and on the startup screen before the mission ends itself. WebKnight's DEV zombies with IMS: DEV work as well as the stable ones. ALiVE (Required) →
  • 2026-10-29
    New game mode: set Game Mode to Outbreak on ALiVE Required for a zombie outbreak with WebKnight's zombies. Zombie Side picks the zombies' side, which goes to war with every side but civilians; the Virtual AI System takes the zombie factions and their melee damage. Without the mods the mission names what's missing and ends. Zombie Outbreak →
  • 2026-10-29
    A group of WebKnight's zombies follows a Runner instead of a slow Walker, so a mixed group moves at a run. Walker-only groups keep their slow pace. Zombie Outbreak →
  • 2026-10-29
    New Outbreak section at the bottom of the module, used only when Game Mode is Outbreak: Zombie Factions, Zombie Melee Damage, Zombie Hunt Range, Zombie Bite Damage, Zombie Infection and Zombie Infection Cap (see Zombie Outbreak). Zombie groups follow a Runner rather than a Walker, and garrisoned zombies chase prey near their post, then go back to it. The Proximity Spawn heading is the same size as the other headings again. Virtualisation & Spawning →
  • 2026-10-29
    In Outbreak mode the commander's faction list offers civilian factions, marked (as zombies), and a faction listed as zombies fights on the zombie side. The RPT warns when a civilian faction isn't listed as zombies, or a human faction is left on the zombie side. See Zombie Outbreak. OPCOM (Military AI Commander) →
  • 2026-10-29
    A Field HQ stays off Altis's dirt airstrips such as the AAC strip. Those strips are built from invisible road pieces, which now count as runway, so compositions keep clear of them; Altis International's runway is unchanged. Custom Military Placement →
  • 2026-10-29
    An asymmetric AI Commander given a Faction Compiler faction now recruits that faction's own compiled groups, in its own uniforms. Before, it recruited the groups of the faction it was copied from, or nobody. The RPT now says how many groups each faction can recruit at each tier. OPCOM (Military AI Commander) →
  • 2026-10-29
    In Eden, ALiVE Task Pins now sit in a submenu for each side: BLUFOR, OPFOR, Independent and Civilian. Task Pins →
  • 2026-10-28
    Wiping ALiVE save data from the admin menu no longer shows a CBA script error after the wipe; the message shows both its lines. Persistence →
  • 2026-10-28
    A preset with a Faction Compiler now brings the template squads synced to its categories: each man's class, place, facing and rank, leader first, so the compiled faction has its groups. A scenario can take a second compiled faction by preset. Squads with vehicles are left out and counted, and kit isn't carried. ALiVE Presets →
  • 2026-10-28
    Static guns no longer roll over on low banks such as SOG Khe Sanh's paddy dykes. A gun whose spot isn't level is made on flat ground within 6 m, and one that tips in its first 15 seconds is stood back up. On 36 dykes, 31 guns ended up on their side before and none after. Guns on roofs and flat-topped bunkers stay where they were. CQB (Close Quarters Battle) →
  • 2026-10-28
    A static gun spawned from a vehicle profile on a low, uneven bank such as a paddy dyke is now made on flat ground nearby. On SOG Khe Sanh, 29 of 36 had come up tilted, most of them wrecked; now all 36 come up level and whole. Virtualisation & Spawning →
  • 2026-10-28
    A CAS plane that starts on the ground at an airfield whose only taxi route is the runway itself, such as Kunduz River's main airfield, now starts on the runway at the nearer end, facing down it, and comes back there when it respawns. Before, it drove cross-country through a fence. Placed 60 m off the Kunduz runway, it was in the air 63 seconds after the call. Airfields with a proper taxi route, and planes already on the runway, are left as they are. Combat Support →
  • 2026-10-28
    An "Attacking" circle now goes when the AI Commander drops the attack, for example after losing its attacking groups or when the objective is reset. Before, it could stay on the map, so a map could show more circles than the AI Commander's Max. simultan attacks setting allows. Intelligence →
  • 2026-10-28
    Fjord is in, submitted by ZeroZedZee and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-28
    New Units and groups section: the soldiers and groups players can raise at a FOB from the Build Menu's Troops tab, a soldier from tier 1 and a group from tier 2, each man at the module's Soldier Cost. Tick them, or set a price, and they go into the build list as soldier classes and group names, such as BLU_F>BUS_InfSquad. Build and Supply Catalogue →
  • 2026-10-28
    The Build Menu has a Troops tab. Players can raise a single soldier from tier 1 or a group from tier 2, paid from the FOB's supply, and the men hold the FOB until it's lost. New settings Soldier Cost (50 a man) and Troops Per Tier (8) set the price and the limit, and Build Only These, Never Build and Also Build now take soldier classes and group names, such as BUS_InfSquad=400. Player FOBs →
  • 2026-10-28
    Start From Ship now works on a large ship that can sail, such as the Naval Legends ships, when no static ship is within 400 m of the module: 40 m long or more, not a submarine, and left where it was placed. Tried on the Sims destroyer and the Essex carrier; from the Essex the landing waves set out about 5 minutes in, 40 seconds apart. OPCOM (Military AI Commander) →
  • 2026-10-28
    When Starting IED Threat is ignored because no AI Commander is synced, the RPT now says so, debug on or off, and names what the module is synced to. Before, a module synced to something else dropped the setting without a word. IED →
  • 2026-10-28
    The page is now the Build and Supply Catalogue. List for offers the Player Logistics tablet as well as Player FOBs: tick what the tablet may requisition, soldiers and groups included, and copy out its Requisition Only These, Never Requisition and Also Requisition lists. The tablet's list loads only when you pick it, and your filters now survive a page refresh. Build and Supply Catalogue →
  • 2026-10-28
    An enemy can no longer dismantle a hub while ALiVE is holding groups of its side within 60 m that haven't spawned yet, and is told why. Logistics Hub →
  • 2026-10-27
    A Logistics Hub synced to this module adds supply points: convoys and helicopter inserts set out from a hub when it's nearer than the HQ. Military Logistics →
  • 2026-10-27
    Synced to Military Logistics, a hub is a place the AI Commander's convoys and helicopter inserts set out from, whichever is nearer: the hub or the HQ. Logistics Hub →
  • 2026-10-27
    A hub can be lost: destroyed, deleted by Zeus, or dismantled with a hold action. While it's down nothing is collected there and no convoy leaves from it. Logistics Hub →
  • 2026-10-27
    New settings Enemy Can Dismantle (Yes by default) and Dismantle Time (s) (15 by default): the enemy can take a hub down only with none of its side within 60 m. Logistics Hub →
  • 2026-10-27
    New settings Who Can Dismantle and Allowed Players let the hub's own side dismantle it. Nothing ticked by default, so only admins can. Logistics Hub →
  • 2026-10-27
    New setting Repair Time (s) (0 by default, stays down) brings a lost hub back after that many seconds. A wreck that can't be mended is replaced by a new one. Logistics Hub →
  • 2026-10-27
    A hub refuses a requisition sent from another player's machine in that player's name. Logistics Hub →
  • 2026-10-27
    New delivery method Collect at a Hub, for players standing at a Logistics Hub of their side: no convoy, no map click, no access item needed there. Player Resupply →
  • 2026-10-27
    New module: sync crates, containers or buildings to a Logistics Hub and players of its side can pick Collect at a Hub on the tablet. The requisition is set out beside them at once, paid from the force pool. Logistics Hub →
  • 2026-10-27
    New settings Side and Collect Radius (m) (10 by default, 2 to 100) set whose hubs they are and how close a player must stand. Logistics Hub →
  • 2026-10-27
    New setting Who Can Collect: anyone on the side by default, or group leaders, players carrying a Player Logistics access item, or the players named in Allowed Players. Admins always can. Logistics Hub →
  • 2026-10-27
    New settings Only These, Never and Also change what a hub offers from the tablet's catalogue. The Hub Catalogue button opens the page with the names to type. Logistics Hub →
  • 2026-10-27
    Mutambara is back in, submitted by LuGoPa and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-27
    New setting Also Requisition, beside Requisition Only These and Never Requisition, and a Tablet Catalogue button to the page with the names. The lists now take group names as well as class names, and the server turns down a requisition naming a left-out item. Player Resupply →
  • 2026-10-27
    Also Build items now stay on the build menu when Build Only These is set. Player FOBs →
  • 2026-10-27
    New Tablet style setting under Game: As the mission sets (the default) picks the tablet from the mission's war; Modern, Cold War, Vietnam or WW2 always uses that one. ALiVE Addon Options →
  • 2026-10-27
    The PATROLREP screen now uses the same era-matched tablet and font as the other ALiVE tablets. Patrol Reports →
  • 2026-10-27
    The SITREP screen now uses the same era-matched tablet and font as the other ALiVE tablets. SITREP →
  • 2026-10-27
    The tablet now looks like kit from the mission's war: a modern tablet, a Cold War field terminal, a Vietnam map case or a 1943 map case, picked from the mission's terrain and units. Addon Options -> ALiVE -> Game -> Tablet style overrides it. Group Manager →
  • 2026-10-27
    The tablet now looks like kit from the mission's war: a modern tablet, a Cold War field terminal, a Vietnam map case or a 1943 map case, picked from the mission's terrain and units. Addon Options -> ALiVE -> Game -> Tablet style overrides it. Combat Support →
  • 2026-10-27
    The tablet now looks like kit from the mission's war: a modern tablet, a Cold War field terminal, a Vietnam map case or a 1943 map case, picked from the mission's terrain and units. Addon Options -> ALiVE -> Game -> Tablet style overrides it. Operations Command →
  • 2026-10-27
    The tablet now looks like kit from the mission's war: a modern tablet, a Cold War field terminal, a Vietnam map case or a 1943 map case, picked from the mission's terrain and units. Addon Options -> ALiVE -> Game -> Tablet style overrides it. C2ISTAR →
  • 2026-10-27
    The tablet now looks like kit from the mission's war: a modern tablet, a Cold War field terminal, a Vietnam map case or a 1943 map case, picked from the mission's terrain and units. Addon Options -> ALiVE -> Game -> Tablet style overrides it. Player Resupply →
  • 2026-10-27
    Checked against the current code. The polling and sector examples now ask each commander about its own objectives, since isHeldObjective doesn't check who owns one. Also corrected: the replies' outcome is in the message key, with every value listed; ATO_STATUS_REQUEST and ATO_CANCEL_REQUEST are listened for but not raised; TASK_UPDATE starts with the task's ID; listeners can take ALL and run one event at a time. Event Reference →
  • 2026-10-27
    Checked against the current code and brought up to date: player objectives and map markers, timed SAD and ambush orders, known-enemy reports, ALiVE_accessPoint command posts, rally point and FOB calls, aid crates, IED bombers, spawn source radius, route memory and new init.sqf settings, plus fixes to isHeldObjective, the force-strength helpers, event listeners and headless clients. Scripting Overview →
  • 2026-10-27
    New question: how asking a civilian questions differs from Gather Intel. Questions and Answers →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. AI Commander Artillery →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Quick Start →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Garrison Objective →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Support Artillery →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Player Options →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Civilian Objective Placement →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Custom Civilian Objective →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. CQB (Close Quarters Battle) →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Ambient Civilian Population →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Military Placement →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Custom Military Placement →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. MACC (Military Air Command & Control) →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Military AI →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. IED →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. C2ISTAR →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. Player FOBs →
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before. OPCOM (Military AI Commander) →
  • 2026-10-27
    New setting Placed Rally Point Overrun Time (s) (0, never, by default): rally points placed in Eden can now be overrun like a squad leader's, once enemies have held them that long. An object's init field can set its own time. Rally Points →
  • 2026-10-27
    For an AI Commander that starts from a ship and lands by boat, Military Logistics now sends each motorised group in a landing craft of its own, and the group is made on the beach as its craft comes in. A craft lost on the way in loses its group. Military Logistics →
  • 2026-10-27
    Start From Ship by boat now brings the motorised groups ashore too: each gets a landing craft of its own and comes ashore on the beach as the craft lands. Before, a boat landing left them aboard. OPCOM (Military AI Commander) →
  • 2026-10-27
    New Start From Ship settings Groups Per Wave (default 2) and Seconds Between Waves (default 200) set how big each landing wave is and how far apart they come. Before, it was always 2 groups about 200 s apart. OPCOM (Military AI Commander) →
  • 2026-10-27
    Also Build entries are offered even when Build Only These is set, in the Build Menu and the FOB Arsenal. Before, Build Only These meant exactly those and dropped Also Build. Never Build still beats both. Player FOBs →
  • 2026-10-27
    Each objective now gets a mix of vehicle and infantry groups, as on Military Placement: groups are dealt round the objectives one at a time instead of the first objectives taking every vehicle. Civilian Objective Placement →
  • 2026-10-27
    Each objective now gets a mix of vehicle and infantry groups. Groups were handed out in list order, vehicles first, so the first objectives took every vehicle and the rest held infantry alone; they're now dealt round the objectives one at a time, the same number each as before. Military Placement →
  • 2026-10-27
    The Artillery/Mortar Type list now offers mortars: the game's 3 mortars are listed beside the self-propelled guns, where before the list left them out. Support Artillery →
  • 2026-10-27
    Leader Rally Point Overrun Time now takes 0 for never overrun. Before, 0 removed the rally point the moment it was put down. Rally Points →
  • 2026-10-27
    With the AI Commander's new Reinforcements Match the Enemy setting, a request can ask for a type the commander didn't lose, such as armour against enemy tanks. Military Logistics still sends only the types it's allowed to and the faction has. Military Logistics →
  • 2026-10-27
    New Reinforcements Match the Enemy setting (off by default): half of each reinforcement request still replaces the commander's own losses and half follows the enemy its units saw in the last 30 minutes, so a commander facing tanks asks for armour even if it only lost infantry. It never asks for more than it lost. Needs Military Logistics. OPCOM (Military AI Commander) →
  • 2026-10-26
    The commander can fly from a USS Nimitz deck (the Steam Workshop mod) as it does from the USS Freedom. Drop the module on the Nimitz deck: aircraft park there facing the bow, are towed onto one of its 4 catapults and launched, and a jet coming home catches the Nimitz wires and stops on the deck. The FA-18E from the Super Hornet mod launches but doesn't land on the Nimitz yet; it circles. MACC (Military Air Command & Control) →
  • 2026-10-26
    The FOB Arsenal no longer offers vehicle and emplacement weapons no soldier carries, such as a tank's machine gun and its belts, mortar tubes and pylon missiles (46 items gone with 3CB and ACE, 29 with the Creator DLC). With the USS Nimitz mod loaded, the Build Menu no longer offers the carrier's invisible spawner or its catapult shuttle. Player FOBs →
  • 2026-10-26
    Mortars now count as artillery: mortar batteries placed by the placement modules, and a crewed mortar placed in Eden, are booked for fire missions. Before, every mortar was turned away because its barrel reports only 13 degrees of elevation in config. AI Commander Artillery →
  • 2026-10-26
    New Artillery type setting: Any, Mortars, Towed guns or Self-propelled picks the kind of guns the module's artillery batteries use. Any places what it did before. Mortars now count as artillery, so a faction whose only artillery is mortars gets mortar batteries, and on a small map where the rest is rocket artillery Any uses the mortars. Custom Civilian Objective →
  • 2026-10-26
    New Artillery type setting: Any, Mortars, Towed guns or Self-propelled picks the kind of guns the module's artillery batteries use. Any places what it did before. Mortars now count as artillery, so a faction whose only artillery is mortars gets mortar batteries, and on a small map where the rest is rocket artillery Any uses the mortars. Civilian Objective Placement →
  • 2026-10-26
    New Artillery type setting: Any, Mortars, Towed guns or Self-propelled picks the kind of guns the module's artillery batteries use. Any places what it did before. Mortars now count as artillery, so a faction whose only artillery is mortars gets mortar batteries, and on a small map where the rest is rocket artillery Any uses the mortars. Custom Military Placement →
  • 2026-10-26
    New Artillery type setting: Any, Mortars, Towed guns or Self-propelled picks the kind of guns the module's artillery batteries use. Any places what it did before. Mortars now count as artillery, so a faction whose only artillery is mortars gets mortar batteries, and on a small map where the rest is rocket artillery Any uses the mortars. Military Placement →
  • 2026-10-26
    New Groups Call For Help setting (off by default): a group that has lost half its men in a fight asks the commander for help, and 2 free groups that can reach the enemy are sent at it. Insurgent commanders can now also call mortar fire. OPCOM (Military AI Commander) →
  • 2026-10-26
    Force Pool has a new choice, Dynamic, from typed: the pool starts at the number in Force Pool (typed) instead of the objectives' total, then rises and falls as objectives are taken or lost, like Dynamic. A loss can't take it below 0. Military Logistics →
  • 2026-10-26
    Detaining a civilian from the interaction dialog no longer leaves his old group behind, empty, one for every civilian detained. Ambient Civilian Population →
  • 2026-10-26
    In multiplayer, a civilian you Arrest with the classic scroll action stays with the server and stands still until released. Before, he became yours, and if never released the server could not move him again. Ambient Civilian Population →
  • 2026-10-26
    In multiplayer, Stop now holds a civilian for 60 to 80 s instead of him walking on, and a civilian you Release goes back to the server and wanders off again. Before, he stayed yours and stood still for good. Both the dialog and the classic scroll actions. Ambient Civilian Population →
  • 2026-10-26
    An override box typed with a bracket missing (Task profile count or type overrides, or a placement module's Asym Installation Overrides) is now ignored, with a line in the RPT quoting it, instead of an "Undefined variable _entries" error on screen at mission start. OPCOM (Military AI Commander) →
  • 2026-10-26
    Two Rally Points modules (one per side, each with its own Rally Point Classes) no longer remove each other's points at their 30 second checks. Group Manager →
  • 2026-10-26
    A player joining after a Recruitment HQ and an IED factory were set up in the same building now gets both disable actions. Before, a late joiner only got the one added last, so the other could not be disabled (#1097). OPCOM (Military AI Commander) →
  • 2026-10-26
    A vehicle kept on its exact spot (a Player FOB helicopter on its pad or plane on its taxiway, or a Spearhead vehicle) now finds a clear spot nearby when a car or wreck stands where it was, instead of being made inside it. Virtualisation & Spawning →
  • 2026-10-26
    A tier 3 FOB can build helicopters and planes. A helicopter goes onto the helipad nearest where you aim (within 10 m, with nothing in reach of its rotor); a plane only onto an airfield's taxiway or parking, never a runway or the road past the field. The preview turns red and says why when it can't go. Helicopters cost 300 to 800 and planes 350 to 1000, and an aircraft comes back on the same spot after a restart. Player FOBs →
  • 2026-10-25
    With the module's Debug on, opening the map shows every civilian again, virtual ones included. Before, a civilian only got his marker if the map was already open when he spawned, despawned or moved, so mostly the ones near you showed. The markers show in single player or on the host's map. Ambient Civilian Population →
  • 2026-10-25
    The page has an Arsenal tab: the infantry gear of every mod it lists, with the module's prices and the arsenal's own pictures, to tick into Build Only These like anything else. The gear needs the module's FOB Arsenal setting on; with it off, the module now leaves gear in the list aside rather than emptying the Build Menu. Build and Supply Catalogue →
  • 2026-10-25
    Gear listed in Build Only These no longer empties the Build Menu when the FOB Arsenal setting is off: the gear is set aside and the menu is built from the rest of the list. With the setting on, the gear goes to the Arsenal, as before. Player FOBs →
  • 2026-10-25
    Players can build an Arsenal at a FOB from tier 2, for 60 supply. It offers the infantry gear of every loaded mod, and what a player takes out is charged to the FOB's supply when they close it. Off by default: turn on Arsenal on the module. Player FOBs →
  • 2026-10-25
    A civilian told to Go home after following you now walks home. Before, he forgot the order within about ten seconds and stood where he was, with his home moved to that spot. Advanced Civilians →
  • 2026-10-25
    A civilian told to Go home after following you now walks home. Before, he forgot the order within about ten seconds and stood where he was, with his home moved to that spot. Ambient Civilian Population →
  • 2026-10-25
    The tablet's Terrain button now lines up with the right edge of the map and sits on the top edge of the screen. Patrol Reports →
  • 2026-10-25
    The tablet's Terrain button now lines up with the right edge of the map and sits on the top edge of the screen. SITREP →
  • 2026-10-25
    The tablet's Terrain button now lines up with the right edge of the map and sits on the top edge of the screen, on both the toughbook and the map bag. Group Manager →
  • 2026-10-25
    The tablet's grid box, Set and Terrain buttons now line up with the right edge of the map and sit on the top edge of the screen, on both the toughbook and the map bag. Combat Support →
  • 2026-10-25
    The tablet's Terrain button now lines up with the right edge of the map and sits on the top edge of the screen, on both the toughbook and the map bag. Operations Command →
  • 2026-10-25
    The tablet's Terrain button now lines up with the right edge of the map and sits on the top edge of the screen, on both the toughbook and the map bag. C2ISTAR →
  • 2026-10-25
    The tablet's Terrain button now lines up with the right edge of the map and sits on the top edge of the screen, on both the toughbook and the map bag. Player Resupply →
  • 2026-10-25
    The Delivery Type, Supply List, Reinforce List and Payload headings on the tablet are no longer cut off at the top. Player Resupply →
  • 2026-10-25
    The build menu no longer offers a mod's copy of the invisible helipad. Firewill's aircraft pack files its lock-on target there, so it showed up as a 25-supply helipad with nothing to see once built. The game's six helipads stay, the invisible one included. Player FOBs →
  • 2026-10-25
    With Build Only These set, a FOB type's extras are still built. One the list doesn't have can only be built at the types that list it, so a Fire Base can have its own tanks while a plain FOB can't. Before, they were dropped unless they were on the list too, and then every FOB could build them. Player FOBs →
  • 2026-10-25
    A class in Build Only These can carry its own price, such as Land_HBarrier_5_F=12, so a mission can set prices without a description.ext block. A price that isn't a whole number from 1 to 100000 is ignored and the mission's own price kept. The Build List page writes prices this way. Player FOBs →
  • 2026-10-25
    New field Build Only These: class names separated by commas, and the Build Menu offers exactly those and nothing else. The Build List page writes the list for you. Player FOBs →
  • 2026-10-25
    Loading a single player save made while playing a different unit no longer ends in Mission Passed. The save goes onto the unit you are playing. Player Persistence →
  • 2026-10-25
    Military Logistics now lands an AI Commander's infantry from its ship by boat when the faction has no transport helicopter. The boats sail back out and are removed once everyone is ashore. Military Logistics →
  • 2026-10-25
    Boats carry infantry only, so motorised groups aboard are left out. With no beach within 1.5 km the commander starts on land and says why in the RPT. OPCOM (Military AI Commander) →
  • 2026-10-25
    Start From Ship now works for a faction with no transport helicopters, such as Spearhead's US Army. Its infantry go ashore in landing craft on the beach nearest the objective. OPCOM (Military AI Commander) →
  • 2026-10-25
    New setting Flanking Attacks (off by default). With 3 or more ground groups against found defenders, one group holds 300 m short while the others swing round to the side, then all close in together. OPCOM (Military AI Commander) →
  • 2026-10-25
    With Tablet Intel Log on in C2ISTAR, the tablet's Intel page has an Intel Log button listing the intel your side has been given. Pick a row and the map goes to it. Operations Command →
  • 2026-10-25
    The same installation revealed again is counted ("reported 3 times") instead of listed twice. Each side keeps its last 150 reports. C2ISTAR →
  • 2026-10-25
    New setting Tablet Intel Log (off by default). An Intel Log button on the tablet's Intel page lists the intel your side has been given, with its time and grid, even after the map marker has gone. C2ISTAR →
  • 2026-10-25
    New setting Follow The Players Up (Occupation only, off by default). The commander stops attacking on its own and garrisons each objective players clear on foot. OPCOM (Military AI Commander) →
  • 2026-10-25
    Clicking a SPOTREP's marker on the map now opens its diary entry. Clicking the grid in an entry still moves the map to the marker. SPOTREP →
  • 2026-10-25
    A SPOTREP's diary entry is now titled with the time then the grid, like 061201ZJUL35 - 042032, instead of an internal id. SPOTREP →
  • 2026-10-25
    A Supply Convoy no longer delivers to where it set off on a small map. With a Minimum Task Distance no spot on the map can meet, the drop-off ended up within metres of the pickup (18 of 18 on Stratis with 5 km). Now only a spot out at that distance counts; failing that the distance is halved, down to 500 m, and the same convoys run 2.9 to 5.2 km. Default settings are unchanged. C2ISTAR →
  • 2026-10-25
    With Drongo's Air Operations loaded, its tablet lists its aircraft again. The MACC kept Drongo's mod off its own planes by putting each plane and its group on the mod's ignore list, but the tablet only expects class names there, so it threw an error and opened empty. The MACC now marks its planes as already seen by the mod instead: the mod still leaves them alone and they stay off its tablet (Eric on Discord). MACC (Military Air Command & Control) →
  • 2026-10-25
    A stray fragment no longer sets off a second car bomb. With ACE, one blast threw fragments that touched rigged cars 75 to 150 m away for tiny damage, and each touch set off a full car bomb there. Parked and driven car bombs now ignore a hit under 0.3; a blast within about 50 m still sets them off. IED →
  • 2026-10-25
    Players see the callsign set on a Combat Support asset. It was only renamed on the server, so players saw the game's own names like "Alpha 3-6". Players who join later see it too (#1096). Combat Support →
  • 2026-10-25
    When no furniture set fits a room, an insurgent installation's own tables and crates now stand on the floor. They used to go in at the building position, which is 24 to 39 cm above the floor in Tanoa houses, so about half of them floated. The worst piece across 81 Tanoa house types now sits 5 cm off the floor (#1097). OPCOM (Military AI Commander) →
  • 2026-10-25
    Integration has a new Defer to: IEDD Notebook choice. ALiVE places IEDD's barrels, buckets, canisters and boxes and leaves the rest to IEDD: they wire themselves, go off when a player walks within 10 to 15 m, and are defused with the notebook. A defused one isn't brought back armed when players return to the town. Leaving a town also no longer skips the IED after one that had gone off, which was left standing and placed a second time on the next visit. IED →
  • 2026-10-25
    Start From Ship now works on the base game carrier (USS Freedom) and destroyer (USS Liberty). Neither has the helipad points the Expeditionary Forces ship has, so everything was going to start inside the hull. Now it finds flat open deck on its own: 6 spots on the carrier's flight deck, 2 on the destroyer (the stern helideck and the bow). OPCOM (Military AI Commander) →
  • 2026-10-24
    Putting down a new squad rally point now always removes the old one, and Rename and Pick Up stay on the new one. Before, every second one lost Rename and Pick Up and was left standing when the next went down, so they piled up. Rally Points →
  • 2026-10-24
    The Build Menu window is taller, so the item list shows about 25 rows before you scroll instead of 15. The details box and the Place and Close buttons moved down with it. Build and Supply Catalogue →
  • 2026-10-24
    The Build Menu window is taller, so the item list shows about 25 rows before you scroll instead of 15. The details box and the Place and Close buttons moved down with it. Player FOBs →
  • 2026-10-24
    With Start From Ship and Motorised Groups Aboard on the AI Commander, Military Logistics now flies the vehicles ashore too: each is made on a helipad of the ship's deck and carried to the beach under a heavy lift helicopter. A ship wave never falls back to driving. Military Logistics →
  • 2026-10-24
    Start From Ship can now hold motorised groups too. Set Motorised Groups Aboard and, once the infantry are ashore, their cars and trucks are flown to the beach under heavy lift helicopters, two groups a wave. If the faction and its side have no helicopter that can lift them, they're left out and the usual reinforcements take over. OPCOM (Military AI Commander) →
  • 2026-10-24
    The Alt+click hint on the tablet's Generate Task screen, for where a Rescue or hand-over task ends, now shows in full instead of being cut off after one line. C2ISTAR →
  • 2026-10-24
    Civilians asked about hideouts now also talk about the Insurgency's recruiter: 2 times in 3 they name his Recruitment HQ, say whether he's inside or out with his minders, and put a Recruiter marker on him. Advanced Civilians →
  • 2026-10-24
    Civilians asked about hideouts now also talk about the Insurgency's recruiter: 2 times in 3 they name his Recruitment HQ, say whether he's inside or out walking with his minders, and put a Recruiter marker on him. Ambient Civilian Population →
  • 2026-10-24
    New option Recruiter Runs When Pressured (off by default): a recruiter runs out of town when a hostile player within 150 m kills one of his guards or fires near him, or stays within 60 m of him for half a minute. Lose sight of him and he's gone until a new one turns up; get within 30 m and he's cornered. Civilians asked about hideouts now also name his Recruitment HQ and mark him on the map. OPCOM (Military AI Commander) →
  • 2026-10-24
    New task Stop the Saboteur, under Intel & insurgency. Task Missions →
  • 2026-10-24
    New task Stop the Saboteur: a man in a bomb vest walks into a town to blow up a building, and you have to kill or detain him before he sets off his charges. It's in the default list of tasks to auto-generate. C2ISTAR →
  • 2026-10-24
    Orders to a civilian (Stay, Hands up, Get down, Kneel, Calm, Get in, Get out, Go home) now work on a dedicated server or with a headless client, and the hands-up pose shows for every player. Before, most of the order did nothing there. Advanced Civilians →
  • 2026-10-24
    Civilian orders (Stay, Hands up, Get down, Kneel, Calm, Get in, Get out, Go home) now work on a dedicated server or with a headless client. Before, most of the order did nothing there: Kneel and Get down left him standing and Stay never held him. Ambient Civilian Population →
  • 2026-10-24
    Military Logistics now flies an AI Commander's troops ashore when that commander starts from a ship (Start From Ship on the AI Commander). The helicopters lift off the ship's helipads, two groups a wave, and parachute them in if the beach is held by the enemy. These landings do not draw on the force pool. Military Logistics →
  • 2026-10-24
    The AI Commander can now start aboard a ship and fly ashore. With Start From Ship on, infantry start on a ship that never moves, such as the Expeditionary Forces amphibious ship, and Military Logistics lands them by helicopter at the objective nearest the ship, two groups a wave. OPCOM (Military AI Commander) →
  • 2026-10-24
    In multiplayer the Follow order now gets a civilian moving even after an earlier Stay, Hands up or Get down, and he follows your group's leader. Advanced Civilians →
  • 2026-10-24
    A Supply Convoy on a smaller map now delivers to the farthest town at least 1.5 km away instead of a random spot in the woods. A drop-off that still ends up on open ground moves to the nearest road and stays out of Task Blacklist areas. Task Missions →
  • 2026-10-24
    A civilian you detain now follows your group instead of standing where you stopped him. Ambient Civilian Population →
  • 2026-10-24
    Garmanda is in, submitted by A. Ares and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-24
    Carentan is in, submitted by Will501 and made with the Index a Terrain page. It uses the Bocage set of compositions. Submit a Terrain →
  • 2026-10-24
    Advanced Civilians no longer take over captive soldiers, so a rescued pilot, a freed hostage or a released prisoner no longer stands frozen in a civilian animation after joining you. Advanced Civilians →
  • 2026-10-24
    A rescued CSAR pilot or a freed Rescue hostage no longer stands frozen once he joins you. He follows and moves with your group. Task Missions →
  • 2026-10-24
    Picking a helicopter, vehicle, aircraft or battery from the tablet's unit list now slides the map to it, keeping your zoom. Combat Support →
  • 2026-10-24
    The Talk to soldier window's buttons now fit inside it with even gaps, and a friendly soldier's three are twice as wide. Where to? now reads Where are you headed? C2ISTAR →
  • 2026-10-24
    HVT Assassination can start as a manhunt when the C2ISTAR module's HVT Manhunt Chance is above 0: narrow a search area with clues, then catch him in the time window a Wiretap gives you. Task Missions →
  • 2026-10-24
    New setting HVT Manhunt Chance (%): that share of HVT tasks start with the man hidden in a 1500 m search area. Clues from civilians, his men, prisoners and informants shrink it, until a Wiretap tells you where he'll be and when. C2ISTAR →
  • 2026-10-24
    New setting Force Pool Cost per Class prices single classes on their own, such as B_Soldier_AT_F=3, B_MRAP_01_F=10. The window shows each class's own price. Anything not listed costs the soldier or vehicle cost. Recruitment →
  • 2026-10-24
    A pin placed in Eden from ALiVE Task Pins now decides where the next automatic task of its type and side goes. The pins are hidden from players when the mission starts. Task Pins →
  • 2026-10-24
    New Game option Group target tasks, on by default, puts target tasks of one kind under one entry in your task list. Off gives every target its own entry. ALiVE Addon Options →
  • 2026-10-24
    Task updates is now Task and radio updates, and covers Combat Support's radio messages too. Chat lines keeps the radio in side chat. ALiVE Addon Options →
  • 2026-10-24
    A type can now set its own respawn tier, starting supply and supply per minute, each with its own box in the editor. Left blank, the Player FOBs settings apply. Player FOBs Types →
  • 2026-10-24
    Destroy, SEAD and HVT tasks of one kind now share one entry in the task list, with a line per target naming its town or grid. Task Missions →
  • 2026-10-24
    With subtitles or hints, radio lines that arrive close together now show one after another instead of replacing each other. Each stays up 4 to 10 seconds, depending on its length. Combat Support →
  • 2026-10-24
    Combat Support's radio messages now follow your Addon Options choice, Task and radio updates: a subtitle (the default) or a hint from HQ. Pick Chat lines to keep them in side chat. Combat Support →
  • 2026-10-24
    A Task Pin placed in Eden, say Aid Delivery (BLUFOR), is where the next automatic task of that type and side goes, instead of round a player. The pins are hidden from players when the mission starts. C2ISTAR →
  • 2026-10-24
    Target tasks of one kind now share one entry in the task list: air defences to suppress, HVTs, vehicles, infantry and insurgent assets. Each target's line names its town or grid. Group target tasks in Addon Options turns it off. C2ISTAR →
  • 2026-10-24
    A FOB type can now set its own respawn tier, starting supply and supply per minute, so a Logistics FOB can be a respawn point from Tier 1 while a Fire Base never is. Left out, the Player FOBs setting applies. Player FOBs →
  • 2026-10-24
    An AI Commander given a faction with no groups placed no longer puts a long warning in side chat at every mission start. It goes to the RPT, and to side chat as well when the commander's Debug is on. OPCOM (Military AI Commander) →
  • 2026-10-24
    CSAR no longer writes four lines to the server RPT each time a pilot is rescued. Task Missions →
  • 2026-10-24
    A CSAR rescue no longer writes four lines to the server RPT each time a pilot is rescued. C2ISTAR →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover the enemy units on spot reports, grouped into one pin with a count when close together. Intelligence →
  • 2026-10-24
    New pins: Arma's own icon for each kind of task on your side's NATO frame. There is now one ALiVE look instead of a choice of styles and symbols. Task Pins →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover PATROLREP markers. Patrol Reports →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover SITREP markers. SITREP →
  • 2026-10-24
    Map pins and markers now has two choices, ALiVE pins (the default) and Arma default. ALiVE pins are Arma's own icons on your side's NATO frame. Map pin opacity (%) fades them while their names stay solid. ALiVE Addon Options →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover objectives players set on the command tablet. Player-Directed Objectives →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover rally points and group routes. Group Manager →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover the places civilians point out when you question them: homes, threats and installations. Ambient Civilian Population →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover Combat Support's pickup points, ground transport markers and strike targets. Combat Support →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover the command tablet's unit markers, grouped into one pin with a count when close together, and its objectives. Operations Command →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover resupply drop points and the end of a delivery's route. Player Resupply →
  • 2026-10-24
    Task pins are now Arma's own icon for each kind of task in white on your side's NATO frame, replacing the 4 styles and 4 symbol sets. A soldier's map answers use ALiVE's pins too. C2ISTAR →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover FOBs, which now use Arma's icon on your side's NATO frame. Player FOBs →
  • 2026-10-24
    ALiVE's own map pins (Addon Options, Map pins and markers) now cover the AI Commander's installations and an HVT's last sighting, on the enemy's NATO frame. OPCOM (Military AI Commander) →
  • 2026-10-24
    Players can pick their own starting terrain detail in Addon Options (ALiVE, Game, Starting terrain detail), kept inside this module's minimum and maximum. View Settings →
  • 2026-10-24
    New Game option Starting terrain detail sets the terrain detail you start a mission with, from 1 - Low to 5 - Ultra, inside the mission's minimum and maximum. ALiVE Addon Options →
  • 2026-10-24
    A deployed rally point rucksack no longer offers Arma's Take action. Pick up and rename work as before. Group Manager →
  • 2026-10-24
    CSAR: a rescued pilot gets up out of the panic kneel, takes his gun in hand and follows the players. Task Missions →
  • 2026-10-24
    Kill HVT: with no named place near the target the briefing gives its 1 km grid square, instead of "near !". Task Missions →
  • 2026-10-24
    A rescued CSAR pilot gets out of the panic kneel, takes his gun in hand and follows the player who leads the group. C2ISTAR →
  • 2026-10-24
    Asking a friendly soldier what he's seen or where he's headed shows his answer instead of leaving "He checks with his squad leader..." on screen. The buttons read Friendlies near?, Enemy seen? and Where to?, with tooltips, and asking again replaces that question's marks instead of adding more. C2ISTAR →
  • 2026-10-24
    A Kill HVT briefing names the 1 km grid square when there's no named place nearby, instead of reading "near !". C2ISTAR →
  • 2026-10-23
    New question: what FOB Types are for, such as unlimited supply FOBs but only a few fire bases. Questions and Answers →
  • 2026-10-23
    A Player Orders task no longer lets the same kind of task be handed out again while the group still has one open. C2ISTAR →
  • 2026-10-23
    A spot report now also makes the enemy near it known to your side's AI Commander, so C2ISTAR tasks set to known enemy only can be aimed at it. Advanced Markers →
  • 2026-10-23
    What civilians tell you about the enemy now also becomes known to your side's AI Commander, so tasks set to known enemy only can be aimed at it. Ambient Civilian Population →
  • 2026-10-23
    New setting Tasks Only Against Known Enemy aims tasks against enemy vehicles, air defences, infantry, buildings and installations only at what your side's AI Commander knows of: its units' sightings plus spot reports and what prisoners, civilians and informants tell you. Open Asset Tasks Cap limits how many of those tasks a side has open at once. Both are off by default. C2ISTAR →
  • 2026-10-23
    Spot reports and what prisoners, civilians and informants tell players now make the enemy near the reported place known to the AI Commander, so its known-only preparation tasks can use them. OPCOM (Military AI Commander) →
  • 2026-10-23
    New setting Maximum Task Distance (m) keeps generated tasks within that distance of the player they're built round, and the next auto task starts from the player nearest the last one. 0, the default, changes nothing. C2ISTAR →
  • 2026-10-23
    Extract Informant comes in hot, timed and cold kinds as well as classic, set by Informant Extraction on the C2ISTAR module. A cold informant is debriefed at the hand-over and can lead you to a new task. Task Missions →
  • 2026-10-23
    New setting Informant Extraction makes Extract Informant hot (enemy already in his town), timed (a hunter team and a clock, set by Informant Hunt Time) or cold (he's debriefed at the hand-over), or picks one at random. Classic, the default, is the task as before. Questioning Reveals Hostages and HVTs (20% by default) lets a prisoner or informant give up a hostage or an HVT instead of a destroy task. C2ISTAR →
  • 2026-10-23
    New setting Leave Players' Sites to Players decides whether the SEAD jets keep off a site players have a Destroy AA task for. Yes, the default, keeps them off. MACC (Military Air Command & Control) →
  • 2026-10-23
    With helicopter insertion, a second respawn no longer sits on the fly-over screen at "T -1 minutes" for good. The next insertion starts once the last one's passengers are out, with its own helicopter, and nobody waits more than 5 minutes past the insertion wait. Player Multispawn →
  • 2026-10-23
    An aircraft that crashes within 2 minutes of an enemy hit is now put down to whoever fired, instead of its own pilot, in the RPT's loss line and for a Destroy AA task. MACC (Military Air Command & Control) →
  • 2026-10-23
    An aircraft hit by an enemy and crashing within 2 minutes is credited to that enemy instead of its own pilot, in the RPT's loss line and for a Destroy AA task. Virtualisation & Spawning →
  • 2026-10-23
    A preparation task such as a Wiretap that's still open when the AI Commander's assault goes in is cancelled, with a warning from HQ two minutes before. A cancelled Wiretap's Setup Wiretap action goes with it. Task Missions →
  • 2026-10-23
    Reconnoitre: the two observation posts can be manned in either order. A minute at OP 2 ticks it off straight away, and OP 1 then closes the task. Task Missions →
  • 2026-10-23
    Preparation tasks still open when the AI Commander's assault goes in are cancelled, with a warning from HQ two minutes before. C2ISTAR →
  • 2026-10-23
    A recon task's two observation posts can be manned in either order. A minute at OP 2 ticks it off straight away, and OP 1 then closes the task. C2ISTAR →
  • 2026-10-23
    Preparation tasks the players haven't finished when the assault goes in are cancelled, with HQ warning two minutes before the deadline, and the assault's radio line says so. OPCOM (Military AI Commander) →
  • 2026-10-23
    The air commander's SEAD jets keep off an air defence site, and anything within 500 m of it, while players have a Destroy AA task for it. MACC (Military Air Command & Control) →
  • 2026-10-23
    If a Destroy AA site you were given is destroyed by someone else, HQ says who did it ("destroyed by friendly A-164 Wipeout (CAS)") and there's no reward. Your own kill, or no known killer, is the usual success. C2ISTAR →
  • 2026-10-23
    First published, with tidy map names and the rally and FOB pins in game. Map Markers →
  • 2026-10-23
    The pins are about 30% bigger on the map. Task Pins →
  • 2026-10-23
    With Tidy map labels on and an ALiVE pin style picked in Map pins and markers, a rally point shows an ALiVE rally pin instead of the yellow flag, with its name in yellow in the first free spot beside it. Rally Points →
  • 2026-10-23
    New Addon Option, ALiVE > Game > Tidy map labels, on by default: ALiVE writes the names of its own FOB, rally point and task markers itself and moves each to a free spot beside its marker, so names don't print over each other or over other markers. A name with no room waits until you zoom in, apart from FOBs, which always keep theirs. ALiVE (Required) →
  • 2026-10-23
    With Tidy map labels on and an ALiVE pin style picked in Map pins and markers, a plain FOB shows an ALiVE FOB pin, and its name sits in the first free spot beside it in your side's colour. A FOB type with its own marker keeps it. Player FOBs →
  • 2026-10-23
    Task pins are about 30% bigger on the map, so the drawing on each disc reads at normal zoom. C2ISTAR →
  • 2026-10-23
    With Tidy map labels on, a task's name is written in black beside its pin by ALiVE, clear of other names, instead of by a second marker 30 m to the east. C2ISTAR →
  • 2026-10-23
    A squad leader's rally point object is tilted to match the slope it lands on, instead of standing upright with one edge in the air. Rally Points →
  • 2026-10-23
    First published, with the pins in game. Task Pins →
  • 2026-10-23
    A rally point at a Player FOB no longer gets its own yellow flag: the FOB's marker says "(rally point)" instead. Other rally points keep their flag. Rally Points →
  • 2026-10-23
    A circled ? next to each ALiVE module's icon in its Eden attributes window opens that module's page on this site. ALiVE (Required) →
  • 2026-10-23
    A FOB that is also a rally point shows one marker, named "<name> (rally point)", instead of a FOB marker with a yellow rally flag on top of it. With the COP on, the HELD label sits below the FOB's name. Player FOBs →
  • 2026-10-23
    The tablet's auto-task buttons read Enable Tactical, Disable Tactical, Enable Strategic and Disable Strategic, so the text fits the button instead of being cut off. C2ISTAR →
  • 2026-10-23
    Every task type has its own pin, Arma's icon for it on your side's NATO frame, on the map and heading the task in the task list. Each player picks ALiVE's pins or Arma's own in Addon Options, ALiVE > Game > Map pins and markers, and mission makers can place the pins from the ALiVE Task Pins group in the marker list. See the Task Pins page for all 33. C2ISTAR →
  • 2026-10-23
    New Missile launchers setting, off by default: with it on, the commander can use an MK41 VLS of its side as a battery, firing one guided cruise missile per round at a laser put on the grid. The target gets the same warnings, tasks and radio calls as a howitzer strike. AI Commander Artillery →
  • 2026-10-23
    New setting Convoy Air Escort Chance (Off by default, unchanged). When it comes up, a ground resupply convoy leaves with an armed helicopter of its own faction flying just ahead of the lead truck for the delivery and the trip home; it costs one unit from the force pool and needs Allow Helicopter Reinforcement set to Yes. Military Logistics →
  • 2026-10-23
    Aircraft on the USS Freedom now park facing the bow and launch off the bow catapults. They used to face aft and run down the deck and off the stern. Jets saved on the deck before this still face aft after loading that save. MACC (Military Air Command & Control) →
  • 2026-10-23
    Informant Exfiltration, VIP Escort, Rescue, CSAR, Aid Delivery and Supply Convoy can end at, or set off from, the nearest Player FOB or friendly base when the C2ISTAR module's Delivery Destination says so. Alt+click on the tablet's task map picks the point for any of them. Task Missions →
  • 2026-10-23
    New setting Delivery Destination decides where hand-over tasks end. Informant Exfiltration and VIP Escort can finish at the nearest Player FOB or friendly base, Aid Delivery and Supply Convoy can set off from one, and Rescue and CSAR bring their people back to one. Alt+click on the tablet's task map picks the point for any of these tasks, not only Rescue. C2ISTAR →
  • 2026-10-23
    New setting Offer Synced Units and Vehicles. Men and vehicles synced to the Recruitment module are offered as you placed them, with their loadout, rank, skill and paint, and the placed ones are removed when the mission starts. Recruitment →
  • 2026-10-23
    The task pin follows the informant, the VIP, the aid vehicle or the aid crate when it moves, for Informant Exfiltration, VIP Escort, Aid Delivery and Medical Outreach. Task Missions →
  • 2026-10-23
    A task pin now follows the informant, the VIP, the aid vehicle or the aid crate when it moves, for the Informant Exfiltration and VIP Escort pickups, the Aid Delivery rally and the Medical Outreach crate. The pin moves again once the target is 20 m away from it, with no popup. C2ISTAR →
  • 2026-10-23
    New AI Commander setting Preparation Tasks How Often: every attack gets preparation tasks (as before), many attacks (2 in 3) or a few (1 in 3). An attack without them goes ahead as usual. Player-Directed Objectives →
  • 2026-10-23
    New setting Preparation Tasks How Often decides how many attacks get preparation tasks: every attack, many (2 in 3) or a few (1 in 3). An attack without them goes ahead as usual, and a group that opts out of automatic orders in the OPCOM Orders menu gets none either. OPCOM (Military AI Commander) →
  • 2026-10-23
    New setting Tablet Task List. With Only the picked task types, the tablet's Generate Task list offers just the types ticked in Override Auto-Generated Tasks. It works on a dedicated server, and with nothing ticked every type is listed. C2ISTAR →
  • 2026-10-23
    An insurgent roadblock's disable action now sits on the roadblock itself. On a roadblock with no bar gate, such as the FIA ones, it used to go on a small cone 6 m off to the side of the road, easy to miss altogether. OPCOM (Military AI Commander) →
  • 2026-10-23
    On a dedicated server the tablet's task generator now lists only the enemy factions when the enemy faction filter is on. It used to list every faction there, though it worked in the editor. C2ISTAR →
  • 2026-10-23
    The MK41 VLS works as an artillery battery: call HE or cluster cruise missiles from the tablet anywhere within 32 km, one missile per round, each fired at a laser target on the grid. It used to say out of range at every distance. Support Artillery →
  • 2026-10-23
    The OPCOM Orders menu gets 2 new entries while an AI Commander with Choice After Recon is waiting for an answer: Take the Targets Ourselves, and Hand the Targets to the Commander. C2ISTAR →
  • 2026-10-23
    After a recon, players choose who takes the targets: Choice After Recon has HQ ask, and players answer from the OPCOM Orders menu to take a second round of tasks or hand the targets to the commander, whose own sections go in while they watch. Preparation Tasks now work on an Occupation commander too, and Harassing Fire gives an Asymmetric commander mortar attacks that shoot and scoot. OPCOM (Military AI Commander) →
  • 2026-10-22
    FOB Types has its own module icon in Eden instead of the Player FOBs one: the FOB base with a list of types above it. Player FOBs →
  • 2026-10-22
    Talking to a civilian works on a mission with no AI Commander: the talk window used to open and never fill in. Ambient Civilian Population →
  • 2026-10-22
    The ACE civilian menu's Intel branch has Hand over aid to the town (with a box of food and water within 15 m) and, with Civilian Roles set, Where can I find the town elder (or mayor). ACE Menu →
  • 2026-10-22
    Hand a box of food and water to a town to win it over, with no C2ISTAR task: new settings Aid Crates, Aid Crate Cooldown (s) and Aid Crate Max Effect (points). With Civilian Roles set, civilians can also be asked where the town elder or mayor lives. Ambient Civilian Population →
  • 2026-10-22
    Reconnoitre Objective is now a real recon: reach an FRV short of the objective, then man two observation posts on different sides of it for a minute each. Only enemy you actually spot is reported, vehicles included. Task Missions →
  • 2026-10-22
    Reconnoitre Objective is now a real recon: reach an FRV short of the objective, then man two observation posts on different sides of it for a minute each. Only enemy you actually spot is reported, vehicles included. C2ISTAR →
  • 2026-10-22
    Reconnoitre Objective is now a real recon: reach an FRV short of the objective, then man two observation posts on different sides of it for a minute each. Only enemy you actually spot is reported, vehicles included. OPCOM (Military AI Commander) →
  • 2026-10-22
    Loading a save no longer stops with "Undefined variable _object" when something stowed in a vehicle or crate was destroyed in an earlier session; that item is skipped and the rest is restored. Player Logistics (Settings) →
  • 2026-10-22
    New FOB Types module: synced to Player FOBs, a FOB kit can become a fire base, a patrol base or any type you set up, each with its own headquarters, build list, who may deploy it, limit, cost, map marker and name. Without it nothing changes. Player FOBs →
  • 2026-10-22
    The Readiness tooltip now says each objective gets its share of active groups, as it has since the share-out fix. Civilian Objective Placement →
  • 2026-10-22
    A new preparation task, Reconnoitre Objective: when the commander knows nothing about an objective, players are sent to watch it, and what they see brings more tasks against it. Player-Directed Objectives →
  • 2026-10-22
    Preparation tasks are waited on until they're really finished, and HQ says so when they are. Player-Directed Objectives →
  • 2026-10-22
    The Trigger Man Chance tooltip now says he watches from 40 to 150 m away, from inside a house among the civilians where there is one. IED →
  • 2026-10-22
    New task: Reconnoitre Objective. Move to overwatch near an objective, then keep eyes on it from within 600 m for a minute; every enemy group within 500 m is reported to your side. Task Missions →
  • 2026-10-22
    A new task type, Reconnoitre Objective, given by an AI Commander with Tasks Only Against Known Enemy before an attack: overwatch, then a minute watching the objective, and the enemy groups there are reported. C2ISTAR →
  • 2026-10-22
    With Tasks Only Against Known Enemy on and nothing seen at an Invasion objective, players are also sent to reconnoitre it (from Javen): get to overwatch, watch for a minute, and what they report brings a second round of tasks against it, inside the Preparation Timeout. OPCOM (Military AI Commander) →
  • 2026-10-22
    A preparation now waits for each task to be fully done: a wiretap no longer counted as soon as players reached the area, and the "Preparations are complete" call plays again. OPCOM (Military AI Commander) →
  • 2026-10-22
    The Preparation Tasks and Frontline Minefields tooltips now match what they do: destroy tasks as well as the wiretap, and minefields laid again after a saved game is loaded. OPCOM (Military AI Commander) →
  • 2026-10-22
    An Escort box on the transport panel: pick an attack helicopter or armed transport helicopter standing by and it follows the transport weapons free, circling overhead while it lands, and goes home with it. Support Transport →
  • 2026-10-22
    Switching Persist By from Player to Slot no longer starts everyone from scratch: the first player to take a slot with no save of its own gets their own save from before, kit, position and health, once. Player Persistence →
  • 2026-10-22
    Persist By: switching a running campaign from Player to Slot now carries each player's own save over, once, to the first slot they take that has no save yet. Player Options →
  • 2026-10-22
    With the AI Commander's new Tasks Only Against Known Enemy setting on (off by default), the preparation and clean-up tasks players get only send them after enemy vehicles, emplacements and installations the commander's units have seen, so a task no longer gives away a position nobody has found. The wiretap is always offered. Player-Directed Objectives →
  • 2026-10-22
    Players can ask the Air Component Commander for CAS from the tablet, from A. Ares and Javen: C2ISTAR menu -> Request CAS, then click the target on the map. It goes to your side's commander (or an allied one) with CAS in its Available ATOs, and the side hears it acknowledged on the radio. MACC (Military Air Command & Control) →
  • 2026-10-22
    Transports can take an escort, from Eric: the transport and ground transport panels have an Escort box listing your side's attack helicopters, armed transport helicopters or armed ground transports standing by. The escort follows weapons free, circles while the transport lands, and goes home with it. Combat Support →
  • 2026-10-22
    The tablet's C2ISTAR menu has Request CAS whenever the mission has an Air Component Commander: click the target on the map and the request goes to the commander that flies for your side. C2ISTAR →
  • 2026-10-22
    A new setting, Tasks Only Against Known Enemy (off by default), from A. Ares: preparation and clean-up destroy tasks only go after enemy vehicles, emplacements and installations the commander's units have seen in the last 30 minutes, so they no longer give hidden positions away. The wiretap is always offered. OPCOM (Military AI Commander) →
  • 2026-10-22
    In Coverage, the commander's reserve groups now count as spare and go out on patrol first, from Goldwep; an objective's own groups stay home. One group always stays, even at an objective held only by reserve (#1092). OPCOM (Military AI Commander) →
  • 2026-10-22
    Talk to Civilian only shows on the civilian under your crosshair, so it no longer shows through a wall or a closed door. Suggested by A. Ares. Advanced Civilians →
  • 2026-10-22
    Talk to Civilian only shows on the civilian under your crosshair, so it no longer shows through a wall or a closed door. Suggested by A. Ares. Ambient Civilian Population →
  • 2026-10-22
    Security Patrols has a second mode, Coverage, from Goldwep: patrols walk the ground of the commander's territory nobody has been through lately instead of the roads between its objectives, and go past the sentries at home. How many go out depends on how many groups an objective has to spare. A new Security Patrol Reach setting (3000 m by default) sets how far a patrol goes in either mode (#1092). OPCOM (Military AI Commander) →
  • 2026-10-21
    New setting Keep Commander CAS Away From Players (Player Interaction): with a distance set, the AI Commander's CAS requests are turned down, without a radio call, while a friendly player is that close to the target. A player's own CAS always goes through, and CAS carries on everywhere else (#1093). MACC (Military Air Command & Control) →
  • 2026-10-21
    An airfield with only an approach recorded and no runway pieces keeps a runway again: the survey tries its stand-in strip both ways along the approach, then 600 m either side of the touchdown point. Kujari, Isla Pera, Staszow and 9 other workshop terrains had lost theirs since 20 Oct, which left ground placements and parked aircraft nothing to keep them off the strip. MACC (Military Air Command & Control) →
  • 2026-10-21
    A dismantled FOB's kit and its crate of leftover supply are saved with the FOBs, so a restart puts them back where they were, the kit for its side and the crate with what it held. Player FOBs →
  • 2026-10-21
    Clear Current Mission's Data now also clears the AI Commander's high value target and its pause after a capture, so a cleared mission no longer loads a target that is already dead or an old pause. OPCOM (Military AI Commander) →
  • 2026-10-21
    Clear Current Mission's Data and Wipe ALL ALiVE Data now remove saved Player FOBs too, so a cleared mission no longer brings its FOB and marker back on the next load. Player FOBs →
  • 2026-10-21
    A pause after a capture now carries on when a saved game is loaded: attacks stay held for the time that was left and its clean-up tasks are given again. OPCOM (Military AI Commander) →
  • 2026-10-21
    New settings Fewest and Most Tasks per Operation set how many tasks players get before each Invasion attack or after each Occupation capture. Invasion preparation can now also be destroying AA and mortar emplacements, enemy vehicles, or an insurgent installation nearby, and HQ tells the side on the radio when preparations are needed and when the assault goes ahead. OPCOM (Military AI Commander) →
  • 2026-10-21
    The airfield survey turns a runway back onto its ILS heading where it had been tilted a few degrees by nearby taxiway pieces and the paving agrees, so ground placements and parked aircraft keep off the real runway. ALiVE (Required) →
  • 2026-10-21
    The Squad Rally Point Object tooltip now gives a real per-side example and says what WEST, EAST and GUER mean. Rally Points →
  • 2026-10-21
    The FOB Kit Object and FOB Supply Crate Object tooltips now give a real per-side example, WEST=B_CargoNet_01_ammo_F, EAST=O_CargoNet_01_ammo_F, GUER=I_CargoNet_01_ammo_F, and say what WEST, EAST and GUER mean. Player FOBs →
  • 2026-10-21
    Ticking a building in Headquarters Buildings no longer jumps the list back to the top, so several further down can be ticked without scrolling back each time. Player FOBs →
  • 2026-10-21
    Holding Distribute Aid on an aid delivery task, or Unload Supplies on a supply convoy, no longer pops up a "Picture ... not found" error. Both now show a box icon. Task Missions →
  • 2026-10-21
    Holding Distribute Aid on an aid delivery task, or Unload Supplies on a supply convoy, no longer pops up a "Picture ... not found" error. Both now show a box icon. C2ISTAR →
  • 2026-10-21
    The Factions list's title has its tooltip again, and opening an AI Commander in Eden no longer writes "String STR_ALIVE_OPCOM_FACTIONS_COMMENT not found" to the RPT. OPCOM (Military AI Commander) →
  • 2026-10-20
    The Build List row's button now reads Open the list (fill in below): the class names go in Never Build or Also Build, just under it. Player FOBs →
  • 2026-10-20
    On Chernarus the north-west airfield's runway is marked where it really is, not down the hangar row 240 m away, so garrisons and parked aircraft keep off the right strip. Fields with no runway pieces get a strip laid back along the runway from the approach. ALiVE (Required) →
  • 2026-10-20
    On Chernarus the north-west airfield's runway is marked where it really is, not down the hangar row 240 m away, so garrisons and parked aircraft keep off the right strip. Fields with no runway pieces get a strip laid back along the runway from the approach. MACC (Military Air Command & Control) →
  • 2026-10-20
    The Headquarters Buildings picker has tick boxes: tick as many buildings as you like per side. A class typed below the list is added to the ticked ones. Player FOBs →
  • 2026-10-20
    Headquarters Buildings takes several class names, separated by commas. Players then pick one with Next Headquarters while placing a FOB kit. Player FOBs →
  • 2026-10-20
    New questions: saving your own compositions for custom objectives, keeping recruit dismissal to the recruitment point, and setting up the Military Air Component Commander. Questions and Answers →
  • 2026-10-20
    An attack or recon order whose groups were all gone by the time it was drawn no longer gives every player on the side a run of script errors (a zero divisor, then a marker with no position). Its front line is left out. Intelligence →
  • 2026-10-20
    New setting Squad Rally Point Object replaces the backpack a squad leader puts down, one for every side or one per side. A backpack lies on the ground as before; any other object stands there itself. Rally Points →
  • 2026-10-20
    With nothing to fly, the AI Commander's repeated requests no longer fill the radio with "has requested" and "denied": a commander's requests are read out at most once in five minutes for each kind of sortie. A player's own requests are always read out. MACC (Military Air Command & Control) →
  • 2026-10-20
    New settings Kit Object and Supply Crate Object swap the ALiVE kit box and supply crate for any object, one for every side or one per side. Empty keeps the ALiVE ones. Player FOBs →
  • 2026-10-20
    Wiretap tasks can now come from the AI Commander before an attack, pointed at a comms building at the objective, and clean-up tasks after it takes one, when its Pause After Capture or Preparation Tasks settings are on. Task Missions →
  • 2026-10-20
    The AI Commander can now hand out two kinds of task when its new settings are on: clean-up tasks (remove IEDs, destroy vehicles, or an aid delivery and a meeting with the local leader) round an objective it has just taken, and a wiretap task at an enemy-held objective before it attacks. A wiretap task can now be pointed at a given comms building. C2ISTAR →
  • 2026-10-20
    Trigger men now watch from inside a house 40 to 150 m from their IED, on the ground floor with a view through a door or window, among the civilians. Where no house can see the IED he stands outside as before. IED →
  • 2026-10-20
    New setting Trucks Kept per Supply Point (0 by default, unchanged). Above 0, each faction keeps that many trucks at each supply point: they drive back after a delivery and carry the next one, a delivery waits for free trucks up to Longest Wait for Trucks, and a lost truck costs 1 from the force pool to replace. Military Logistics →
  • 2026-10-20
    The Hostility settings are now where civilians start, not a floor under them: each one starts at the least-liked side's figure and calms towards neutral unless given cause, so a town can be won over on any setting. A new Hostility Floor per side brings the old floor back for missions that want it (None by default). Ambient Civilian Population →
  • 2026-10-20
    A kill-the-recruiter task no longer points at the Recruitment HQ. It has no marker until your side has spotted him or one of you is within 200 m, then it points at him and follows him. Questioned, he names his own HQ first. C2ISTAR →
  • 2026-10-20
    Two new settings, both off by default. Pause After Capture (Occupation) holds new attacks after a capture and gives players clean-up tasks there until they're done or the time runs out. Preparation Tasks Before Attacks (Invasion) asks players to wiretap a comms building at each enemy-held objective first, up to a timeout. OPCOM (Military AI Commander) →
  • 2026-10-20
    Prisoner intel lists groups holding their ground first. A moving group's mark reads enemy moving and follows the group for its ten minutes, with a second mark where it's heading. C2ISTAR →
  • 2026-10-20
    Rally Points: an HQ within 100 m of an existing rally point no longer adds a second one, and same-named HQs get a number. Group Manager →
  • 2026-10-20
    An HQ that sits within 100 m of a rally point already on the map no longer adds a second one, and two HQs in the same place get numbered names, such as Agia Marina HQ 2. Rally Points →
  • 2026-10-20
    A prisoner left tied up where he was taken is now removed once no player is within the spawn radius (1,500 m by default). One tied up at a prison stays. C2ISTAR →
  • 2026-10-19
    Players who join a mission already running now see the saved markers too, once their side is known; it used to be hit and miss. Advanced Markers →
  • 2026-10-19
    Players who join a mission already running now get the saved SPOTREPs too, once their side is known. SPOTREP →
  • 2026-10-19
    Players who join a mission already running now get the saved PATROLREPs too, once their side is known. Patrol Reports →
  • 2026-10-19
    Players who join a mission already running now get the saved SITREPs too, once their side is known. SITREP →
  • 2026-10-19
    Objects pasted from a preset that land in a building, rock, wall, tree, water or on ground steeper than about 25 degrees move to the nearest clear spot within 60 m, and the message after pasting says which moved and how far. Boats need water instead. ALiVE Presets →
  • 2026-10-19
    New Night illumination setting, off by default: when it's dark the guns put a flare over a fight their own side's AI is in, where a player can see it. One flare from one gun at a time, never twice within 600 m in 150 seconds, 12 an hour at most. A flare is never swapped for HE and doesn't reveal the battery to counter-battery fire. AI Commander Artillery →
  • 2026-10-19
    A mission saved before one of the module's settings existed now starts without a script error, and that system uses its default. Player Options →
  • 2026-10-19
    Ground transport no longer hangs on an order to a point whose nearest road is 100 to 200 m away. Combat Support →
  • 2026-10-19
    Ground transport sent to a spot off the road (Move or Pickup) now drives to the road, then off it to the spot itself when it's up to 150 m away with no water or steep slope on the way. Before, the spot was moved onto the road. Combat Support →
  • 2026-10-19
    Two new High Value Target boxes, Killed Message, His Enemies and Killed Message, His Own Side: the mission's own words when the officer dies, with %1 for his name and %2 for the grid where he was last seen. Empty keeps the standard message. OPCOM (Military AI Commander) →
  • 2026-10-19
    HQ now tells the side when a FOB runs low on supply (once per shortage), when a supply truck delivers (how much went in and what's in stock now) and when a new garrison is paid for (its cost and what's left). Player FOBs →
  • 2026-10-19
    A prisoner left tied up and released later is now removed once no player is within 1 km. Before, he was only checked once, so one released after that check stayed for the rest of the mission. C2ISTAR →
  • 2026-10-19
    New question: whether a prisoner left at a prison is removed when no player is near. Questions and Answers →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Range (m). Class Picker →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Player Tag Distance (m). Player Tags (Legacy) →
  • 2026-10-19
    Clicking the C2ISTAR icon itself in the ACE self-interaction menu opens the C2ISTAR menu. ACE Menu →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Garbage Collector Interval (s). Garbage Collector →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Max View Distance (m). View Settings →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Cycle Delay (s) and Debug Output Delay (s). Ambient Dynamic Weather →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Friendly Radius (m) and Update time (min). Intelligence →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Auto Save Interval (s). Player Persistence →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Visible-fire range (m). AI Commander Artillery →
  • 2026-10-19
    Probability, Patrol chance and Patrol search chance are typed 0 to 100 (1 means 1%); older missions' decimals such as 0.05 still read the same. Density shows (m). CQB (Close Quarters Battle) →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Autosave (min). Persistence →
  • 2026-10-19
    Readiness, Active patrol percent, Reserve activation threshold and Garrisoned Building Patrol are typed 0 to 100; older missions' values still read the same. A new Garrisoned Infantry Groups, exact box overrides the dropdown, and Objective size now shows (m). Custom Civilian Objective →
  • 2026-10-19
    PATROLREP has a BACK button beside CANCEL that clears the report's map markers and opens the C2ISTAR menu. Patrol Reports →
  • 2026-10-19
    SITREP has a BACK button beside CANCEL that clears the report's map markers and opens the C2ISTAR menu. SITREP →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Humanitarian Hostility Decrease (%) on Civilian Population. Advanced Civilians →
  • 2026-10-19
    Readiness, Active patrol percent, Reserve activation threshold and Garrisoned Building Patrol are typed 0 to 100; older missions' values still read the same. A new Garrisoned Infantry Groups, exact box overrides the dropdown. Civilian Objective Placement →
  • 2026-10-19
    Readiness, Active patrol percent, Reserve activation threshold and Garrisoned Building Patrol are typed 0 to 100; older missions' values still read the same. A new Garrisoned Infantry Groups, exact box overrides the dropdown, and Objective size now shows (m). Custom Military Placement →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Marker Height (m). Group Manager →
  • 2026-10-19
    Readiness, Active patrol percent, Reserve activation threshold and Garrisoned Building Patrol are typed 0 to 100 instead of picked from a few steps; older missions' values still read the same (1 or less is the old value, so 0.75 is 75%). A new Garrisoned Infantry Groups, exact box sets a number of groups that overrides the dropdown. Random Camps now shows (m). Military Placement →
  • 2026-10-19
    C2ISTAR's Player Objective Cooldown now shows (s) in its label. Player-Directed Objectives →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Player FOBs' Discovery, Alert and Capture Radius (m), Capture Time (s) and Repair Time (s). Build and Supply Catalogue →
  • 2026-10-19
    Trigger Man Chance and Ambush Chance After a Blast are typed 0 to 100 instead of None / 10% / 25% / 50% / All, and Disarm Base Time shows (s). IED →
  • 2026-10-19
    Inc. and Dec. Force Strength Factor are typed 0 to 100 instead of picked from 1% to 10%. Military Logistics →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Air Defence Radius (m) and Virtual Combat Range (m). Virtualisation & Spawning →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Humanitarian Hostility Decrease (%). Ambient Civilian Population →
  • 2026-10-19
    Every C2ISTAR tablet now has Back: on Intel and Operations it steps back a page, and on the first page (or Operations' group list when there's one commander) it opens the C2ISTAR menu. The Intel type list no longer covers it. Operations Command →
  • 2026-10-19
    The Combat Support radio has a Back button beside Close that opens the C2ISTAR menu (hidden when the mission has no C2ISTAR). Combat Support →
  • 2026-10-19
    C2ISTAR's AI Takes Over Slow Tasks now shows (min) in its label. Task Missions →
  • 2026-10-19
    The Logistics tablet has a Back button beside Close: on the request page it opens the C2ISTAR menu, and on the status page it goes back to the request page. Player Resupply →
  • 2026-10-19
    Typed number settings now show their unit in the label, for example Discovery, Alert and Capture Radius (m), Capture Time (s) and Repair Time (s). Player FOBs →
  • 2026-10-19
    Typed number settings show their unit: AI Takes Over Slow Tasks (min), Command Point Radius (m), COP Anchor Distance (m), COP Update Interval (s), Player Objective Cooldown (s) and AI Surrender Chance (%). C2ISTAR →
  • 2026-10-19
    Every C2ISTAR screen has a Back button: inside a tablet it steps back a page, and on the first page it opens the C2ISTAR menu, which now reopens in the ALiVE menu's grey style. Logistics, the Combat Support radio, SITREP and PATROLREP gained one; clicking the C2ISTAR icon in ACE opens the menu too. C2ISTAR →
  • 2026-10-19
    A new Reinforcements, exact (%) box under Reinforcements sets the force strength at which the commander asks for reinforcements, overriding the dropdown when filled in. Recruiter HVT Task Chance shows (%). OPCOM (Military AI Commander) →
  • 2026-10-19
    Eden's presets window lists ALiVE's presets in the same order as this page and the Mission Builder, starting with First steps, and its heading says how many there are. Opened from the menu it starts at the top; Back to your presets still returns to the one you were on. ALiVE Presets →
  • 2026-10-19
    The ALiVE menu at the top of Eden has Online Mission Builder... under Load Preset. It opens the Mission Builder on this site, where you build a mission on the map and copy it as a preset to load back in Eden. ALiVE Presets →
  • 2026-10-19
    New Paradrop task for transport helicopters: mark a drop zone, pick a drop height from 150 to 500 m, and it flies there and puts its passengers out on static lines, one a second, straight into open parachutes with their backpacks still on. It waits until it's over the zone at that height, flies out 1.5 km first when it starts close by, keeps its crew, door gunners and anyone unconscious aboard, and holds over the zone afterwards. Support Transport →
  • 2026-10-19
    New Paradrop task for transport helicopters: mark a drop zone, pick a drop height from 150 to 500 m, and it flies there and puts its passengers out on static lines, one a second, straight into open parachutes with their backpacks still on. It waits until it's over the zone at that height, flies out 1.5 km first when it starts close by, keeps its crew, door gunners and anyone unconscious aboard, and holds over the zone afterwards. Combat Support →
  • 2026-10-18
    Ground transport has a Talk To Driver action, like Talk To Pilot for helicopters. From inside the vehicle, or looking at it within 50 m, it opens the tablet on the ground transport page with that vehicle selected. Support Transport →
  • 2026-10-18
    Isla Pera is in, submitted by ZeroZedZee and made with the Index a Terrain page. It uses the Pacific set of compositions. Submit a Terrain →
  • 2026-10-18
    Ground transport has a Talk To Driver action, like Talk To Pilot for helicopters. From inside the vehicle, or looking at it within 50 m, it opens the tablet on the ground transport page with that vehicle selected. Combat Support →
  • 2026-10-18
    Automatic tasks come one at a time per side, without two of the same kind while another can be picked, and an HVT task's "Eliminate the target" sits under "Assassinate the HVT". Task Missions →
  • 2026-10-18
    A side gets one automatic task at a time, and not two of the same kind while another can be picked. An HVT task's "Eliminate the target" now always sits under "Assassinate the HVT", and finishing a task clears its subtasks from the list. C2ISTAR →
  • 2026-10-18
    No more "Assertion failed" popup from CQB when a house group has nowhere to stand near its building: the group is cleared quietly. CQB (Close Quarters Battle) →
  • 2026-10-18
    A preset now carries the objects its modules work from: Field HQs for Player FOBs, rally points, recruitment points, the multispawn vehicle and anything kept out of player logistics. Each goes back where it stood, facing the same way and synced to its module; an object synced to two of them comes back once with both sync lines, and placing the same preset twice doesn't double them. ALiVE Presets →
  • 2026-10-18
    Persist By moved from the bottom of the Player Tags settings to Player Persistence, right under Persist Player State. Missions keep the value they had. Player Options →
  • 2026-10-18
    A trigger man can be detained without ACE: hold Detain beside him. Detained, he can no longer set the IED off, and with C2ISTAR, Question gets him talking about the insurgents nearby. IED →
  • 2026-10-18
    A trigger man carries an ID wallet. Search his body for it, and taking it names him as the trigger man for an IED near a named place. IED →
  • 2026-10-18
    This page now opens from Eden: from the ALiVE menu at the top of the editor, or with the Open the build list button on the Player FOBs module. Build and Supply Catalogue →
  • 2026-10-18
    The FOB Build List opens from Eden: from the ALiVE menu at the top of the editor, or with the Open the build list button on the Player FOBs module, just above Never Build. Player FOBs →
  • 2026-10-18
    Two new starter presets: Combined arms assault and Hunt the recruiters. Insurgency now has recruiters walking their towns, Ground convoy uses Route Memory on Low, and Combat support's battery can be moved. ALiVE Presets →
  • 2026-10-18
    Hearts and minds and Persistent campaign give Humanitarian Hostility Chance and the auto-save interval as numbers, the way those settings now expect. ALiVE Presets →
  • 2026-10-18
    A task's target carries a Wallet (ID): the high value target, the hostage, a downed pilot, the VIP, the informant, the local leader and the contacts you're sent to meet. Take it from him, alive or dead, and a hint says who he was. Task Missions →
  • 2026-10-18
    Every task target carries a Wallet (ID): the high value target, the hostage, a downed pilot, and the VIPs, informant, local leader and contacts of the Hearts and Minds tasks. Take it from his body, or from him as a prisoner, and a hint says who he was. C2ISTAR →
  • 2026-10-18
    The Insurgency commander's recruiter and the AI Commander's high value target carry a Wallet (ID) that says who they are. Killing the recruiter, or cornering him so he gives himself up, now tells your side, naming his town. OPCOM (Military AI Commander) →
  • 2026-10-18
    Back on the Personnel tablet's first page closes it and reopens the C2ISTAR menu at its list of tablets. Group Manager →
  • 2026-10-18
    Operations tab: Recon Position, Search and Destroy and Ambush Position buttons, enabled after you click the map. Player-Directed Objectives →
  • 2026-10-18
    Map markers "obj sad" and "obj ambush" send the nearest free group to search and destroy for ten minutes, or to lie in wait. Player-Directed Objectives →
  • 2026-10-18
    A mission maker's ALIVE_factionDefaultTransport override for a faction now also sets the truck its resupply runs use, when the faction has no ammo truck. Military Logistics →
  • 2026-10-18
    Reinforcement trucks no longer pile up at the supply point. A truck still there when its delivery finished used to sit with its driver aboard for the rest of the mission; now it leaves once no player is within the spawn distance, as helicopters already did. Military Logistics →
  • 2026-10-18
    The truck sent to rearm an artillery battery or on a resupply run is now one of the faction's own: its first unarmed ammo truck, then an armed one, then any truck it has. Artillery on a truck chassis is never picked. Only if it has none does the stock Arma 3 truck turn up, as before. Military Logistics →
  • 2026-10-18
    Placing an objective in the tablet's Operations tab now has three more buttons on the left: Recon Position, Search and Destroy and Ambush Position. They switch on after you click the map and give the same orders as the obj recon, obj sad and obj ambush markers. Operations Command →
  • 2026-10-18
    "obj ambush" sends a group to lie in wait at the spot instead, holding fire until an enemy comes within 80 m or it's already in a fight. Both need Allow Player Objectives and share the two-at-a-time limit with recon. Operations Command →
  • 2026-10-18
    A map marker whose text starts "obj sad" sends the commander's nearest free group to search and destroy round that spot for ten minutes. After that it goes back to the commander. Operations Command →
  • 2026-10-18
    A mortar team short of men to carry its tubes stays where it is and says so, and water is refused. Needs the artillery module's Allow Repositioning on. Combat Support →
  • 2026-10-18
    A battery that can move has Relocate Battery on its page of the Combat Support radio while idle, in place of the greyed RTB button. Click the map, press it, and a gun drives there or a mortar team packs its tubes, carries them and sets up again. That spot becomes its home. Combat Support →
  • 2026-10-18
    A prisoner who talks at a prison can give his captors' side a task to destroy an installation he knew of, or the nearest group he named. Task Missions →
  • 2026-10-18
    The Player Logistics HQ that answers supply requests takes its language from your unit's class, so an RHS Russian player hears a Russian HQ voice rather than Farsi. A NATO player keeps the NATO voice. Player Resupply →
  • 2026-10-18
    A prisoner who talks at a prison also gives his captors' side a task: destroy an insurgent installation he knew of within reach, else the nearest group he named. One per prisoner and one per side every 20 minutes, and none while Automatic Player Tasks is off. C2ISTAR →
  • 2026-10-18
    The Intel, Operations, Tasks and Personnel tablets show Back on their first page too. It closes the tablet and opens the C2ISTAR menu again at its list of tablets. Logistics and the Combat Support radio stay as they were. C2ISTAR →
  • 2026-10-18
    A question that can't be answered now replies "has already told you what he knows". C2ISTAR →
  • 2026-10-18
    New setting Field Questioning Lies (%), default 0. A prisoner who lies in the field marks positions 800 m to 2 km off and gives up no installations. Never at a prison, never a captured recruiter. C2ISTAR →
  • 2026-10-18
    No call goes out with a friendly group within 250 m of the target, and there's at most one per objective every 15 minutes. The artillery module's own settings decide whether a battery answers. Aircraft don't wait. OPCOM (Military AI Commander) →
  • 2026-10-18
    A prison is a map marker placed in the editor with "prison" as the first word of its name or text. A prisoner must be inside an area marker, or within 50 m of any other. Players can't make one by drawing a marker. C2ISTAR →
  • 2026-10-18
    New AI Commander setting Preparation Fire (default No). With a Military AI Commander Artillery module in the mission, the commander calls for fire on the defenders once its scouts have found them, and the assault waits 150 s before its groups go in. OPCOM (Military AI Commander) →
  • 2026-10-18
    A prisoner questioned at a prison always talks: he marks up to 6 of his side's groups within 3 km of where he was taken and reveals installations. One questioned in the field can be questioned once more at a prison. C2ISTAR →
  • 2026-10-18
    New AI Commander setting Attacks Arrive Together (default No). A faster ground group waits where it is so the attack lands at about the same time, on both legs: the points round the objective, then the capture. Aircraft aren't held. OPCOM (Military AI Commander) →
  • 2026-10-17
    New Persist By setting: Player (the default) keeps each player's own kit, position and health; Slot keeps them with the slot played, named by its Eden Variable Name, so whoever takes a slot next session gets its kit, while name, face, rank and scores stay with the player. Player Persistence →
  • 2026-10-17
    New Persist By setting: Player (the default) keeps each player's own kit, position and health; Slot keeps them with the slot played, named by its Eden Variable Name, so whoever takes a slot next session gets its kit, while name, face, rank and scores stay with the player. Player Options →
  • 2026-10-17
    Any class in the Restriction Whitelist that isn't a vehicle or a soldier is treated as a crate and listed under Combat Supplies, so cardboard and wooden boxes and other supply objects can be requested. Player Resupply →
  • 2026-10-17
    Fighters on CAP and DCA fly to their station and loiter at 1,500 m, and on station are told about every enemy aircraft in the air within 8 km as it turns up, picking their own target. MACC (Military Air Command & Control) →
  • 2026-10-17
    A recruiter with his guards down and a hostile player within 25 m gives himself up: a prisoner to detain and question through C2ISTAR. Taking him costs his town its recruiting as a kill does, and questioned he always talks, giving away men and installations within 3 km. OPCOM (Military AI Commander) →
  • 2026-10-17
    Saved markers now show for every player who starts with the mission, as soon as their side is known, not only when the briefing screen came up in time. Advanced Markers →
  • 2026-10-17
    Saved SPOTREPs now come back for every player who starts with the mission; they were put back before the player's side was known and were lost. SPOTREP →
  • 2026-10-17
    Saved PATROLREPs now come back for every player who starts with the mission; they were put back before the player's side was known and were lost. Patrol Reports →
  • 2026-10-17
    Saved SITREPs now come back for every player who starts with the mission; they were put back before the player's side was known and were lost. SITREP →
  • 2026-10-17
    Players get one SEAD task for an air defence site, not one for each of its launchers and radar; once the offered target is destroyed the rest of the site can come up next. MACC (Military Air Command & Control) →
  • 2026-10-17
    New Air Defence Spawning setting (on): while an AI Commander's aircraft is in the air, the enemy's anti-air vehicles within Air Defence Radius (4000 m) of it are spawned with their crews and shoot at it, with no player needed nearby. Virtualisation & Spawning →
  • 2026-10-17
    Enemy anti-air near your commander's aircraft is now spawned so it can shoot at them, even with no player near (the Virtual AI System's Air Defence Spawning, on by default). MACC (Military Air Command & Control) →
  • 2026-10-17
    A map marker whose text starts obj recon has your side's AI Commander send its nearest free foot group to look at the place from a distance; two at a time per commander. Operations Command →
  • 2026-10-17
    Allow Player Objectives now covers obj recon markers too: the commander sends a foot group to scout the place. C2ISTAR →
  • 2026-10-17
    With Route Memory on, a spawned group that makes no headway towards its next waypoint for 90 s (150 s on foot) marks the ground ahead as blocked for its size and gets a detour laid in front of that waypoint; its orders are never touched (#1086). Virtualisation & Spawning →
  • 2026-10-17
    The crate version of the Aid Delivery task now says to deliver the crate, by helicopter or in a vehicle, instead of calling it an airlift; the setting is now Aid Crate Chance. C2ISTAR →
  • 2026-10-17
    A spawned group walking a looping patrol now takes an order put in front of its route instead of adding it after its CYCLE, where it was never reached. Groups no longer pile up 50 and more waypoints. Virtualisation & Spawning →
  • 2026-10-17
    New Command Point Classes and Command Point Radius settings: every object of a listed class, however it was placed (Eden, Zeus, a script, a FOB), opens the C2ISTAR, Combat Support and Player Combat Logistics menus to a player within the radius (10 m by default). C2ISTAR →
  • 2026-10-17
    New Route Memory setting on the Virtual AI System (Off by default): routes on foot and by land vehicle steer round places their side has lost men or vehicles or come under attack, for a few hours, and each route varies a little so groups sent the same way do not all walk one line. On Altis an 18 km route took 3 to 3.5 seconds on High and on Off alike. Pathfinding →
  • 2026-10-17
    New Route Memory setting on the Virtual AI System (Off by default): routes on foot and by land vehicle steer round places their side has lost men or vehicles or come under attack, for a few hours, and each route varies a little so groups sent the same way don't all walk one line. On Altis an 18 km route took 3 to 3.5 seconds on High and on Off alike (#1086). Virtualisation & Spawning →
  • 2026-10-17
    Suicide bombers and car-bomb drivers are never made from the game's Civilian Presence men. One picked in an insurgency logged an error every second, over 1,200 in 10 minutes. IED →
  • 2026-10-17
    Suicide bombers and car-bomb drivers are never made from the game's Civilian Presence men, which logged an error every second when picked. OPCOM (Military AI Commander) →
  • 2026-10-17
    Civilian Placement now has the same AA Count, AA Behaviour and AA Classes settings as Military Placement, and places anti-air the same way. AA Count is 0 by default. Civilian Objective Placement →
  • 2026-10-17
    The anti-air placing now lives in one function that Civilian Placement calls too, so both place it identically. Military Placement →
  • 2026-10-17
    New Sea Patrols setting: the chance each harbour in the module's area gets an armed boat patrol, as Civilian Placement already had. On Stratis every one of the 10 harbours got one at 100%. Military Placement →
  • 2026-10-17
    New Recruiter Boost setting: while the recruiter is alive and back in town, the town recruits faster (x1.25, x1.5 or x2) (#1088). OPCOM (Military AI Commander) →
  • 2026-10-17
    New Recruiter Walks The Town setting: the recruiter walks the town's buildings with his guards instead of waiting in the HQ (#1088). OPCOM (Military AI Commander) →
  • 2026-10-17
    Recruiters get guards (Recruiter Guards, 2 by default), a class of their own (Recruiter Class), and a setting for how many of the town's recruitments a kill costs (Recruitments Skipped). If his HQ is disabled while players are near, he runs for it (#1088). OPCOM (Military AI Commander) →
  • 2026-10-17
    Players choose Take or Hold when setting a commander objective on the tablet, and can set one from the map with a marker whose text starts "obj take" or "obj hold"; deleting the marker cancels it. Allow Player Objectives is now on by default. Operations Command →
  • 2026-10-17
    Allow Player Objectives is now on by default, and covers objectives set from the map as well as the tablet. C2ISTAR →
  • 2026-10-17
    With Helicopters Depart From Airfields on, combat paradrops now launch from and return to the airfield too, and a helicopter flying in from far away isn't made to drop its men short. Military Logistics →
  • 2026-10-17
    A player fighting for the insurgents is asked "Have you seen any soldiers nearby?" instead, and civilians mark the nearest hostile military group. Advanced Civilians →
  • 2026-10-17
    A player fighting for the insurgents is asked "Have you seen any soldiers nearby?" instead, and civilians mark the nearest hostile military group, with the same trust and lies as before. Ambient Civilian Population →
  • 2026-10-17
    Civilians an insurgent patrol has passed close to now answer yes to "Has anyone been pressuring you?". Ambient Civilian Population →
  • 2026-10-17
    Civilians remember insurgent patrols: anyone an insurgent group has been within 30 m of now answers yes to "Has anyone been pressuring you?". OPCOM (Military AI Commander) →
  • 2026-10-17
    With a VB-IED Threat above None, half the bombers insurgents send come as a car bomb driven at the player. It goes off within 15 m of him, when its driver is killed, or when the car is wrecked. IED →
  • 2026-10-17
    A persistent insurgency saved before the bomber fix gets its town bombers and car bombs back on load. IED →
  • 2026-10-17
    Suicide bombers and car bombs now turn up when the IED module is synced to an AI Commander, as in every insurgency; before, none did whatever Bomber Threat said. The vest now shows, killing a bomber sets it off three times in ten, and a new Insurgents Send Bombers setting (on) lets insurgents who spot a player send one after him. IED →
  • 2026-10-17
    New Security Patrols setting (None by default): some of the infantry the commander keeps at quiet objectives walk a route through the rear objectives within 3 km and back home, so the ground between objectives isn't empty. Few, Some or Many; one group always stays home (#1087). OPCOM (Military AI Commander) →
  • 2026-10-17
    Paratroopers in an Airdrop now jump from the faction's or side's transport plane when players are near the drop zone, the same way ordered vehicles already came; a helicopter only when there's no such plane. In testing 12 men jumped from a Blackfish and all landed within 210 m of the drop spot. Military Logistics →
  • 2026-10-17
    Paratroopers in an Airdrop now jump from the faction's or side's transport plane when players are near the drop zone, the same way ordered vehicles already came; a helicopter only when there's no such plane. In testing 12 men jumped from a Blackfish and all landed within 210 m of the drop spot. Player Resupply →
  • 2026-10-17
    The AI Commander's own 3CB M270 batteries now fire, the same way as Combat Support's: launched by script when the crew ignores the order, at once on later missions. A mixed battery still gives its other guns the AI's orders. AI Commander Artillery →
  • 2026-10-17
    The 3CB M270 now fires. Its launcher isn't on the turret the AI aims, so its crew ignored every artillery order. If a launcher hasn't fired or even turned 90 seconds after the order, its rockets are launched from it by script, aimed for the distance, and that type of gun launches straight away on later missions. Within 5 m of the aim point at 3 km. Combat Support →
  • 2026-10-17
    Cancelling a resupply request you made now gives its force pool points back. Military Logistics →
  • 2026-10-17
    A battery that can't fire now says so on the radio, instead of calling "splash" for rounds that never left. The firing and splash calls wait for the first round that actually leaves. Combat Support →
  • 2026-10-17
    New Recruiters setting (Insurgency, default No): a recruiter stands in each Recruitment HQ while players are within 800 m. Killing him, or completing his task, stops that town's next recruitment, and another arrives after Recruit Cycle Max. OPCOM (Military AI Commander) →
  • 2026-10-17
    A player save now keeps what each recruited soldier cost, so Group Manager can still refund them after a reload. Player Persistence →
  • 2026-10-17
    Recruits kept by a player save can still be dismissed for their refund after a reload; the cost now travels with the soldier. Group Manager →
  • 2026-10-17
    Vehicles bought at a Recruitment point are now kept by a persistent save, with who bought them and what they cost, so they can still be dismissed for a refund after a reload. They used to vanish on every reload. Player Logistics (Settings) →
  • 2026-10-17
    Vehicles bought at a Recruitment point are now kept by a persistent save, with who bought them and what they cost, so they can still be dismissed for a refund after a reload. They used to vanish on every reload. Group Manager →
  • 2026-10-16
    Frontline Minefields and Prepared Defences moved to the Objectives section, after Max. simultan attacks. They only work for Invasion and Occupation commanders. Missions that already set them keep their values. OPCOM (Military AI Commander) →
  • 2026-10-16
    Recruiter HVT tasks come one at a time. Each side has one open at once, and the next Recruitment HQ's task comes when that one is done or failed. One nobody goes after stops holding the queue after an hour. OPCOM (Military AI Commander) →
  • 2026-10-16
    Trigger Man Chance and Ambush Chance After a Blast moved to the IED Threat section, after the detection settings. Missions that already set them keep their values. IED →
  • 2026-10-16
    A CAS aircraft parked on a carrier deck counts as back at base: it rearms there and the tablet's Base button turns off. Close Air Support →
  • 2026-10-16
    A ground vehicle placed on a carrier deck or a rooftop now respawns there, not on the sea floor or inside the building. Ground Transport →
  • 2026-10-16
    A respawning CAS aircraft no longer takes over someone else's aircraft of the same type parked close by. Close Air Support →
  • 2026-10-16
    A CAS aircraft placed on a carrier deck or a rooftop pad now respawns there, not on the sea floor or inside the building. One placed flying in the editor still comes back on the ground. Close Air Support →
  • 2026-10-16
    A respawning transport no longer takes over someone else's aircraft of the same type parked close by. Support Transport →
  • 2026-10-16
    A transport aircraft placed on a carrier deck or a rooftop pad now respawns there, not on the sea floor or inside the building. One placed flying in the editor still comes back on the ground. Support Transport →
  • 2026-10-16
    The 3CB and RHS M270 MLRS can fire ROCKETS from the tablet now. Before, it was offered rockets it doesn't carry and refused them as out of range at any distance. Support Artillery →
  • 2026-10-16
    The tablet's round list for a battery only shows rounds the gun can fire. The vanilla MLRS no longer shows a SMOKE round. Support Artillery →
  • 2026-10-16
    Uzbin Valley is in, submitted by PolitePo and made with the Index a Terrain page. It uses the Desert set of compositions. Submit a Terrain →
  • 2026-10-16
    A battery that may not move (Allow Repositioning off) and is given a target out of range is free again straight away. Before, it stayed marked busy, with no rounds to pick. Support Artillery →
  • 2026-10-16
    Players can now call this module's batteries from the Combat Support tablet when Commander artillery on call is on. Those calls spend the batteries' rounds and cooldown like the commander's own. AI Commander Artillery →
  • 2026-10-16
    The tablet's Artillery list can now also show a Commander's guns row, which calls the AI Commander's own batteries instead of this module's. It's switched on with Commander artillery on call on the Player Combat Support module. Support Artillery →
  • 2026-10-16
    New Commander artillery on call setting adds a Commander's guns row to the tablet's Artillery list, so players can call the AI Commander's own batteries at a grid. It's Off by default, so existing missions don't change. Combat Support →
  • 2026-10-16
    Each call spends the commander's rounds and obeys its cooldown and friendly check. With the setting on, a side with one battery of its own no longer has it picked for it. Combat Support →
  • 2026-10-16
    Allowed Players now also takes a slot's Variable Name from Eden (P1, jtac, convoy_driver), alongside player IDs and unit classes. A variable name lets in whoever takes that one slot. Player FOBs →
  • 2026-10-16
    Sync a ground vehicle you placed to the Ground Transport module and it becomes that vehicle where it stands, instead of one built at the module. Ground Transport →
  • 2026-10-16
    Sync an aircraft you placed to the CAS module and it becomes the CAS asset where it stands. An empty aircraft gets a crew, and one placed with a crew serves its crew's side. Close Air Support →
  • 2026-10-16
    Sync an aircraft you placed to the Transport module and it becomes the transport where it stands. An empty aircraft gets a crew, and one placed with a crew serves its crew's side. Support Transport →
  • 2026-10-16
    The CAS, Transport and Ground Transport modules can now use a vehicle you placed, as the Artillery module already could: sync an aircraft or ground vehicle to its module and it becomes that asset where it stands. Combat Support →
  • 2026-10-16
    Sync a gun you placed to the Artillery module and it becomes the battery where it stands, with its group. An empty gun gets a crew. Support Artillery →
  • 2026-10-16
    Without a synced gun the battery is built at the module's own position, so move the module if the guns appeared somewhere unexpected. Support Artillery →
  • 2026-10-16
    An artillery module can now use a gun you placed: sync the gun to it and the gun and its group become that battery. Combat Support →
  • 2026-10-16
    New FOB Permissions entry in the admin menu, shown when a Player FOBs module is in the mission. It lets an admin choose who can dismantle FOBs, recycle at them and rename them, for every FOB, from anywhere on the map. Admin Actions →
  • 2026-10-16
    New Who Can Dismantle setting on the Player FOBs module decides who can dismantle a FOB, recycle at it or rename it. Tick any mix: anyone on the side (the default, so existing missions don't change), group leaders, the player who deployed it, or players on a list. Player FOBs →
  • 2026-10-16
    Allowed Players is the list: player IDs (the 17-digit Steam ID) and unit classes, separated by commas. A unit class lets in every player in that slot. Admins can always dismantle a FOB. Player FOBs →
  • 2026-10-16
    The FOB window greys out Rename and Dismantle for anyone who isn't allowed, with a tooltip saying why, and Recycle doesn't show for them. The server checks every request as well. Player FOBs →
  • 2026-10-16
    Each FOB remembers who deployed it, and saves keep that. Older saves and captured FOBs fall back to group leaders. Player FOBs →
  • 2026-10-16
    Logged-in admins can change it in game: a Permissions button in the FOB window, or FOB Permissions in the ALiVE admin menu from anywhere. It holds until the mission restarts. Player FOBs →
  • 2026-10-16
    Allow Dismiss has a third choice, At the recruitment point. Dismiss then only works within 50 m of one of the module's recruitment objects. Recruitment →
  • 2026-10-16
    With ACE loaded, a player's wounds, bandages, fractures, blood and pain are saved with them and come back on reload. ACE applies them a few seconds after you spawn, so give it a moment. No setting needed. Player Persistence →
  • 2026-10-16
    With ACE loaded, Store Health also saves and restores a player's ACE wounds, bandages, fractures, blood and pain. Player Options →
  • 2026-10-16
    Any object can be a command post. Mark it with this setVariable ["ALiVE_accessPoint", true, true]; in its init, and a player within 10 m gets the C2ISTAR, Combat Support and Player Combat Logistics menus without carrying a tablet. A number instead of true sets the radius in metres. C2ISTAR →
  • 2026-10-16
    Defensive Counter Air no longer goes out with a blank target and "NaN" bearings, and its BRAA bearing is now a compass bearing from you. Task Missions →
  • 2026-10-16
    Static AT launchers no longer count as air defence, so they stop turning up as Suppress or Destroy Enemy Air Defence tasks. Task Missions →
  • 2026-10-16
    A Defensive Counter Air task no longer goes out with a blank target and "NaN" bearings on the radio. No task is made for an aircraft that's already gone. C2ISTAR →
  • 2026-10-16
    The BRAA bearing in the radio call is now a compass bearing from you, not relative to the way you happen to be facing. C2ISTAR →
  • 2026-10-16
    Static AT launchers (Titan AT, Mini-Spike, AT-3) no longer produce Suppress or Destroy Enemy Air Defence tasks. Titan AA and the AA guns still do. C2ISTAR →
  • 2026-10-16
    An Asymmetric commander on a big map starts in about half the time. On the Normandy preset the start went from 475 s to 271 s, and from 338 s to 164 s with installation overrides cleared. It places the same buildings as before. OPCOM (Military AI Commander) →
  • 2026-10-16
    New Ambush Chance After a Blast setting (None by default). After an IED goes off near players, a squad of up to 6 men from the nearest hostile force within 3 km can come in from 150 to 300 m out of sight and search and destroy round the blast. Worth testing with a hostile force nearby. IED →
  • 2026-10-15
    Virtual groups can now be kept out of simulated combat for a set time. C2ISTAR attack waves use it for 15 minutes, so they aren't wiped out before players get near. Virtualisation & Spawning →
  • 2026-10-15
    Military Defence, Checkpoint Partnership, Market Reopening and Secure Community Event waves stay out of simulated combat for 15 minutes, or until players are near enough for them to spawn. Task Missions →
  • 2026-10-15
    Attack waves in Military Defence, Checkpoint Partnership, Market Reopening and Secure Community Event stay out of simulated combat for 15 minutes, or until players are near enough for them to spawn, so they're not wiped out unseen. C2ISTAR →
  • 2026-10-15
    Friendly Intel set to No now turns it off. It stayed on whatever was picked. Intelligence →
  • 2026-10-15
    Random Camps places camps again (#1083). Since it became a typed number, no camps were placed whatever the mission asked for. Military Placement →
  • 2026-10-15
    The Rally Points window no longer interferes with the FOB Build Menu when both are open. Each used to fill or close the other. Group Manager →
  • 2026-10-15
    The right-click ALiVE folder in Eden now has Index this terrain too, greyed and worded the same as the one in the top ALiVE menu. Terrain Compatibility →
  • 2026-10-15
    Eden's top ALiVE menu now has Preset Library, Share Preset, Load Preset from Clipboard, Apply Picked Garrison List and Apply Picked Blacklist, under Index this terrain. The preset list no longer pops up each preset's description as a full-screen tooltip. ALiVE Presets →
  • 2026-10-15
    Two new Game options: Colour ALiVE actions (off by default) and Action colour. ALiVE's scroll-wheel actions show in the colour you pick; actions with their own colour keep it. ALiVE Addon Options →
  • 2026-10-15
    A squad leader within 5 m of their squad's rally point can rename it. The name shows on the map marker and in the Rally Points list. Rally Points →
  • 2026-10-15
    A squad leader within 5 m of their squad's rally point can rename it (32 characters at most). The name shows on the map marker and in the Rally Points list; mission-placed rally points keep their names. Group Manager →
  • 2026-10-15
    One Manage FOB action (within 25 m of your side's FOB) replaces the separate Status, Upgrade, Repair and Dismantle actions. Its window shows state, tier and supply, and renames the FOB (32 characters at most); the marker, rally point and respawn follow. Player FOBs →
  • 2026-10-15
    The Build Menu has a tier drop-down beside Search: Available (the default), Tier 1 to 3, or All tiers. Items the FOB isn't high enough for are greyed and can't be placed. Player FOBs →
  • 2026-10-15
    Civilians share a campfire: one looks for a fire another civilian has going within 30 m and sits by it, and lights a new one only when none is near. A fire goes when the civilian who lit it does. Civilian Command →
  • 2026-10-15
    Civilians only lie down to sleep at night and only with a building overhead. Before, some lay on their doorsteps, in daylight too; they now go on to something else. Civilian Command →
  • 2026-10-15
    A mod faction's own static weapons now replace the vanilla ones by what they fire: mortar, AA, AT, grenade launcher or machine gun. Across the DLC factions, 79 of 85 swaps now use the faction's own gun, up from 64. Military Placement →
  • 2026-10-15
    The Intel and Operations screens (Issue Orders, Apply Orders, the camera options and the rest, 75 places) now follow the game's language in all 7 languages instead of always showing English. Operations Command →
  • 2026-10-15
    The task screens on the tablet (Current Tasks, the add, edit and generate buttons, the field labels, the auto-task buttons) now follow the game's language, in all 7 languages. Worth a look with the game set to something other than English. C2ISTAR →
  • 2026-10-15
    The Group Manager screen's title and buttons now follow the game's language, in all 7 languages, instead of always showing English. Group Manager →
  • 2026-10-15
    The Player Combat Logistics tablet's buttons, headings and status lines (21 strings) now follow the game's language in all 7 languages. Delivery types and payload options still show their own names. Player Resupply →
  • 2026-10-15
    An aircraft jammed against a hangar wall after landing is now put back on its stand, up to 3 tries. A test A-10 was put back 0 times before and 3 times after. MACC (Military Air Command & Control) →
  • 2026-10-15
    New Known Categories setting (on by default): when you categorise objects yourself, every object the shipped terrain indexes all categorise the same way is filled in and skipped, so you only categorise the rest (#499). Map Indexer →
  • 2026-10-15
    An insurgent installation's furniture stays inside its own building. Where huts stand close together, as on the SOG maps, up to half of it could land in the house next door, which then carried the installation's disable action too. OPCOM (Military AI Commander) →
  • 2026-10-15
    The junk piles, sacks and tyres placed round an IED sit on the ground. On Malden they could hang 9 to 12 m in the air, because a spot taken from a house kept the house's height; the IEDs themselves were never affected. IED →
  • 2026-10-15
    The Custom Name tooltip now says the name also opens the side's HQ radio messages, and that only the first named commander of a side is heard on the radio. OPCOM (Military AI Commander) →
  • 2026-10-15
    The object blacklist used when indexing a map in game has 2,937 more clutter models (7,083 to 10,020): the crates, benches and fence posts the shipped indexes already treat as clutter. Map Indexer →
  • 2026-10-15
    The 'No settlement of 250 m or more inside the TAOR' note now goes to the RPT only, not to players as a radio message. Ambient Civilian Placement →
  • 2026-10-15
    A roadblock's roadside car is no longer created inside a tree or wall and blown up: a clear spot is kept, a blocked one moves to the nearest clear spot. Civilian Objective Placement →
  • 2026-10-15
    When a composition finds no spot, its RPT line now says why in plain words and names the nearest place, for example 'Why: ground too steep (189 of 268 not positioned)'. ALiVE (Required) →
  • 2026-10-15
    Fixed the 'Error Undefined variable in expression: alive_groundclaims' line when a vehicle was placed just as the placement phase ended. ALiVE (Required) →
  • 2026-10-15
    Faction lists and the Override Support Vehicles and Supply Boxes pages in Eden have a Find box. A faction or class that Find hides stays ticked, and the support pages keep it when you press Next. Pickers that don't use Find no longer show a second scrollbar, the SQF code boxes are about half as tall, and a module's settings no longer scroll inside the attributes window. ALiVE (Required) →
  • 2026-10-15
    The Override Support Vehicles and Supply Boxes pages have a Find box, and the garrison building lists and On unit spawn hook boxes are about half as tall. Military Placement →
  • 2026-10-15
    The Insurgent Factions list has a Find box, and the empty band under its manual override field is gone. Ambient Civilian Population →
  • 2026-10-15
    The Air Commander fills the hangars across its whole airfield, not just the cluster its base stands on: StartisTest went from 4 aircraft to 9 or 10. MACC (Military Air Command & Control) →
  • 2026-10-15
    The Factions list has a Find box, and the empty band under its manual override field is gone. Player Resupply →
  • 2026-10-15
    The 'high value target killed' popup no longer cuts its text off: it says who was killed, and the full sentence goes out as your chosen task update (subtitle, hint or chat). OPCOM (Military AI Commander) →
  • 2026-10-15
    A roadblock's roadside car is no longer created inside a tree or wall and blown up: a clear spot is kept, a blocked one moves to the nearest clear spot. OPCOM (Military AI Commander) →
  • 2026-10-15
    The Factions list has a Find box. The four Interiors pickers lose theirs (they only list a few sets), and Installation Types no longer shows a second scrollbar. OPCOM (Military AI Commander) →
  • 2026-10-14
    Aircraft the Air Commander takes over now park at its airfield, not where placement left them: a Blackfish gets a helipad or clear ground 55 to 110 m from the base instead of dirt by a camp. A bush no longer blocks a parking spot. MACC (Military Air Command & Control) →
  • 2026-10-14
    Desert and woodland terrains get composition sets of their own, tan or green to match the ground, Viet Cong insurgents get jungle compositions, and Spearhead terrains get WW2 outposts and supports. Civilian Objective Placement →
  • 2026-10-14
    Desert and woodland terrains get composition sets of their own, tan or green to match the ground, Viet Cong insurgents get jungle compositions, and Spearhead terrains get WW2 outposts and supports. Military Placement →
  • 2026-10-14
    Force Pool has a Typed choice with a box below it, so a commander can start with any pool size, not just the listed ones (#1083). Military Logistics →
  • 2026-10-14
    A helicopter set down from flight keeps its main rotor: damage stays off until the rotor has stopped, then it is repaired again. MACC (Military Air Command & Control) →
  • 2026-10-14
    A saved aircraft the Air Commander can no longer fly, for example after a faction change, is retired when the mission loads instead of sitting on its stand for good. MACC (Military Air Command & Control) →
  • 2026-10-14
    New On unit spawn hook: SQF run on each unit Military Logistics brings in, as the placement modules have (#1083). Military Logistics →
  • 2026-10-14
    Autosave interval is now a typed number of minutes (0 off) instead of a few fixed choices (#1083). Persistence →
  • 2026-10-14
    Guaranteed garrison spacing (metres, 99999 for none) and group size (at least 1) are now typed numbers (#1083). CQB (Close Quarters Battle) →
  • 2026-10-14
    Visual range is now a typed number of metres (at least 500) instead of a few fixed choices (#1083). AI Commander Artillery →
  • 2026-10-14
    Random camp spacing is now a typed number of metres (0 off) instead of a few fixed choices (#1083). Military Placement →
  • 2026-10-14
    Vehicle spawn settle time is now a typed number of seconds instead of a few fixed choices (#1083). Virtualisation & Spawning →
  • 2026-10-14
    Humanitarian hostility decrease is now a typed percentage instead of a few fixed choices (#1083). Ambient Civilian Population →
  • 2026-10-14
    Engineer disarm base time is now a typed number of seconds instead of a few fixed choices (#1083). IED →
  • 2026-10-14
    AI task takeover (minutes, 0 never) and COP update interval (seconds, 15 to 120) are now typed numbers instead of a few fixed choices (#1083). C2ISTAR →
  • 2026-10-14
    ALiVE's long Eden pickers (faction, unit, composition, HVT and interiors) have a Find box under the list. Ticks on rows it hides are kept. ALiVE (Required) →
  • 2026-10-14
    A VIP you escort now gets on with their job at the destination before the trip back, and the task waits for them (#1082). C2ISTAR →
  • 2026-10-14
    The FOB build menu has a search box: type part of a name to narrow the list (#1085). Player FOBs →
  • 2026-10-14
    New Airspace Blacklist setting: markers the Air Commander leaves out of its airspace. It won't base on, take aircraft from or fly sorties into them (#1084). MACC (Military Air Command & Control) →
  • 2026-10-14
    New Lab Interiors picker: choose which drug lab sets a lab is furnished with. The lab sets now fit every era, so SOG, Spearhead and Global Mobilization labs get them too. OPCOM (Military AI Commander) →
  • 2026-10-14
    A squad leader's rally point now shows on the map where it was dropped, and dropping a new one clears the old backpack from the ground. Rally Points →
  • 2026-10-14
    Installation Types lists "Factories (IED or drug lab)" in place of IED factories, to match the Drug Labs setting. OPCOM (Military AI Commander) →
  • 2026-10-14
    Furnished weapons depots and recruitment HQs no longer have an IED in them: only the IED factory does, on its bench. OPCOM (Military AI Commander) →
  • 2026-10-14
    Aid Delivery can now give you a relief crate to sling-load under a helicopter (or carry in a vehicle) instead of a van. Set how often with the new Aid Airlift Chance on C2ISTAR, 0 by default. A pickup with no road nearby is always an airlift. C2ISTAR →
  • 2026-10-14
    New Drug Labs setting (War on Drugs): an Asymmetric commander's IED factories become drug labs, with their own furniture and no booby-trap. Each lab left standing speeds up its recruiting, twice as fast with 4. OPCOM (Military AI Commander) →
  • 2026-10-14
    Sakeshima Island is in, submitted by TheBigDog90 and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-14
    Onderon is in, submitted by Will501 and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-14
    Closing the tablet now clears the Operations icons from the map, and redrawing no longer leaves old ones behind. Operations Command →
  • 2026-10-14
    Roadblocks this module places can be dismantled: once no enemy is within 60 m, hold the action on the traffic cone beside it for 15 seconds. Custom Civilian Objective →
  • 2026-10-14
    Roadblocks this module places can be dismantled: once no enemy is within 60 m, hold the action on the traffic cone beside it for 15 seconds. Civilian Objective Placement →
  • 2026-10-14
    The AI Commander's prepared defences get a traffic cone beside them: once no enemy is within 60 m, hold the action on it for 15 seconds to dismantle the whole site. OPCOM (Military AI Commander) →
  • 2026-10-14
    HQ radio messages open with the AI Commander's Custom Name, for example "This is Eagle.", when the commander has one. OPCOM (Military AI Commander) →
  • 2026-10-14
    SEAD, air defence and destroy tasks no longer send you after the same target twice: a target already in a live task is skipped for 30 minutes. C2ISTAR →
  • 2026-10-14
    New Leader Rally Points setting: a squad leader can set down a rally point for their squad or their side. Off by default. Rally Points →
  • 2026-10-14
    Squad leaders can set down their own rally point and pick it up again, when the Rally Points module's Leader Rally Points is on. Group Manager →
  • 2026-10-14
    Medical Outreach, Meet Local Leader, Repair Critical Service and Aid Delivery now end with a hold on the area: the countdown stops while enemies are within 150 m, and the task fails if every player leaves for 30 seconds. Task Missions →
  • 2026-10-14
    Hearts and Minds tasks now end with players holding the area for the Civic Hold Time, 120 seconds by default. C2ISTAR →
  • 2026-10-14
    You can put the crew list on the right, the left or turn it off for yourself in Addon Options. Crew Info →
  • 2026-10-14
    You can hide player tags, or show them at a shorter distance than the mission's, in Addon Options. Player Tags (Legacy) →
  • 2026-10-14
    You can set your own starting view distance in Addon Options, kept inside the mission's minimum and maximum. View Settings →
  • 2026-10-14
    New Respawn Time and Respawn Limit settings for this asset. Left blank, it uses the Combat Support module's. Ground Transport →
  • 2026-10-14
    New Respawn Time and Respawn Limit settings for this asset. Left blank, it uses the Combat Support module's. Close Air Support →
  • 2026-10-14
    New Respawn Time and Respawn Limit settings for this asset. Left blank, it uses the Combat Support module's. Support Transport →
  • 2026-10-14
    New Respawn Time and Respawn Limit settings for this asset. Left blank, it uses the Combat Support module's. Support Artillery →
  • 2026-10-14
    ALiVE has its own entry in Addon Options for your own preferences, in Eden and in game. See the ALiVE Addon Options page. ALiVE (Required) →
  • 2026-10-14
    Respawn Time is now typed in seconds, and each support asset can set its own respawn time and limit on its CAS, Transport, Artillery or Ground Transport module. Combat Support →
  • 2026-10-14
    You can pick the scroll wheel or the ACE menu for FOB actions yourself, in Addon Options. Player FOBs →
  • 2026-10-14
    Task updates can reach you as subtitles, ALiVE hints or chat lines, set in Addon Options. C2ISTAR →
  • 2026-10-14
    New Installation Types setting: pick which of the 8 installations and actions an Asymmetric commander may use. All 8 are on by default. OPCOM (Military AI Commander) →
  • 2026-10-14
    In Eden, every ALiVE module's settings now fold into sections you open and close, with the ALiVE logo and the module's icon at the top, and every picker list shows 4 rows and scrolls. ALiVE (Required) →
  • 2026-10-14
    Groups the AI Commander keeps re-tasking no longer pile up hundreds of waypoints. Military Command (AI Behavior Engine) →
  • 2026-10-14
    The module is now called Player Combat Support (Ground Transport) in Eden, like the other Combat Support modules. Ground Transport →
  • 2026-10-14
    Clearing a group's orders also cancels the routes still waiting on the pathfinder, so re-tasked groups no longer pile up waypoints. Virtualisation & Spawning →
  • 2026-10-14
    The transport pilot names the right colour for smoke from SOG, Spearhead, Global Mobilization and other mods. Combat Support →
  • 2026-10-14
    Insurgent installations get furnished on more maps, Livonia and CUP Takistan included: 59 of 60 test buildings on 4 maps got a furniture set. OPCOM (Military AI Commander) →
  • 2026-10-14
    Eden no longer shows a "No entry" popup for S.O.G. furniture when S.O.G. Prairie Fire isn't loaded. A mission's own furniture sets now go under ALiVE_Interiors in description.ext. OPCOM (Military AI Commander) →
  • 2026-10-13
    Dismiss is now a 2 second hold, so a stray scroll click can't fire it, and the Recruitment window lists your recruits with a Dismiss button. Recruitment →
  • 2026-10-13
    Players get the carry, load, tow and lift actions when they join, and back after a respawn. New setting Player Actions at Start; On without ACE by default. Player Logistics (Settings) →
  • 2026-10-13
    New module, Rally Points: players travel between rally points on foot, and a group leader brings their AI along. Rally Points →
  • 2026-10-13
    Respawn Point is now a tier (Off, 1, 2 or 3), saved FOBs are rebuilt before the build list (about 26 s sooner with RHS), and Force Pool mode shows the side's force pool. Player FOBs →
  • 2026-10-13
    Air situation notices only come when an air commander flies for an enemy side. New setting Only Against An Enemy Air Commander, on by default. C2ISTAR →
  • 2026-10-13
    The high value target's class, guards and name can be picked from lists, and attacks can pause after the kill or stop for good, with a replacement when the pause ends. OPCOM (Military AI Commander) →
  • 2026-10-13
    Insurgent installations are furnished with small furniture sets in 4 eras that stand clear of the walls, in place of loose tables. Where nothing fits, nothing is placed. OPCOM (Military AI Commander) →
  • 2026-10-13
    Recruits and recruited vehicles picked by mistake can be dismissed by the player who recruited them, and what they cost goes back to the force pool. New Allow Dismiss setting, on by default. Recruitment →
  • 2026-10-13
    Show Perf updates its numbers every 10 seconds while it's open, instead of showing one snapshot. These samples aren't written to the RPT. Performance Reporting →
  • 2026-10-13
    New Mark Supply Drops setting: set it to No and paradropped and sling-loaded supply crates land without smoke or a strobe. Military Logistics →
  • 2026-10-13
    FOB kits and supply crates can be ordered from the Player Resupply tablet, Deploy FOB shows where the FOB will go and why a spot won't do, and missions can set their own build list. Player FOBs →
  • 2026-10-12
    New module, Player FOBs: players deploy a FOB from a kit, build fortifications, static weapons and vehicles with supply, upgrade it through three tiers, and hold it against enemy commanders who come to take it. Player FOBs →
  • 2026-10-12
    New starter preset, Forward bases: players build and hold FOBs with the Player FOBs module. ALiVE Presets →
  • 2026-10-12
    The Admin Actions teleport messages now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Admin Actions →
  • 2026-10-12
    The Multispawn message for a Team Leader's full vehicle now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Player Multispawn →
  • 2026-10-12
    Advanced Markers messages (draw mode, not allowed to edit or delete) now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Advanced Markers →
  • 2026-10-12
    The Patrol Report delete refusal now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Patrol Reports →
  • 2026-10-12
    The SITREP delete refusal now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. SITREP →
  • 2026-10-12
    Recruitment messages (force pool too low, group full, a recruit joined) now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Group Manager →
  • 2026-10-12
    Civilian Population messages (questioning, detaining, a full inventory) now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Ambient Civilian Population →
  • 2026-10-12
    IED messages (an IED detected nearby, disarming, a recovered charge) now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. IED →
  • 2026-10-12
    The PiP warning for IMINT now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Operations Command →
  • 2026-10-12
    Combat Support messages (not the operator, grid entry, wounded loaded) now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. Combat Support →
  • 2026-10-12
    C2ISTAR messages (the air picture, Talk to soldier, player orders, automatic tasks switched off) now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. C2ISTAR →
  • 2026-10-12
    The AI Commander's menu messages (choosing an objective, waiting for a mission) now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint. OPCOM (Military AI Commander) →
  • 2026-10-12
    The first two built-in presets are renamed to match the rest: One area (NATO holds an area you mark) and Whole island (NATO takes and holds an island). ALiVE Presets →
  • 2026-10-12
    Create Field HQ works on an airfield: the Field HQ can go on the airfield's own ground and aprons, still off the runway, taxiways and helipads. Before, a module on an airfield never got one. Custom Military Placement →
  • 2026-10-12
    Two new starter presets complete the set: Persistent campaign (Malden), a conventional war with saving set up in full, and Special operations (Altis), a small NATO team against CSAT in Kavala with CQB garrisons, small-team tasks and enemy soldiers who can surrender. ALiVE Presets →
  • 2026-10-12
    New Talk to Soldier Interaction setting: open Talk to soldier from the ACE menu, the scroll wheel or both. Auto (the default) keeps ACE when it's loaded and the scroll wheel when it isn't. C2ISTAR →
  • 2026-10-12
    The module's Eden icon now matches the other ALiVE modules: 256x256 on a clear background, with the bomb cut out of it. IED →
  • 2026-10-12
    New starter preset, Ground convoy: two crewed vehicles on the Combat Support tablet (a HEMTT truck and a Hunter HMG escort) that check the road for IEDs, Recruitment costing NATO's force pool, and IEDs in Agia Marina on the road north from Camp Tempest. Sync Recruitment to a flagpole or crate before playing. ALiVE Presets →
  • 2026-10-12
    The bar at the top of every page has a New button: it counts the pages changed since you last looked, lists what changed, and marks those pages in the menu. Opening a page tags its new rows and takes it off the count. What you have read is remembered in your browser.
  • 2026-10-12
    Ground Transport has its own module icon, a truck. Ground Transport →
  • 2026-10-12
    Recruitment has its own module icon, a soldier with a plus. Recruitment →
  • 2026-10-12
    New module: a crewed ground vehicle ordered from the Combat Support tablet, with a road check for IEDs and mines, fire back, and repair, fuel and respawn. Ground Transport →
  • 2026-10-12
    With Keep Order Markers on the Combat Support module (the default), a transport's destination stays on the ordering player's map until the order is done or replaced. Support Transport →
  • 2026-10-12
    A ground transport crew that stops to deal with an IED holds its trip checks until they're done. IED →
  • 2026-10-12
    Ground transport is the tablet's fourth support type, and the new Keep Order Markers setting keeps an order's destination (and both ends of a road patrol) on the ordering player's map while it runs. Combat Support →
  • 2026-10-12
    The side briefing lists ground transport among its Combat Support. C2ISTAR →
  • 2026-10-12
    Talk to Pilot opens the tablet on Transport with that helicopter selected, and the radio opens on a helicopter waiting at its smoke even when no CAS is placed. Support Transport →
  • 2026-10-12
    Talk to Pilot opens the tablet on Transport with that helicopter selected, and the radio opens on a helicopter waiting at its smoke even when no CAS is placed. Combat Support →
  • 2026-10-12
    Recruitment can cost from the force pool: a cost per soldier and per vehicle, 0 keeps it free. Recruitment →
  • 2026-10-12
    Recruitment can cost from the force pool (see the Recruitment page). Group Manager →
  • 2026-10-12
    Transport orders, SITREPs and the out-of-assets and back-on-station notices read in each player's language. Combat Support →
  • 2026-10-12
    The Talk to soldier window follows the game's language. Task Missions →
  • 2026-10-12
    The Talk to soldier window, its answers and the markers they leave follow the game's language. C2ISTAR →
  • 2026-10-12
    Recruitment's actions, window and messages follow the game's language. Recruitment →
  • 2026-10-12
    Transport task names on the tablet follow the game's language; a mission maker's own task without a translation shows by its name. Combat Support →
  • 2026-10-12
    Artillery rate of fire and round count, CAS task names, weapon tags and loiter times on the tablet follow the game's language. Combat Support →
  • 2026-10-12
    The rest of the tablet follows the game's language too: grid entry hints, transport slider and cargo labels, speed and rules-of-engagement lists, and map marker labels. Combat Support →
  • 2026-10-12
    The tablet's dispersion, delay, CAS radius and altitude readouts follow the game's language. Combat Support →
  • 2026-10-12
    A resupply asked for while the force pool is empty waits out the same cooldown as one that was served, instead of being asked for again every 30 s. Military Logistics →
  • 2026-10-12
    The artillery "please respond" reminder is said at most three times, and a few radio lines and word choices were corrected. Combat Support →
  • 2026-10-12
    Medevac radio calls read in each player's language. Support Transport →
  • 2026-10-12
    The artillery battery's radio reports read in each player's language, and its "please respond" reminder, while it waits to be told whether to move into range, now actually shows. Support Artillery →
  • 2026-10-12
    Transport and CAS radio calls, and the orders players send from the tablet, read in each player's own language. Combat Support →
  • 2026-10-12
    The "Run once per unit" setting is now called "Run once per group", which is what it does. Civilian Objective Placement →
  • 2026-10-12
    The "Run once per unit" setting is now called "Run once per group", which is what it does. Military Placement →
  • 2026-10-12
    The Combat Support tablet's buttons, headings and task descriptions follow the game's language (seven languages). Combat Support →
  • 2026-10-12
    Resupply trucks start exactly where their spot was checked, so they no longer get stuck against buildings at the start (0 of 20 stuck, against 2 of 15 before). Military Logistics →
  • 2026-10-12
    Resupply trucks for Combat Support assets keep their road route instead of being pulled straight across country, and an empty force pool no longer has the same request asked for every 30 s. Military Logistics →
  • 2026-10-12
    CAS counts each weapon's ammo across all its magazines and muzzles: guns like the Kajman's 30 mm get used, and pylon weapons are no longer counted as nearly empty. Close Air Support →
  • 2026-10-12
    A player save that brings recruits back runs the Recruitment module's code on them again. Player Persistence →
  • 2026-10-12
    A Recruitment window (one action lists everything on offer; Interface can keep the old per-unit actions), empty vehicles with a per-player allowance, spawn points (markers or objects, with height for decks and roofs, name:height for markers) and a code field run on every recruit and vehicle. Recruitment →
  • 2026-10-12
    Recruitment has its own page now: a recruitment window, vehicles, spawn points and a code field. Group Manager →
  • 2026-10-12
    With Military Logistics, a supply truck only comes to a helicopter at its base, not to one waiting at a landing zone. Support Transport →
  • 2026-10-11
    Random soldier picks for CQB, IED bombers and Rescue tasks always finish, and skip spawner, base and UAV AI classes. C2ISTAR →
  • 2026-10-11
    AI Surrender Chance takes any percentage from 0 to 100; missions saved with one of the old choices keep their value. C2ISTAR →
  • 2026-10-11
    Prisoners and friendly soldiers get a Talk to soldier window instead of separate scroll-wheel actions. Task Missions →
  • 2026-10-11
    Talk to soldier: a window like Civilian Interaction for prisoners (question, restrain, follow me, stay here, search, release) and friendly AI soldiers (friendly units, what they have seen, where they are headed), from the scroll wheel or the ACE menu. C2ISTAR →
  • 2026-10-11
    Door gunners on logistics helicopters now fire back on the way in, on a paradrop run-in and on the way home; landing, unloading and the drop itself are still flown with weapons held. Military Logistics →
  • 2026-10-11
    Boats spawn on the water instead of in the air (Davis). Virtualisation & Spawning →
  • 2026-10-11
    Tria added (v3.1, Woodland), submitted by A. Ares: 23 military and 55 civilian objectives. Terrain Compatibility →
  • 2026-10-11
    Lesser Swamp added (v3.1, Woodland), submitted by A. Ares: 11 military and 26 civilian objectives. Terrain Compatibility →
  • 2026-10-11
    Tria is in, submitted by A. Ares and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-11
    Lesser Swamp is in, submitted by A. Ares and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-11
    Door gunners on transport helicopters now fire back: the crew stays one group (CARELESS, combat mode YELLOW, pilot kept out of combat) and the gunners are shown the nearest enemy in sight every 2.5 s. Hold on the tablet ROE still silences them. Support Transport →
  • 2026-10-11
    The AI Commander can have a high value target to hunt: a named officer held at its most important objective. Player-Directed Objectives →
  • 2026-10-11
    New High Value Target setting: a named officer and guard group held at the commander's most important held objective. Intel from its dead sometimes marks where he was last seen; killing him stops the commander starting new attacks for 10, 20 or 30 minutes. Saved with the mission. OPCOM (Military AI Commander) →
  • 2026-10-11
    New Medevac task: the helicopter lands at the marked zone, players load their wounded (Load Wounded) and clear it to leave; they are treated at base (ACE full heal with ACE medical) and flown back to the landing zone. Support Transport →
  • 2026-10-11
    The Recruitment module reads in Spanish, French, Portuguese, Russian and both Chinese scripts. Recruitment →
  • 2026-10-11
    An aircraft with nobody in it gets its supply truck: it used to ask under no side, and no logistics module answered. MACC (Military Air Command & Control) →
  • 2026-10-11
    Combat Support keeps to its limit of three supply trucks at once: trucks sent for the air commander no longer free its places, and an air commander aircraft with nobody in it now gets its truck. Military Logistics →
  • 2026-10-11
    Combat Support keeps to its limit of three supply trucks at once: trucks sent for the air commander no longer free its places when they finish. Combat Support →
  • 2026-10-11
    A player's recruits from the Recruitment module are saved with them and come back in their group, with the same kit, skill and damage, when the player is restored. A save keeps only that player's own recruits. Player Persistence →
  • 2026-10-11
    Recruits are saved with the player who recruited them and come back in their group, with the same kit, skill and damage, when the player is restored. Recruitment →
  • 2026-10-11
    Recruits are saved with the player who recruited them and come back in their group, with the same kit, skill and damage, when the player is restored. Group Manager →
  • 2026-10-11
    Men delivered into a player's group can be sent home from the ALiVE menu (Send reinforcements home). Military Logistics →
  • 2026-10-11
    Men delivered into your group by Player Combat Logistics can be sent home from the ALiVE menu (Send reinforcements home). They leave the group, head away from the fighting and are removed once no player is near. Player Resupply →
  • 2026-10-11
    Sea patrols are placed wherever the module has marine objectives, even when no town passes its size and priority filters. Civilian Objective Placement →
  • 2026-10-11
    Vehicles, AA sites and camps placed at an objective no longer pick the same spot, and so do not spawn into each other and flip or blow up. Military Placement →
  • 2026-10-11
    Prepared Defences forts are dug on level ground, clear of roads, buildings and water, instead of leaning down a hillside. OPCOM (Military AI Commander) →
  • 2026-10-11
    Camps, field HQs, roadblocks, custom compositions and AA sites are placed on level ground again. Their slope check had stopped working, so they could land on a hillside with their objects at odd angles. Military Placement →
  • 2026-10-11
    AA launchers on tripods no longer lie on their side with the gunner standing next to them: a static weapon knocked over as it is crewed is stood back up and manned. Military Placement →
  • 2026-10-11
    Sea Patrol Tasks carry on after a saved mission is loaded. Before, the boats came back but no intercept task was offered. Civilian Objective Placement →
  • 2026-10-11
    Food and water handed to civilians: the ACE and S.O.G. items in the pickers now use the names those mods really use, and an item entered by its ground object name (Item_...) is swapped for the item it holds, so it can be handed over. Advanced Civilians →
  • 2026-10-11
    The food and water pickers list ACE and S.O.G. items by the names those mods really use, so they can be handed to civilians. The Arma 3 cans and Tactical Bacon, which nobody can carry, are gone. Ambient Civilian Population →
  • 2026-10-11
    Food or water entered by its ground object name (Item_...) is swapped for the item it holds, so a player carrying it can hand it over. Ambient Civilian Population →
  • 2026-10-11
    Readiness is shared out across the objectives instead of used up on the first ones, so every objective gets its share of active groups. The total is unchanged. Civilian Objective Placement →
  • 2026-10-11
    An IED town only checks where the players are once something is in its area. Before, every town did it twice a second all mission. IED →
  • 2026-10-11
    A CAS aircraft only uses weapons on a seat someone alive is in. A helicopter whose gunner is killed moves to what it has left or heads home, rather than hanging over the target until the attack time runs out. Combat Support →
  • 2026-10-11
    A group that opts out of the AI Commander's automatic orders on the tablet stays out after a persistent mission is reloaded. Before, a restart put every group back in. C2ISTAR →
  • 2026-10-11
    A save from before the rewrite now gives an air commander the aircraft of every friendly faction its synced AI Commanders run, not only its own. Before, the other factions' aircraft stayed behind in the old store. MACC (Military Air Command & Control) →
  • 2026-10-11
    An insurgency (asymmetric) commander now takes player objectives from the tablet too. With nobody free it borrows the nearest insurgents working on its other objectives, never an installation guard. Player-Directed Objectives →
  • 2026-10-11
    An insurgency commander now takes objectives from the Operations tablet, like invasion and occupation commanders. With nobody free, it borrows the nearest insurgents from its other operations, never an installation's guards. Operations Command →
  • 2026-10-11
    Recruit Skill: recruits keep the game's own skill, or are set to Low, Medium, High or Elite. Recruitment →
  • 2026-10-11
    New Recruit Skill setting on the Recruitment module: Game default, or Low, Medium, High or Elite for every recruit. Group Manager →
  • 2026-10-11
    Guards man a custom or modded composition made of props ALiVE does not recognise, taking posts around its containers, bunkers and walls instead of patrolling around it. Custom Military Placement →
  • 2026-10-11
    Prepared Defences on Many: an objective held for 40 minutes with its small fort also gets a medium fort on one flank, up to 4 per commander. Forts and frontline mines keep off runways, taxiways and aprons. OPCOM (Military AI Commander) →
  • 2026-10-11
    Dirt airstrips with no runway objects, such as the five on Altis, now get a runway line from the map's own airport data. MACC (Military Air Command & Control) →
  • 2026-10-11
    A helicopter waits on its stand while a manned vehicle is under its rotors, other than the truck coming to service it, and starts up once it has gone (or when its launch time runs out). MACC (Military Air Command & Control) →
  • 2026-10-11
    The Run once per group tooltip now says what it does: Yes runs the On Each Spawn code once per group, No every time the group spawns. Civilian Objective Placement →
  • 2026-10-11
    The Run once per group tooltip now says what it does: Yes runs the On Each Spawn code once per group, No every time the group spawns. Military Placement →
  • 2026-10-11
    Frontline Minefields are kept when a saved mission is loaded: the mines left in each field are laid again where they were. OPCOM (Military AI Commander) →
  • 2026-10-11
    Opening a map with no ALiVE index in the editor, VR for one, no longer pops up a "Script ... not found" error. Map Indexer →
  • 2026-10-11
    A vehicle synced to the Virtual AI System but driven by units ALiVE doesn't manage, such as a player's own AI, is no longer put away from under its crew a spawn radius from where it started: its profile now follows it. Virtualisation & Spawning →
  • 2026-10-10
    A cancelled or failed sea patrol task no longer stops that side being given another. Civilian Objective Placement →
  • 2026-10-10
    A task that is cancelled or fails gives back the friendly group sent to help with it, as a finished one does. C2ISTAR →
  • 2026-10-10
    New setting Prepared Defences: an invasion or occupation commander builds a small fort at the edge of each objective it has held for 10 minutes, facing the enemy. Frontline Minefields now also mines objectives the commander is quietly holding. OPCOM (Military AI Commander) →
  • 2026-10-10
    Combat Support aircraft and artillery are refuelled to a full tank when resupplied, as the air commander's aircraft are, rather than to half. Combat Support →
  • 2026-10-10
    New setting AI Takes Over Slow Tasks: a task still open after 15, 30 or 60 minutes gets the nearest idle friendly AI group sent to it, and HQ says so on the radio. C2ISTAR →
  • 2026-10-10
    A player killed by another player gives the killer's side a Kill Shot as well as the Man Down. Statistics →
  • 2026-10-10
    With ACE's headless transfer on, units ALiVE keeps off headless clients (Combat Support, groups marked to stay on the server) are kept off ACE's transfer too. ALiVE (Required) →
  • 2026-10-10
    New Sea Patrol Tasks setting sends players after nearby enemy patrol boats. Civilian Objective Placement →
  • 2026-10-10
    Asking about friendly units marks tracked APCs as mechanised, not armour. C2ISTAR →
  • 2026-10-10
    Pressing Auto Generate while automatic player tasks are off now says why nothing arrives. C2ISTAR →
  • 2026-10-10
    A soldier who surrenders leaves his old unit for good: it no longer brings him back armed when it respawns. C2ISTAR →
  • 2026-10-10
    New Precipitation setting: Snow makes the module's rain fall as snow. Ambient Dynamic Weather →
  • 2026-10-10
    A save now keeps a group's On Each Spawn code, wounded infantry, what vehicles carry or sling, and where groups were heading. Persistence →
  • 2026-10-10
    A player group can be limited to the task types that suit it with ALiVE_taskTypes in its leader's init. Task Missions →
  • 2026-10-10
    The tour steps aside on a dedicated server, and its Persistence, ALiVE Online and menu pages describe ALiVE as it is now. Guided Tour →
  • 2026-10-10
    New On Each Spawn setting runs your own code on every civilian as it spawns. Ambient Civilian Population →
  • 2026-10-10
    Destroying a building people live in makes that town more hostile to whoever destroyed it. Ambient Civilian Population →
  • 2026-10-10
    New Frontline Minefields setting: the commander mines the approaches to objectives it holds near the enemy. OPCOM (Military AI Commander) →
  • 2026-10-10
    An insurgent Recruitment HQ can raise a task to kill its recruiter (Recruiter HVT Task Chance). OPCOM (Military AI Commander) →
  • 2026-10-10
    New module: players recruit AI soldiers into their own group at the objects it's synced to, up to Max Group Size (#977). Recruitment →
  • 2026-10-10
    New Recruitment module: players recruit AI into their own group at a synced object, up to a size cap. Group Manager →
  • 2026-10-10
    Enemy soldiers can surrender once their group is broken, and players can question them for intel. C2ISTAR →
  • 2026-10-10
    IEDs can have a civilian trigger man watching; deal with him first or he sets it off as you approach. Hold Detain beside him to take him prisoner, with or without ACE; his ID wallet names the IED he was watching. IED →
  • 2026-10-10
    Friendly AI soldiers can be asked where the other friendly units are; they're marked on your map for two minutes. C2ISTAR →
  • 2026-10-10
    Generated tasks no longer pick targets inside the C2ISTAR Task Blacklist markers. Task Missions →
  • 2026-10-10
    New Task Blacklist setting keeps generated tasks out of marked areas, such as your base. C2ISTAR →
  • 2026-10-10
    Loiter now takes rules of engagement: on Fire At Will the aircraft orbits and engages what it sees, as an overwatch. Close Air Support →
  • 2026-10-10
    Air superiority can be judged on fighters alone with the new Air Situation Counts setting. C2ISTAR →
  • 2026-10-10
    Garrisoned AI stay on their posts when a headless client takes over their group. Military Command (AI Behavior Engine) →
  • 2026-10-10
    Garrisoned AI stay on their posts when a headless client takes over their group. Civilian Objective Placement →
  • 2026-10-10
    Garrisoned AI stay on their posts when a headless client takes over their group. Military Placement →
  • 2026-10-10
    The Air Picture page now says who holds the air: us, the enemy, contested, or a clear sky. C2ISTAR →
  • 2026-10-10
    Players are told when enemy aircraft kill their side's men or vehicles, on the Air Picture page. C2ISTAR →
  • 2026-10-10
    Garrisoned AI in towers, bunkers and buildings hold their posts and fire back under attack instead of lying down or wandering off. Military Command (AI Behavior Engine) →
  • 2026-10-10
    Garrisoned AI in towers, bunkers and buildings hold their posts and fire back under attack instead of lying down or wandering off. Civilian Objective Placement →
  • 2026-10-10
    Garrisoned AI in towers, bunkers and buildings hold their posts and fire back under attack instead of lying down or wandering off. Military Placement →
  • 2026-10-10
    New Ambient Sound Volume setting makes town sounds up to 5 times louder. Ambient Civilian Population →
  • 2026-10-10
    Automatic tasks can now go after any of several enemy factions a side lists, one drawn per task. Task Missions →
  • 2026-10-10
    Each Enemy slot in Auto Task Factions now takes several factions; each auto task goes after one of them. C2ISTAR →
  • 2026-10-10
    Custom food and water count as humanitarian aid however their class names are typed. Ambient Civilian Population →
  • 2026-10-10
    The status list no longer stays drawn over the request screen after Back to Requests or reopening the tablet. Player Resupply →
  • 2026-10-10
    When an air commander aircraft is lost, players on the sides hostile to it now get an Air Picture report. MACC (Military Air Command & Control) →
  • 2026-10-10
    Players are told when an enemy aircraft goes down, on a new Air Picture page in the map diary. C2ISTAR →
  • 2026-10-10
    New Generate Briefing setting writes each side a briefing in the map diary from the mission's own modules. C2ISTAR →
  • 2026-10-10
    New Sea Patrol Faction lets sea patrols use another same-side faction's boats, CSAT's for FIA say. Custom Civilian Objective →
  • 2026-10-10
    New Sea Patrol Faction lets sea patrols use another same-side faction's boats, CSAT's for FIA say. Civilian Objective Placement →
  • 2026-10-10
    A SEAD pair now heads home once the radar it was sent for is down, instead of strafing the launcher. MACC (Military Air Command & Control) →
  • 2026-10-10
    New Kill Box Markers: a map marker named KILLBOX keeps the AI around it spawned for aircraft to attack. Virtualisation & Spawning →
  • 2026-10-10
    Groups that share a name across categories now spawn as the one drawn, not their namesake. Custom Military Placement →
  • 2026-10-10
    Groups that share a name across categories, like Global Mobilization's 1980s and 1990s infantry, now spawn as the one drawn. Military Placement →
  • 2026-10-10
    A hostage rescue can be given its own return point from the tablet's Generate Task screen (Alt+click the map). Task Missions →
  • 2026-10-10
    Generate Task: pick Rescue, then Alt+click the map to set where the hostage is brought back. C2ISTAR →
  • 2026-10-10
    An ACE fuel truck keeps the fuel it has left across a save. Player Logistics (Settings) →
  • 2026-10-10
    New Vehicle Spawn Radius lets vehicles spawn further out than infantry, so they're seen driving in. Virtualisation & Spawning →
  • 2026-10-10
    Place units has a new Placement Only choice: the forces are placed, but the AI Commander gets no objectives from the module. Custom Civilian Objective →
  • 2026-10-10
    Place units has a new Placement Only choice: the forces are placed, but the AI Commander gets no objectives from the module. Civilian Objective Placement →
  • 2026-10-10
    Place units has a new Placement Only choice: the forces are placed, but the AI Commander gets no objectives from the module. Military Placement →
  • 2026-10-10
    Objectives from a placement module set to Placement Only are ignored, so its forces are placed but not given those objectives. OPCOM (Military AI Commander) →
  • 2026-10-09
    Respawn tickets are saved and restored with the mission, for each side and the mission-wide count. Persistence →
  • 2026-10-09
    New Aircraft Types and Excluded Aircraft settings choose which aircraft the air commander places, from any faction. MACC (Military Air Command & Control) →
  • 2026-10-09
    Groups riding in vehicles keep their vehicle's speed after a save is loaded, instead of moving at foot speed. Virtualisation & Spawning →
  • 2026-10-09
    Changing a group's unit classes now updates its unit count as well. Virtualisation & Spawning →
  • 2026-10-09
    A mission whose profiles have all been destroyed can be saved, and reloading it no longer brings back the starting forces. Virtualisation & Spawning →
  • 2026-10-09
    With Debug on, an AI Commander that runs out of free groups logs it once, and again when a group comes free, instead of two lines per objective every cycle. OPCOM (Military AI Commander) →
  • 2026-10-09
    Eliminate HVT's meeting is held indoors when a building within 50 m has room: the target and his guard stand on its own floor positions, with the table between them. Task Missions →
  • 2026-10-09
    Eliminate HVT's meeting is held indoors when a building within 50 m has room, on the building's own floor positions. C2ISTAR →
  • 2026-10-09
    Eliminate HVT's target and his guard no longer end up under a house's raised floor; with no building nearby the meeting is held in the open. Task Missions →
  • 2026-10-09
    Eliminate HVT's target and his guard no longer end up under a house's raised floor; with no building nearby the meeting is held in the open. C2ISTAR →
  • 2026-10-09
    The Player Logistics HQ speaks the player's language when the side's HQ voice doesn't, so a Russian faction no longer hears its deliveries confirmed in Farsi. Player Resupply →
  • 2026-10-09
    A mission script or trigger can save the mission straight away with "now" call ALiVE_fnc_AUTOSAVE_PNS (server, Local source); a timed autosave keeps running. Persistence →
  • 2026-10-09
    Random Camps place about three times faster at start-up, and a faction with few medium camps also gets its small ones (VC and PAVN no longer get a prison camp every time). Military Placement →
  • 2026-10-09
    On-spawn code set to run once runs on the group's first spawn only, not again each time it respawns. Virtualisation & Spawning →
  • 2026-10-09
    The crew list goes away when you get out of a vehicle or open the map. Crew Info →
  • 2026-10-09
    Attack waves in Checkpoint Partnership, Market Reopening and Secure Community Event start at least 300 m from your side's groups. Task Missions →
  • 2026-10-09
    Attack waves in Checkpoint Partnership, Market Reopening and Secure Community Event start at least 300 m from your side's groups. C2ISTAR →
  • 2026-10-09
    A parked aircraft's crew no longer decides who holds an airfield while the aircraft is virtual, so base-game pilots can't hand an area to the wrong faction. MACC (Military Air Command & Control) →
  • 2026-10-09
    The commander tablet's server side refuses calls made straight from a player's machine; the tablet itself works as before. Operations Command →
  • 2026-10-09
    VIP Escort and Informant Exfiltration complete when you bring the VIP or informant to the drop-off by vehicle; boarding threw a script error that stopped the task. Task Missions →
  • 2026-10-09
    VIP Escort and Informant Exfiltration complete when you bring the VIP or informant to the drop-off by vehicle; boarding threw a script error that stopped the task. C2ISTAR →
  • 2026-10-09
    Saves are far smaller: placed groups no longer carry a full copy of their objective into the save (1.79 million characters down to 32,000 on a small Stratis mission). Virtualisation & Spawning →
  • 2026-10-09
    Vehicles keep their fuel, damage and ammo across a save and reload, instead of coming back full, whole and re-armed. Virtualisation & Spawning →
  • 2026-10-09
    Deleting your last tablet task now clears it from the save, so it no longer comes back on the next load. C2ISTAR →
  • 2026-10-09
    When CQB is synced to an AI Commander and Use Dominant Faction is switched off for that reason, the RPT now says so and lists the factions CQB will use. CQB (Close Quarters Battle) →
  • 2026-10-09
    Automatic orders skip a player whose group is already on a task, or who holds a task they asked for, so a task you chose is no longer replaced. C2ISTAR →
  • 2026-10-09
    A CAS aircraft's init code runs after the start-up refuel and re-arm, so fuel or ammo set there is no longer reset to full. Combat Support →
  • 2026-10-09
    A persistent air commander waits for the Data module's save name before loading, so its aircraft are restored rather than started fresh. MACC (Military Air Command & Control) →
  • 2026-10-09
    A Player Persistence module created by script starts with the same defaults as one placed in the editor, instead of throwing errors over settings it was never given. Player Persistence →
  • 2026-10-09
    A blacklisted group is skipped when a group is picked for a custom-mapped or compiled faction, so the objective gets another group of that type instead of one fewer. Military Placement →
  • 2026-10-09
    When every transport of an AI-requested delivery is destroyed with its troops still aboard or boarding, the troops are handed to the AI Commander straight away. Military Logistics →
  • 2026-10-09
    Delivery helicopters and trucks keep their crews on the server, so with a headless client connected they still land, unload and fly home as ordered. Military Logistics →
  • 2026-10-09
    An autosave or Save and Exit that lands while the air commander is taking over an aircraft keeps that aircraft. MACC (Military Air Command & Control) →
  • 2026-10-09
    Settings that do nothing until their switch is on now say so first in their tooltip: the Commander Intel (COP) settings and the six civic multipliers. C2ISTAR →
  • 2026-10-09
    Readiness is shared across the objectives, so each starts with some active groups and some in reserve. Before, the last objectives got only reserves and stayed empty until a player came near. Military Placement →
  • 2026-10-09
    With the Default style, player tags appear when switched on from Player Options. Before, the Default style showed no tags at all. Player Tags (Legacy) →
  • 2026-10-09
    Dong Giang added (v3.1, Jungle), the second map in S.O.G.'s Nickel Steel mod: 115 military objectives, counting trenches and bunkers, and 159 civilian. Terrain Compatibility →
  • 2026-10-09
    Removed Namalsk, SMD Sahrani (A2) and Tilos, three old indexes that can't be brought up to date. Anyone who indexes one on Index a Terrain can send it in. Terrain Compatibility →
  • 2026-10-09
    False intel from a civilian is drawn like a real reveal: MIL or CIV labels, and most decoys show an installation icon. Ambient Civilian Population →
  • 2026-10-09
    Two air commanders starting together no longer log registry errors at mission start. MACC (Military Air Command & Control) →
  • 2026-10-09
    Rung Sat Special Zone re-indexed (v3.1, Jungle): more military objectives, now counting trenches and bunkers, and 635 civilian (was 566). Terrain Compatibility →
  • 2026-10-09
    Aircraft are no longer parked on top of a wreck: a helipad, apron or patch of ground with a wreck on it counts as occupied. MACC (Military Air Command & Control) →
  • 2026-10-09
    Isla Abramia re-indexed (v3.1, Woodland): 72 military objectives and 266 larger civilian ones over the same buildings. Terrain Compatibility →
  • 2026-10-09
    Removed twelve WW2 maps whose Workshop source is gone (Merderet x4, Omaha, Neaville x2, Colleville Winter, Battle of the Bulge, Aachen Outskirts, Rhode, Volkhov Forest). Anyone with a working link can index one on Index a Terrain and send it in. Terrain Compatibility →
  • 2026-10-09
    A compiled faction given a name with no faction config of its own keeps the side its mapping names, rather than reading as EAST. ALiVE Custom Faction Compiler →
  • 2026-10-09
    The wiretap task's Setup Wiretap action appears for a player carrying S.O.G.'s toolkit as well. Task Missions →
  • 2026-10-09
    The Setup Wiretap action appears for a player carrying S.O.G.'s toolkit as well. C2ISTAR →
  • 2026-10-09
    Rung Sat Special Zone uses the Jungle compositions and Namalsk the Woodland ones; neither named an environment before. Terrain Compatibility →
  • 2026-10-09
    Khe Sanh (Unsung), Cao Bang, CSJ SEA, Nam, G.O.S Song Bin Tanh, Prei Khmaoch Luong and RHSPKL use the Jungle compositions: S.O.G.'s with S.O.G. loaded, the Pacific ones without. Terrain Compatibility →
  • 2026-10-09
    Diyala removed: the map on the Workshop is protected against unpacking, so it can't be re-indexed. Terrain Compatibility →
  • 2026-10-09
    A map set to Jungle without S.O.G. loaded gets the Pacific compositions for its camps, HQs and outposts, rather than the standard ones. Military Placement →
  • 2026-10-09
    Da Krong re-indexed (v3.1, Jungle): 33 military objectives over 1,200 buildings, and 77 civilian. It had no environment set before. Terrain Compatibility →
  • 2026-10-09
    Sugar Lake re-indexed (v3.1, Woodland): 49 military and 160 civilian objectives, up from 35 and 127. It was Urban before. Terrain Compatibility →
  • 2026-10-09
    G.O.S Gunkizli re-indexed (v3.1, Woodland): 58 military and 751 civilian objectives, with about 1,000 more civilian buildings. It was Urban before. Terrain Compatibility →
  • 2026-10-09
    An air base at an airfield with one hangar gets a plane: if the first plane fits no stand there, up to four of the faction's other planes are tried. MACC (Military Air Command & Control) →
  • 2026-10-09
    Nogova re-indexed (v3.1, Woodland): 26 military and 271 civilian objectives, over twice the civilian buildings it had. Terrain Compatibility →
  • 2026-10-09
    Bozcaada re-indexed (v3.1, Urban): 31 military and 194 civilian objectives; walls no longer count as military buildings. Terrain Compatibility →
  • 2026-10-09
    G.O.S N'Ziwasogo re-indexed (v3.1, Pacific): 73 military and 689 civilian objectives, up from 58 and 659. It had no environment set before. Terrain Compatibility →
  • 2026-10-09
    G.O.S Al Rayak re-indexed (v3.1, Desert): 76 larger military objectives where it had 91, covering more buildings, and 657 civilian. Terrain Compatibility →
  • 2026-10-09
    Asking for a mission value that was never saved no longer logs a script error in the RPT. Persistence →
  • 2026-10-09
    T.R.A.C.E. squares a side has cleared stay green after a reload. Before, every square started red again. C2ISTAR →
  • 2026-10-09
    A building patrol keeps moving when a headless client takes over its group. Before, the man stood still at his building. Military Command (AI Behavior Engine) →
  • 2026-10-09
    A replacement aircraft that was on order when the mission was saved still arrives after a reload. Before, that aircraft was never replaced. MACC (Military Air Command & Control) →
  • 2026-10-09
    Island Panthera re-indexed (v3.1, Woodland): 123 military and 416 civilian objectives, close to before. Terrain Compatibility →
  • 2026-10-09
    G.O.S Dariyah re-indexed (v3.1, Desert): grouped into fewer, larger objectives, 39 military and 274 civilian. Terrain Compatibility →
  • 2026-10-09
    Beketov re-indexed (v3.1, Woodland): every building's positions measured, 16 military and 227 civilian objectives. Terrain Compatibility →
  • 2026-10-09
    ALiVE Data has a new Autosave setting: Off, or every 5, 10, 15, 30 or 60 minutes. It saves what Save and Exit does (AI forces, objectives, players and the air commander) on a server with Local storage, with no line needed in initServer.sqf. Off by default. Persistence →
  • 2026-10-09
    New Esseker is in, submitted by A. Ares and made with the Index a Terrain page. It replaces the Esseker index and uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-09
    Esseker now follows New Esseker, the maintained version of the map: a community index from A. Ares (v3.1, Woodland) with 40 military and 294 civilian objectives. Terrain Compatibility →
  • 2026-10-09
    Shanghai - Nanjing 1937 is in, submitted by spooked and made with the Index a Terrain page. It uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-09
    Sa'hatra is in, submitted by Neutrino and made with the Index a Terrain page. It uses the Desert set of compositions. Submit a Terrain →
  • 2026-10-09
    Shanghai - Nanjing 1937 added, a community index from spooked (v3.1, Woodland): 30 military and 667 civilian objectives. Terrain Compatibility →
  • 2026-10-09
    Sa'hatra added, a community index from Neutrino (v3.1, Desert): 17 military and 128 civilian objectives. Terrain Compatibility →
  • 2026-10-09
    CLA Clafghan re-indexed (v3.1, Desert): 73 civilian objectives where it had 61, and 24 military where it had 28. Its Workshop link now goes to the map itself rather than a collection of mods. Terrain Compatibility →
  • 2026-10-09
    Dibrova, Ukraine added, a community index from Will501 (v3.1, Woodland): 17 military and 102 civilian objectives. Terrain Compatibility →
  • 2026-10-09
    Isla Duala re-indexed (v3.1, Woodland): 130 military and 410 civilian objectives, and 2,268 buildings with nowhere to stand inside no longer count. It had no environment set before. Terrain Compatibility →
  • 2026-10-09
    Helvantis re-indexed (v3.1, Woodland): 52 military and 204 civilian objectives, with 212 military buildings where the old index counted 489. Terrain Compatibility →
  • 2026-10-09
    Removed the Australia index: its map file is protected against unpacking, so it can't be indexed again. Terrain Compatibility →
  • 2026-10-09
    Bornholm re-indexed (v3.1, Woodland): 1,543 civilian objectives where it had 1,128, and farm buildings no longer count as military. It had no environment set before. Terrain Compatibility →
  • 2026-10-09
    Caribou Frontier re-indexed (v3.1, Woodland): 33 military and 119 civilian objectives, over more buildings than before. Terrain Compatibility →
  • 2026-10-09
    Esseker re-indexed (v3.1, Woodland), replacing the 2021 index: 36 military and 235 civilian objectives. Terrain Compatibility →
  • 2026-10-09
    Podagorsk re-indexed (v3.1, Woodland): every building's positions measured, grouped into fewer, larger objectives, 39 military and 206 civilian. Terrain Compatibility →
  • 2026-10-09
    Removed the old Celle index: its Workshop item now holds the terrain as mbg_celle2 (Celle 2), which has its own index. Terrain Compatibility →
  • 2026-10-09
    Hindu Kush re-indexed (v3.1, Desert): its old index had no civilian side at all; it now has 245 civilian objectives, and 59 military where it had 45. Terrain Compatibility →
  • 2026-10-09
    FATA re-indexed (v3.1, Desert): 19 military objectives where it had 9, and 82 civilian where it had 73. Terrain Compatibility →
  • 2026-10-09
    Reserves that haven't woken yet now survive a persistent save and reload. They used to be lost on every reload, and a parked reserve vehicle stayed empty for good. Fresh start, save and reload on Stratis: 11 reserves waiting at 5 objectives, one of them a parked Qilin, and the same 11 came back. Custom Civilian Objective →
  • 2026-10-09
    Reserves that haven't woken yet now survive a persistent save and reload. They used to be lost on every reload, and a parked reserve vehicle stayed empty for good. Fresh start, save and reload on Stratis: 11 reserves waiting at 5 objectives, one of them a parked Qilin, and the same 11 came back. Custom Military Placement →
  • 2026-10-09
    Reserves that haven't woken yet now survive a persistent save and reload. They used to be lost on every reload, and a parked reserve vehicle stayed empty for good. Fresh start, save and reload on Stratis: 11 reserves waiting at 5 objectives, one of them a parked Qilin, and the same 11 came back. Civilian Objective Placement →
  • 2026-10-09
    Reserves that haven't woken yet now survive a persistent save and reload. They used to be lost on every reload, and a parked reserve vehicle stayed empty for good. Fresh start, save and reload on Stratis: 11 reserves waiting at 5 objectives, one of them a parked Qilin, and the same 11 came back. Military Placement →
  • 2026-10-09
    Removed the Hell's Kitchen index: its Workshop item was taken down for breaking the content guidelines, so the terrain can't be downloaded any more. Terrain Compatibility →
  • 2026-10-09
    Utah Beach re-indexed (v3.1, Bocage): twice as many fieldwork groups across the beach defences, 82 where it had 41, and ruined buildings count as civilian ones. 68 military and 217 civilian objectives. Terrain Compatibility →
  • 2026-10-09
    Spearhead 81mm HE no longer offers a Cluster mission that just fires plain HE. Support Artillery →
  • 2026-10-09
    Copy Parent Classes works. ORBAT Creator →
  • 2026-10-09
    The air commander says in the RPT why Objective Objects aren't placed at sea or at an ingress point. MACC (Military Air Command & Control) →
  • 2026-10-09
    The wire-guess setting changes the odds for a skilled engineer too: Default 10%, Rare 6% and Very Rare 2%. IED →
  • 2026-10-09
    A garrison run by a headless client that finds no building to enter searches the area instead of standing still. Military Placement →
  • 2026-10-09
    The kill feed credits a player gunning under an AI commander, names the vehicle weapon they used, and no longer announces a player crashing their own vehicle. Statistics →
  • 2026-10-09
    A vehicle with a player in it is profiled once. Each Profile Non-Profiled Units pass used to add another copy of it. Virtualisation & Spawning →
  • 2026-10-09
    A hostile wave's empty vehicle is cleared away with the wave in Checkpoint Partnership, Market Reopening and Secure Community Event. Task Missions →
  • 2026-10-09
    Civilians you walk up to are let go when you leave, die or get into a vehicle. They used to stay frozen on the spot. Advanced Civilians →
  • 2026-10-09
    A civilian taken back in by Advanced Civilians reacts to a wound once, not twice. Advanced Civilians →
  • 2026-10-09
    Requested vehicles of any category, such as RHS support vehicles, MRAPs, anti-air and artillery, travel with the delivery. Military Logistics →
  • 2026-10-09
    On a terrain with no index, placement says so in the RPT instead of an undefined-variable error that blamed the TAOR. Civilian Objective Placement →
  • 2026-10-09
    On a terrain with no index, placement says so in the RPT instead of an undefined-variable error that blamed the TAOR. Military Placement →
  • 2026-10-09
    Helicopters slinging mechanised vehicles now join their delivery instead of being left out of it. Military Logistics →
  • 2026-10-09
    Garrisoned soldiers face out of their buildings: 5 of 8 posts looked out, up from 3 of 8. Military Placement →
  • 2026-10-09
    A Destroy Building task that finds no building to target gives up cleanly instead of throwing a script error. Task Missions →
  • 2026-10-09
    The commander map marks an objective as held only where the side has units. An objective nobody had visited, even one out at sea, used to show as held. C2ISTAR →
  • 2026-10-09
    Aircraft can park on apron paving and helipads again. The Stratis tower apron went from no spots to 2 to 8, and Malden airport from 4 to 50 spots for a UAV and 2 to 40 for a light helicopter, none of them next to a low obstacle. MACC (Military Air Command & Control) →
  • 2026-10-09
    Transport Insertion troops wait for a transport with a seat for each of them. They used to be cut down to fit and the rest were left standing at the pick up. Task Missions →
  • 2026-10-09
    Transport Insertion troops still board when the player gets out of the transport to secure the pick up. Task Missions →
  • 2026-10-09
    A damaged vehicle stays damaged when it goes virtual and spawns again. An MRAP with its engine at 0.6 and a wheel at 0.8 used to come back as good as new. Virtualisation & Spawning →
  • 2026-10-09
    In a game hosted by a player, task markers reach every player. The host used to draw them all on its own map. C2ISTAR →
  • 2026-10-09
    Every module's area markers are hidden in one go as the first module starts, so in a hosted or single-player game they no longer show one by one while the mission loads. ALiVE (Required) →
  • 2026-10-09
    Random Camps are capped: at most twice the military objectives the module places on (never fewer than 25), and no more than 50 on Low, 100 on Medium or 200 on High. A big open map like Chernobyl drew over 900 camps on High; it now gets 32. Above the cap the camps are picked at random, so they still spread across the area. Military Placement →
  • 2026-10-09
    Chernobyl is in, submitted by A. Ares and made with the Index a Terrain page. The index uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-09
    Chernobyl added, a community index from A. Ares (v3.1, Woodland): 16 military and 61 civilian objectives on a 30 km map. Needs CUP Terrains Core. Terrain Compatibility →
  • 2026-10-08
    Random Camps no longer leave guard groups off the map near its edge. A camp site stays at least 150 m inside the edge, and the whole camp has to fit on the map, not just its centre. Military Placement →
  • 2026-10-08
    Green Valley is in, submitted by A. Ares and made with the Index a Terrain page. The index covers the whole map and uses the Desert set of compositions. Submit a Terrain →
  • 2026-10-08
    Only the S.O.G. maps (Cam Lao Nam, Khe Sanh and The Bra) use jungle compositions. The other tropical maps use Pacific, Pandora uses Woodland and Kujari Desert. ALiVE (Required) →
  • 2026-10-08
    A group that opted out of C2ISTAR's automatic orders stays opted out after a save and reload. Player Persistence →
  • 2026-10-08
    On a terrain ALiVE has no index for, the startup screen now says so, and that the Map Indexer module can make one. It used to go to the server log only, so thin objectives and camps had no visible reason. Startup Screen →
  • 2026-10-08
    Civilians spawned within 50 m of an insurgent installation now answer yes to "Has anyone been pressuring you?". Before, none ever did: with six installations on Altis, not one civilian was flagged. Advanced Civilians →
  • 2026-10-08
    Civilians spawned within 50 m of an insurgent installation now answer yes to "Has anyone been pressuring you?". Before, none ever did: with six installations on Altis, not one civilian was flagged. Ambient Civilian Population →
  • 2026-10-08
    The S.O.G., Spearhead, CUP and Global Mobilization composition packs load by themselves whenever their mod is loaded. Nothing needs copying from the optional folder any more for jungle or bocage camps, or for ALiVE's Global Mobilization factions. ALiVE (Required) →
  • 2026-10-08
    A civilian that goes virtual and spawns again remembers the shots it heard nearby and its hostility reading, so one shaken by a firefight doesn't come back calm. Panic and hiding still start fresh. Advanced Civilians →
  • 2026-10-08
    On a terrain whose composition set isn't loaded, the missing-compositions warning is logged once for each set, not for every camp: it was 123 times in one Cam Lao Nam startup. Military Placement →
  • 2026-10-08
    Civilians at a building with no indoor spot stand at its door, or just outside it, instead of inside its walls. On Malden that was 2,626 of the 2,639 buildings like that. Ambient Civilian Placement →
  • 2026-10-08
    On a dedicated server, the radio notice that a support asset is out of replacements or back on station reaches its side again. It went to nobody. Combat Support →
  • 2026-10-08
    Insurgent IED factories, recruitment HQs and weapons depots go only in buildings that can be destroyed. On Malden 67 of the 1,021 buildings it could pick, mostly concrete bunkers and piers, couldn't be, so an installation there stayed for good. OPCOM (Military AI Commander) →
  • 2026-10-08
    Compositions and roadblocks are saved and loaded when Save Compositions is left at its default, Yes. A default was read as No, so a mission that never touched the setting saved none. Persistence →
  • 2026-10-08
    Parked aircraft are kept off narrow water. The check now looks at 43 points across the aircraft's footprint instead of 9, which left 14.5 m gaps along a gunship's edge. ALiVE (Required) →
  • 2026-10-08
    Planes are parked inside hangars on the 124 terrains indexed with the web indexer. Those indexes list hangars by model, which wasn't recognised, so no plane ever went in one: on Malden all 7 hangars are found now, and each airfield gets a plane inside one. ALiVE (Required) →
  • 2026-10-08
    Reloading a saved campaign no longer adds another set of supply crates each time (6 more on Stratis per reload). Crates go down only when the campaign starts fresh. Military Placement →
  • 2026-10-08
    Kidal re-indexed (v3.1, Desert): buildings the AI can't enter are left out, giving 9 military and 75 civilian objectives. Terrain Compatibility →
  • 2026-10-08
    Removed the indexes for Sark (Channel Islands) and X-Cam-Taunus: Sark's Workshop item has no terrain file any more, and X-Cam-Taunus can't be read to re-index it. Anyone who still has either can index it in game. Terrain Compatibility →
  • 2026-10-08
    Show Perf labels its numbers in plain words (Lowest FPS, AI on server, Profiles spawned and so on), with mission time as hours, minutes and seconds. The RPT lines keep the short names. Performance Reporting →
  • 2026-10-08
    Nam2 and Prei Khmaoch Luong re-indexed (v3.1, Jungle): Nam2 has 1,151 civilian objectives (was 1,094) and its hangars count as airfield buildings. Terrain Compatibility →
  • 2026-10-08
    Admins can watch server performance: Perf > Start Perf samples the server every 60 seconds into the RPT (lines starting ALiVE PERF), Show Perf displays the latest sample, and Performance Monitoring at Start on the Required module turns it on from the beginning (#1031). Performance Reporting →
  • 2026-10-08
    Respawn Timeout is now called Insertion Wait (seconds), which is all it ever did: how long the Insertion transport waits for players before lifting off. Saved missions keep their value. Player Multispawn →
  • 2026-10-08
    New setting, Performance Monitoring at Start: samples the server's performance into the RPT from the moment the mission begins (#1031). ALiVE (Required) →
  • 2026-10-08
    Talk to Civilian no longer shows while you carry or drag a body with ACE, or on an unconscious civilian (#1025). Ambient Civilian Population →
  • 2026-10-08
    Khe Sanh (Jungle), Pja314 and Kastellorizo (Woodland) re-indexed (v3.1): Pja314 gets 16 military objectives where it had none, and Kastellorizo's piers count as harbour buildings, not military. Terrain Compatibility →
  • 2026-10-08
    Dunkirk's Workshop map is now called dunkirk, so it's indexed fresh under that name (v3.1, Woodland: 25 military and 275 civilian objectives) and the old swu_dunkirk_bray_dunes_1940 index is gone. Terrain Compatibility →
  • 2026-10-08
    Staszow Winter and Baranow Winter re-indexed (v3.1, Woodland). Both ship in Iron Front in Arma 3 AIO Lite, which their rows now link to. Terrain Compatibility →
  • 2026-10-08
    Tropica uses Pacific compositions instead of desert. Terrain Compatibility →
  • 2026-10-08
    Ivachev Winter re-indexed (v3.1, Woodland): 5 civilian objectives (was 4). Terrain Compatibility →
  • 2026-10-08
    Chernarus Redux, Tropica, Seangola and Alaska 2035 re-indexed (v3.1): Chernarus Redux has 854 civilian objectives (was 528), Tropica uses desert compositions and the other three woodland. Terrain Compatibility →
  • 2026-10-08
    Anizay uses desert compositions instead of woodland. Terrain Compatibility →
  • 2026-10-08
    Montella, Rosche, Anizay and Ruha re-indexed (v3.1, Woodland): Ruha's army huts count as military (53 military objectives, was 12), and Montella's piers, power stations and factories count as infrastructure. Terrain Compatibility →
  • 2026-10-08
    Chasiv Yar is in, submitted by A. Ares and made with the Index a Terrain page. The index covers the whole map and uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-08
    Added Chasiv Yar (v3.1, Woodland), submitted by A. Ares. It needs CUP Terrains Core and RHS: Terracore. Terrain Compatibility →
  • 2026-10-08
    Hangars beside the runways on Esbekistan and Kujari count as airfield buildings. Terrain Compatibility →
  • 2026-10-08
    Added Avgani and Afghan Village (v3.1, Desert), the two maps in the Avgani Iraq & Afghan Village item. They replace the old Avganif index: that item no longer has a map called avganif. Terrain Compatibility →
  • 2026-10-08
    Esbekistan, Kujari and Tembelan re-indexed (v3.1): Esbekistan loads CUP Terrains Core and Maps and its guard houses count as military (67 military objectives, was 44), Kujari uses jungle compositions, and Tembelan's fuel tanks, cranes and factories count as infrastructure. Terrain Compatibility →
  • 2026-10-08
    Hangars beside the runways on 18 more terrains count as airfield buildings: the service, military, Hangar2, Jbad and CASA hangars on Bala Murghab, Farabad, North Takistan, Ruegen, Deniland, Tobruk, Al Salman, Lythium, Sumava, Drakovac, Oberlausitz, Sehreno, Colombia, Halsoy, VT7 and Yulakia. Terrain Compatibility →
  • 2026-10-08
    Hangars beside the runways on Bootcamp, CUP Chernarus 2020, Livonia, Takistan, Zargabad, CUP Zargabad and Kunduz Valley count as airfield buildings, not only military ones. Terrain Compatibility →
  • 2026-10-08
    Random Camps, field HQs and outposts are built on Woodland and Desert terrains. ALiVE's own Woodland and Desert composition sets are empty without the optional CUP compositions, so the troops were placed with no camp; the standard compositions are used instead now. Military Placement →
  • 2026-10-08
    Krayina is in, submitted by will501 and made with the Index a Terrain page. The index covers the whole map and uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-08
    Added Krayina (v3.1, Woodland), submitted by will501. It needs RHS: Terracore and HAG Objects. Terrain Compatibility →
  • 2026-10-08
    A saved campaign no longer gains a "TACOM: NULL profile passed to FSM" line every time it's loaded. A vehicle kept its dead crew's ID through every save; it now lets go when the crew dies, and the AI Commander clears any such ID left in an older save. OPCOM (Military AI Commander) →
  • 2026-10-07
    Long campaigns no longer throw "0 elements provided" errors from getNearProfiles and the profile grid now and then. A lookup could pick up a group that was being deleted at that moment; it now skips it. Virtualisation & Spawning →
  • 2026-10-07
    Civilian support no longer stops updating after a C2ISTAR task ends. The hostility update overwrote the task's chosen town, so the RPT showed "Undefined variable in expression: _cluster" and the support change was lost, or went to the wrong town. OPCOM (Military AI Commander) →
  • 2026-10-07
    Sangin District Helmand Province is in, submitted by A. Ares and made with the Index a Terrain page. The index covers the whole map and uses the Desert set of compositions. Submit a Terrain →
  • 2026-10-07
    Added Sangin District Helmand Province (v3.1, Desert), submitted by A. Ares. Terrain Compatibility →
  • 2026-10-07
    When every military site nearby is already held, a defence task's new site is now put down at least 500 m from other defence tasks. Task Missions →
  • 2026-10-07
    When every military site nearby is already held, a defence task's new site is now put down at least 500 m from other defence tasks. C2ISTAR →
  • 2026-10-07
    Two players or groups are no longer sent to the same objective. Capture and defence tasks pick a place no other task of their side holds, and give it back when they end. Task Missions →
  • 2026-10-07
    Two players or groups are no longer sent to the same objective. Capture and defence tasks pick a place no other task of their side holds, and give it back when they end. C2ISTAR →
  • 2026-10-07
    Combat Supplies now has an Ammo category holding the ammo crates, for every faction including MJTF and the Spearhead US Army. Opening a category there lists only its crates. Player Resupply →
  • 2026-10-07
    The civilian crowd animations no longer log 854 bone errors in the RPT at every mission start. They play as before. Ambient Civilian Population →
  • 2026-10-07
    Indexing writes its output files in batches instead of a line at a time, and the terrain analysis reuses its grids, so the end of an index run is quicker. Contributed by SpyderBlack723. Map Indexer →
  • 2026-10-07
    CQB no longer counts its own garrisons when it picks a house's faction, so one wrong-faction garrison can't spread to the houses around it. CQB (Close Quarters Battle) →
  • 2026-10-07
    With CQB Debug on, the RPT says again which faction each house got: which scan answered, every faction it counted and the winner, or that nothing was found. CQB (Close Quarters Battle) →
  • 2026-10-07
    The RPT no longer reports a missing calming animation (C5calming_apc.rtm) at every start. Ambient Civilian Population →
  • 2026-10-07
    CUP US Army and CUP USMC logistics now send their own MTVRs instead of vanilla NATO HEMTTs, and the CFP US Army and USMC factions get their own trucks back. Military Logistics →
  • 2026-10-07
    Removed CUP Kunduz: its terrain can no longer be found on the Workshop. Kunduz itself is unaffected. Terrain Compatibility →
  • 2026-10-07
    Kunduz re-indexed (v3.1) with desert compositions. Terrain Compatibility →
  • 2026-10-07
    Razani re-indexed (v3.1) with CUP Terrains Core loaded, which it needs, and desert compositions: road pieces and walls no longer count as buildings. Terrain Compatibility →
  • 2026-10-07
    Kobbvatn re-indexed (v3.1): its army huts, hangars and military offices count as military now, giving it 11 military objectives where it had none. Terrain Compatibility →
  • 2026-10-07
    A looping patrol keeps going round while no player is near. Before, it walked its loop once off-screen and then stood still until somebody came close. Virtualisation & Spawning →
  • 2026-10-07
    Random Camps no longer stand in the empty world around a terrain that is smaller than its map. Sectors with no roads, objectives or real ground are left out; on Kunduz River that's 64% of the spots. Military Placement →
  • 2026-10-07
    Sbeneh Outskirts re-indexed (v3.1) with desert compositions: its H-barriers and walls no longer count as military buildings, and its guardhouse does. Terrain Compatibility →
  • 2026-10-07
    Deniland re-indexed (v3.1): 4,034 houses, workshops, garages, sheds and barns count as civilian now, and its hangars and guard booths as military. Terrain Compatibility →
  • 2026-10-07
    Helicopters are no longer parked on invisible helipads out in the fields. An objective made only of those pads, with no military building within 300 m, is left out; on RHSPKL that's 10 of its 36. Military Placement →
  • 2026-10-07
    Farabad uses the Desert set of compositions now, so its camps and checkpoints suit the map. Terrain Compatibility →
  • 2026-10-07
    Removed the indexes for Taviana (both versions) and the OPX MOUT Training Facility, which only survive as unofficial re-uploads. Anyone who still has one can index it in game. Terrain Compatibility →
  • 2026-10-07
    Chongo, Virolahti (VT7) and Suursaari re-indexed (v3.1), with Chongo set to Desert: Virolahti's sheds, warehouses and houses count as civilian now, and Suursaari covers 649 civilian buildings (was 238). Terrain Compatibility →
  • 2026-10-07
    Added Summa and Summa Winter (v3.1), the two terrains Temppa's Summa item now holds. The old index for the winter map's previous name is removed. Terrain Compatibility →
  • 2026-10-07
    Hellanmaa, Hellanmaa Winter, Vidda and Mull of Kintyre re-indexed (v3.1): their barns, sheds and Vidda's houses count as civilian now, and Kintyre's hangars as airfield buildings. Terrain Compatibility →
  • 2026-10-07
    Added Zargabad 2025 (v3.1, Desert), the updated Zargabad inside the CUP Chernarus 2020 item, alongside the older Zargabad. Terrain Compatibility →
  • 2026-10-07
    CSJ SEA and Carraigdubh re-indexed (v3.1): CSJ SEA covers 6,455 civilian buildings (was 493), and Carraigdubh's small houses count as civilian now. Terrain Compatibility →
  • 2026-10-07
    Added Šumava (v3.1), submitted by A. Ares. Terrain Compatibility →
  • 2026-10-07
    Added Vanimko (v3.1), submitted by Karmo. Terrain Compatibility →
  • 2026-10-07
    VT5 re-indexed (v3.1): its industrial sheds count as civilian now, and its army huts and guard posts as military. It needs CUP Terrains Core. Terrain Compatibility →
  • 2026-10-07
    Cao Bang re-indexed (v3.1): 364 village huts, houses and yards count as civilian now, and its river huts as marine. Terrain Compatibility →
  • 2026-10-07
    Added Novogorsk (v3.1, Urban), submitted by A. Ares. Terrain Compatibility →
  • 2026-10-07
    Staszow re-indexed (v3.1) with CUP Terrains Core loaded, which Iron Front needs: its houses, town halls and church count as civilian now. Terrain Compatibility →
  • 2026-10-07
    Novogorsk is in, submitted by A. Ares and made with the Index a Terrain page. The index covers the whole map and uses the Urban set of compositions. Submit a Terrain →
  • 2026-10-06
    Indexing a map takes about half as long: the analysis keeps a spatial index and caches of the map's objects instead of searching the whole map again for each sector. Contributed by SpyderBlack723. Map Indexer →
  • 2026-10-06
    Vanimko is in, submitted by Karmo. It was made with the Index a Terrain page. The index covers the whole map and uses the Pacific set of compositions. Submit a Terrain →
  • 2026-10-06
    Šumava is in, submitted by A. Ares and made with the Index a Terrain page. The index covers the whole map and uses the Woodland set of compositions. Submit a Terrain →
  • 2026-10-06
    The air commander no longer raises a rescue task for every aircraft it loses. One comes only when a pilot ejects and lands alive, and its rescue chance still decides it. MACC (Military Air Command & Control) →
  • 2026-10-06
    Combat Search and Rescue is raised only for a real ejected pilot now, so it's no longer in the random task pool or the tablet's request list. Task Missions →
  • 2026-10-06
    Combat Search and Rescue comes from real AI pilots now: when one ejects from a plane and lands alive, the task is raised where the pilot came down. C2ISTAR →
  • 2026-10-06
    New setting, Pilot Rescue Timeout, 30 minutes by default. When it runs out the task is cancelled and the pilot, marker and strobe are cleared. C2ISTAR →
  • 2026-10-06
    A rescued pilot joins your group without leading it. Rescue is no longer in the random task pool or the tablet's request list. C2ISTAR →
  • 2026-10-06
    When the Size Filter leaves no settlement inside the TAOR, Civilian Placement steps down to settlements of 160 m or more, then any size, so small maps like Stratis and Utes get civilians again. Ambient Civilian Placement →
  • 2026-10-06
    Halsoy, Goose Green, Scargard and Ryderwood re-indexed (v3.1): barns, workshops, garages and sheds count as civilian now, and Halsoy's tent hangars as airfield buildings. Terrain Compatibility →
  • 2026-10-06
    Prei Khmaoch Luong, Pulau and Scottish Highlands re-indexed (v3.1), with Pulau set to Pacific: deer stands, warehouses and workshops count as civilian now. Terrain Compatibility →
  • 2026-10-06
    Removed the indexes for 9 terrains no longer on the Steam Workshop: Tigeria, X-Cam Prototype, Lost Island, Fallujah (interiors), Everon 2014, G.O.S Kalu Khan, G.O.S N'Djenahoud, Cham and Cham Winter. Anyone who still has one can index it in game. Terrain Compatibility →
  • 2026-10-06
    Removed the indexes for 6 terrains with no known download: Hell's Kitchen (Winter), Saru, mak_pj8, Zdanice, G.O.S Koplic and Praa. Terrain Compatibility →
  • 2026-10-06
    Djalka, Altiplano, Colombia and Vinjesvingen re-indexed (v3.1), with Altiplano set to Desert: barns, sheds, garages and workshops count as civilian now. Terrain Compatibility →
  • 2026-10-06
    The in-game indexer writes every model in each category. A category holding exactly one model was left out, and the last model went missing at 61, 121 and so on. Map Indexer →
  • 2026-10-06
    The in-game indexer has a Fieldworks tick. Tick it on its own for trenches and bunkers soldiers can stand in; groups of three or more become fieldwork objectives. Map Indexer →
  • 2026-10-06
    Groups keep their route through a save: after a reload a patrol walks on from where it had got to, loops included, instead of standing where it was saved. Virtualisation & Spawning →
  • 2026-10-06
    Fallujah and Sennoe re-indexed (v3.1): Fallujah's military objectives take in 346 buildings (was 83), and its civilian objectives are fewer, larger clusters. Terrain Compatibility →
  • 2026-10-06
    County Fermanagh, Kerama Islands and Bala Murghab re-indexed (v3.1): Kerama's cranes and factories count as construction and its lighthouses as marine, and Bala Murghab covers 4,704 civilian buildings (was 4,005). Terrain Compatibility →
  • 2026-10-06
    Kimmirut, Majan and Bozoum re-indexed (v3.1): Kimmirut's small houses count as civilian, and Majan's objectives are real buildings now rather than walls and concrete blocks. Terrain Compatibility →
  • 2026-10-06
    The in-game indexer writes every model in each category. A category holding exactly one model was left out, and the last model went missing at 61, 121 and so on. Terrain Compatibility →
  • 2026-10-06
    The in-game indexer has a Fieldworks tick. Tick it on its own for trenches and bunkers soldiers can stand in; groups of three or more become fieldwork objectives. Terrain Compatibility →
  • 2026-10-06
    Finding the clusters of buildings that become objectives only compares buildings near each other, which is much faster on large maps. Contributed by SpyderBlack723. Map Indexer →
  • 2026-10-06
    Avdiivka re-indexed (v3.1): its damaged and ruined houses count toward their towns again, so the civilian objectives cover far more of the town. Terrain Compatibility →
  • 2026-10-06
    Oberlausitz, Drakovac and Farabad re-indexed (v3.1): far more civilian buildings covered, and guardhouses and military offices now count as military. Terrain Compatibility →
  • 2026-10-06
    Mehland, Mandol, Stubbhult and Yulakia re-indexed (v3.1), each with its environment set: Woodland, and Desert for Mandol. Terrain Compatibility →
  • 2026-10-06
    Tobruk, Ruegen and Ruegen Scorched re-indexed (v3.1): Ruegen's industrial sheds are civilian now and its hangars count as airfield buildings. Terrain Compatibility →
  • 2026-10-06
    Maksniemi added with a v3.1 index, so the modules go straight onto it without indexing the map first. Terrain Compatibility →
  • 2026-10-06
    Niakala re-indexed (v3.1): its hangars count as airfield buildings. Terrain Compatibility →
  • 2026-10-06
    In the editor, a new ALiVE menu entry, Index this terrain, opens Index a Terrain with the terrain's Workshop link filled in, greyed out where it can't apply. Terrain Compatibility →
  • 2026-10-05
    In the editor, the ALiVE Index Viability banner now says what held a terrain's score back, and notes when its index was made before v3.1. Terrain Compatibility →
  • 2026-10-05
    Cam Lao Nam, Khe Sanh, The Bra and 14 other terrains no longer show an _sectordata error when the map loads. Terrain Compatibility →
  • 2026-10-05
    Chernarus 2020 re-indexed (v3.1): its garages and workshops are civilian now, so its 104 military objectives are the bases, guard posts and hangars. Terrain Compatibility →
  • 2026-10-05
    United Sahrani re-indexed (v3.1): fewer, larger clusters covering more buildings. Terrain Compatibility →
  • 2026-10-05
    Sahrani Lite re-indexed (v3.1): its civilian objectives cover more buildings. Terrain Compatibility →
  • 2026-10-05
    Takistan re-indexed (v3.1): 52 military objectives, up from 33, and more civilian coverage. Terrain Compatibility →
  • 2026-10-05
    Zargabad and Shapur re-indexed (v3.1): more civilian objectives on both. Terrain Compatibility →
  • 2026-10-05
    Utes re-indexed (v3.1): fewer, larger clusters covering more buildings. Terrain Compatibility →
  • 2026-10-05
    Player Logistics with convoys no longer writes an Undefined variable error to the RPT when a delivery carries no armour (#1065). Military Logistics →
  • 2026-10-05
    Woodland ACR re-indexed (v3.1): 11 military objectives, up from 4. Terrain Compatibility →
  • 2026-10-05
    Sahrani re-indexed (v3.1): fewer, larger clusters covering more buildings. Terrain Compatibility →
  • 2026-10-05
    Porto re-indexed (v3.1): its first 2 military objectives, and 17 civilian. Terrain Compatibility →
  • 2026-10-05
    Altis re-indexed (v3.1) from the game's own files, and it now loads its own index file on every kind of server: 123 military and 1,614 civilian objectives. Terrain Compatibility →
  • 2026-10-05
    Stratis re-indexed (v3.1) from the game's own files, now loading its own index file like every other terrain. Terrain Compatibility →
  • 2026-10-05
    Chernarus, Chernarus Summer and Chernarus Winter re-indexed (v3.1): more military and civilian objectives, and both seasons now match. Terrain Compatibility →
  • 2026-10-05
    Bootcamp re-indexed (v3.1): building positions measured, 12 military and 60 civilian objectives. Terrain Compatibility →
  • 2026-10-05
    Malden and Tanoa re-indexed (v3.1) from the game's own files: props the AI can't use leave the military and civilian lists. Terrain Compatibility →
  • 2026-10-05
    Livonia re-indexed (v3.1): deer stands move from military to civilian, guardhouses to military, water stations to power. Terrain Compatibility →
  • 2026-10-05
    Weferlingen Winter re-indexed (v3.1): winter buildings take their summer twins' categories, so it matches Weferlingen Summer. Terrain Compatibility →
  • 2026-10-05
    Mortain re-indexed (v3.1) from ALiVE's own object list: building positions measured, objectives near enough as before. Terrain Compatibility →
  • 2026-10-05
    Weferlingen Summer re-indexed (v3.1): props the AI can't use leave the military list, so 190 one-object military objectives become 42 real ones. Terrain Compatibility →
  • 2026-10-05
    Normandy re-indexed (v3.1) from ALiVE's own object list: civilian coverage up from 9,150 buildings to 9,797. Terrain Compatibility →
  • 2026-10-05
    Lythium re-indexed with the ALiVE 3 indexer (v3.1): 87 military objectives (was 72) and more buildings covered. Terrain Compatibility →
  • 2026-10-05
    North Takistan re-indexed (v3.1): duplicate clusters gone, 56 military objectives covering more buildings than the old 217, and today's houses known. Terrain Compatibility →
  • 2026-10-05
    Utah Beach re-indexed with the ALiVE 3 indexer (v3.1): building positions measured and 41 fieldwork groups listed across the beach defences. Terrain Compatibility →
  • 2026-10-05
    The Bra re-indexed (v3.1) from ALiVE's own object list: VC tunnel props become clutter, the tunnel buildings stay military, 16 fieldwork groups. Terrain Compatibility →
  • 2026-10-05
    Sefrou-Ramal re-indexed (v3.1) from ALiVE's own object list: building positions measured, 24 military and 171 civilian objectives. Terrain Compatibility →
  • 2026-10-05
    Gabreta (stozec) re-indexed (v3.1) from ALiVE's own object list: power and water stations now count as infrastructure. Terrain Compatibility →
  • 2026-10-05
    Khe Sanh re-indexed (v3.1) from ALiVE's own object list: building positions measured and 93 fieldwork groups listed. Terrain Compatibility →
  • 2026-10-05
    Cam Lao Nam re-indexed (v3.1) from ALiVE's own object list: army huts and guardhouses move to military, 189 fieldwork groups. Terrain Compatibility →
  • 2026-10-05
    Al Salman re-indexed with the ALiVE 3 indexer (v3.1): building positions measured and fieldworks listed. Still 16 military and 211 civilian objectives. Terrain Compatibility →
  • 2026-10-05
    Sehreno re-indexed with the ALiVE 3 indexer (v3.1): building positions measured, 7 fieldwork groups, civilian objectives 339 to 341. Terrain Compatibility →
  • 2026-10-05
    Kunduz River re-indexed with the ALiVE 3 indexer (v3.1): building positions measured, 23 fieldwork groups, civilian objectives 318 to 338. Terrain Compatibility →
  • 2026-10-05
    New Fieldworks option: keep trenches and bunkers as ordinary CQB houses, leave them out, or count them as strategic. Leave out took 3,710 of 35,647 houses on Cam Lao Nam. CQB (Close Quarters Battle) →
  • 2026-10-05
    New Fieldworks setting: garrisons can take the trenches, bunkers and towers a terrain's index lists before ordinary houses. It needs an ALiVE 3 index (v3.1 or later); with an older one nothing changes. Military Placement →
  • 2026-10-05
    Strengthen objectives raises a military objective's priority by 5 per fieldwork inside it, up to 40, before the priority filter. On Cam Lao Nam a filter of 10 kept 31 MACV objectives instead of 19. Military Placement →
  • 2026-10-05
    Own objectives turns groups of fieldworks into objectives of their own, up to a share of the others (25% unless you change it). Military Placement →
  • 2026-10-05
    Boat Sea Patrols only pick points deep enough for the boat, and with pathfinding on, their legs can follow a river. Military Command (AI Behavior Engine) →
  • 2026-10-05
    Boats follow rivers: a virtual boat takes a water route along rivers as well as open sea, and stops at the furthest point it can reach when no water route goes all the way. Virtualisation & Spawning →
  • 2026-10-05
    Boats now follow rivers: a boat gets a water route along rivers as well as open sea, and stops at the furthest point it can reach when no water route goes all the way. Sea Patrols only pick water deep enough for the boat. Worth trying on maps with navigable rivers. Pathfinding →
  • 2026-10-05
    New Index version column: which terrains carry an index from the ALiVE 3 web indexer and which version, with a filter to list just those. Legacy indexes from the older in-game indexer are marked too. Terrain Compatibility →
  • 2026-10-05
    Stozec is now listed under its real name, Gabreta, as the CSLA Iron Curtain Creator DLC's terrain with its store link. Terrain Compatibility →
  • 2026-10-04
    Utah Beach is in, submitted by TheLogatron and made with the Index a Terrain page. Its casemate bunkers count as military objectives, the index covers the whole map and it uses the Bocage set of compositions. Submit a Terrain →
  • 2026-10-04
    Al Salman and Sehreno are in, both submitted by TheBigDog90 and made with the Index a Terrain page. Each index covers its whole map; Al Salman uses the Desert set of compositions and Sehreno the Woodland set. Submit a Terrain →
  • 2026-10-04
    A CAS jet parked at the start of a runway no longer takes off by itself at mission start: if it starts up on its own before it has a task, it is held on its spot until you give it one, and the RPT says which jet it was. Combat Support →
  • 2026-10-04
    Opening the C2 tablet no longer writes the whole C2ISTAR code into the RPT three times (#1064). C2ISTAR →
  • 2026-10-04
    Loading a persistent save no longer puts a CQB script error in the RPT for each house in a sector the save had cleared. CQB (Close Quarters Battle) →
  • 2026-10-04
    The loiter time you pick for a CAS aircraft on the tablet (10, 20 or 30 minutes) now ends its loiter: it flies home by itself, lands and parks on its stand. Pick Indefinite to keep it on station. Combat Support →
  • 2026-10-04
    A parked CAS jet sent on an Attack now taxis and takes off from the runway at its own pace, and only speeds up for its run once it's in the air. Before, it could race off the runway across the grass and crash. Combat Support →
  • 2026-10-04
    A CAS jet sent home now stays down after it lands: it's held once it slows below 60 km/h, put back on its own stand, and takes off again for its next task. Combat Support →
  • 2026-10-04
    Kunduz River is in, submitted by TheBigDog90 and made with the Index a Terrain page, so the modules go straight onto it without indexing the map first. The index covers the whole map and uses the Desert set of compositions. Submit a Terrain →
  • 2026-10-04
    A two-seat CAS jet such as the S.O.G. F-4C Phantom now offers the bombs on its back-seat pylons in the CAS menu. Combat Support →
  • 2026-10-04
    The Density and Probability tooltips now say how a Strategic module uses them: every strategic building is occupied, and Probability only decides those within 60 m of another. CQB (Close Quarters Battle) →
  • 2026-10-04
    IEDs, bombers and car bombs now roll separately for each settlement, so a bomber town no longer always has IEDs too. IED →
  • 2026-10-04
    Unoccupied now also leaves out towns with soldiers in or near them, not only those a commander holds. IED →
  • 2026-10-03
    Soldiers on the mission's unit blacklist (ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST) now stay out of placed groups, and the rest of each group still comes. Virtualisation & Spawning →
  • 2026-10-03
    IED/Bomber Locations now works: Enemy-Occupied keeps IEDs to towns the enemy commander holds, Unoccupied to towns nobody holds. Before, every choice placed as Random. IED →
  • 2026-10-03
    The CQB module no longer shows a Locality setting: its one choice was Auto and nothing read it. CQB (Close Quarters Battle) →
  • 2026-10-03
    A group whose dead leader's body was cleared away stays where it was, rather than turning up at the map's corner when it next spawns. Virtualisation & Spawning →
  • 2026-10-03
    Soldiers deleted with Zeus stay gone: they no longer come back when their group next spawns, and a group deleted whole is no longer left behind at the map's corner. Virtualisation & Spawning →
  • 2026-10-03
    The map indexer can now run on a dedicated server with nobody connected: it skips the wait for a player and the two key presses, and uses the object categories already in the map's static data file. Without that file it stops and says so. Map Indexer →
  • 2026-10-03
    With ACE loaded, a trench dug all the way with the entrenching tool is now saved by Player Logistics and comes back after a load. One removed with the shovel is dropped from the save. Player Logistics (Settings) →
  • 2026-10-03
    The Run once per group tooltip now says what the setting does: the spawn code runs on every spawn either way, which keeps any event handlers it adds in place. Garrison Objective →
  • 2026-10-03
    The Run once per group tooltip now says what the setting does: the spawn code runs on every spawn either way, which keeps any event handlers it adds in place. Custom Civilian Objective →
  • 2026-10-03
    The Run once per unit tooltip now says what the setting does: the spawn code runs on every spawn either way, which keeps any event handlers it adds in place. CQB (Close Quarters Battle) →
  • 2026-10-03
    The Run once per group tooltip now says what the setting does: the spawn code runs on every spawn either way, which keeps any event handlers it adds in place. Custom Military Placement →
  • 2026-10-03
    The Run once per group tooltip now says what the setting does: the spawn code runs on every spawn either way, which keeps any event handlers it adds in place. Civilian Objective Placement →
  • 2026-10-03
    The Run once per group tooltip now says what the setting does: the spawn code runs on every spawn either way, which keeps any event handlers it adds in place. Military Placement →
  • 2026-10-03
    After a persistent load a CQB module keeps the spawn distances and factions set in the editor. It used to put back the ones it had when the campaign was saved. CQB (Close Quarters Battle) →
  • 2026-10-03
    The COP now shows objectives the AI Commander is scouting as Recon, so Show Recon Markers, Recon Marker Colour and Recon Marker Icon take effect. Scouted objectives showed as Attacking. C2ISTAR →
  • 2026-10-03
    An AI Commander that stops at start-up because it has no objectives, or factions on different sides, now says so on the loading screen. The reason used to be only in the RPT. OPCOM (Military AI Commander) →
  • 2026-10-03
    A C2ISTAR module made by script now allows Spectate, Join and IMINT and has full Intel Coverage, as one placed in the editor does. C2ISTAR →
  • 2026-10-03
    A Civilian Population module made by script now fills its crowds from CIV_F, the editor's choice, rather than picking a faction per building. Ambient Civilian Population →
  • 2026-10-03
    A Garrison Obj. made by script now places its infantry. Both class boxes held "0", so it looked for a vehicle called "0" and placed nothing. It also gets Aware infantry and crewed vehicles, as in the editor. Garrison Objective →
  • 2026-10-03
    A Cust. Obj. module made by script now starts from the editor's settings: size 300, no ambient vehicles, helicopters and supplies placed, and the default anti-air list. Custom Military Placement →
  • 2026-10-03
    A Civ. Obj. module made by script now starts from the editor's settings: size 200, size filter 250 and no roadblocks. Civilian Objective Placement →
  • 2026-10-03
    A Mil. Obj. module made by script now starts from the editor's settings: size 200, no ambient vehicles, and an HQ, a field HQ, helicopters and supplies placed. Military Placement →
  • 2026-10-03
    A Cust. Civ. Obj. module made by script places no roadblocks by default, as one placed in the editor does. It used to put them on 10% of roads. Custom Civilian Objective →
  • 2026-10-03
    A CQB module made by script now covers the complete map by default, as one placed in the editor does, rather than towns only. CQB (Close Quarters Battle) →
  • 2026-10-03
    An AI Skill module made by script now uses the editor's custom skill values instead of 0 for each. Military AI →
  • 2026-10-03
    A Garbage Collector made by script now uses the editor's threshold of 100 dead rather than 50. Garbage Collector →
  • 2026-10-03
    An Artillery module made by script without a gun type now gets the M4 Scorcher, the editor's default, rather than a Mk6 mortar. Support Artillery →
  • 2026-10-03
    An Artillery module made by script without a gun type now gets the M4 Scorcher, the editor's default, rather than a Mk6 mortar. Combat Support →
  • 2026-10-03
    On a hosted game or in singleplayer, saved markers now wait for ALiVE Data to finish starting before they load. Advanced Markers →
  • 2026-10-03
    A Virtual AI System made by script now gets the editor's Active Limiter of 144 rather than 30. Virtualisation & Spawning →
  • 2026-10-03
    A Virtual AI System made by script now uses pathfinding, as one placed in the editor does. Virtualisation & Spawning →
  • 2026-10-03
    Installation icons now appear on the COP map, both the Installation choice for an objective's centre icon and the insurgent factory icon. They pointed at a file the game doesn't have. C2ISTAR →
  • 2026-10-03
    A group the insurgency switches to the other side now gives up all its vehicles. With 2 or more, every second one used to stay with the old side. OPCOM (Military AI Commander) →
  • 2026-10-03
    A battery's rounds now come off only for shells that actually leave, so a mission the guns can't fire no longer empties it. The rounds complete call waits for the last shell. Support Artillery →
  • 2026-10-03
    A battery's rounds now come off only for shells that actually leave, so a mission the guns can't fire no longer empties it. The rounds complete call waits for the last shell. Combat Support →
  • 2026-10-03
    An admin's server save now stores where players are at that moment. It used to store where they were at the last timed save, up to 5 minutes earlier. Player Persistence →
  • 2026-10-03
    A mortar team that moves into range now assembles its tube in a few seconds. Every set-up used to wait 60 s before the tube appeared. Support Artillery →
  • 2026-10-03
    A mortar team that moves into range now assembles its tube in a few seconds. Every set-up used to wait 60 s before the tube appeared. Combat Support →
  • 2026-10-03
    Players already on the server when a mission starts are now restored. After an admin's server save the mission starts again with everyone still connected, and they used to begin at their editor spots. Player Persistence →
  • 2026-10-03
    A player's squad keeps the vehicle its AI sit in at mission start. It used to be taken over and deleted whenever the player wasn't aboard, leaving the squad on foot. Virtualisation & Spawning →
  • 2026-10-03
    A rejoining player's AI squad is now brought back beside them. It used to start at base and walk out, and a squadmate of the player's class looked like a copy. In one test the squad went from 400 m away to within 16 m. Player Persistence →
  • 2026-10-03
    A player's squad is no longer made virtual at mission start while an AI keeps the player's slot (Enable AI on), so it no longer comes back at base as a separate AI squad after every load. Virtualisation & Spawning →
  • 2026-10-03
    AI keeping a player's slot that nobody takes now stay as normal AI for the whole mission rather than going virtual. Virtualisation & Spawning →
  • 2026-10-03
    The Synchronisation Options tooltip now says what each choice takes over, and how to keep players' squads out when Enable AI is off. Virtualisation & Spawning →
  • 2026-10-02
    Each climate's rain chance now decides whether a weather change brings rain: Continental about half the time, Tropical most of the time, Mediterranean a quarter. A dry change keeps the cloud light, so heavy cloud no longer hangs about without rain. Ambient Dynamic Weather →
  • 2026-10-02
    A battery told to Get in Range now moves only as far as its rounds need, stopping just inside their reach rather than 500 m from the target, and backs off from a target too close. The tablet's range rings show that reach. Support Artillery →
  • 2026-10-02
    Artillery now aims at the ground on high ground. Missions used to aim above the target by its height above sea level, so shells fell long on hills and some hilltops in reach were refused. Support Artillery →
  • 2026-10-02
    A battery told to Get in Range now moves only as far as its rounds need, stopping just inside their reach rather than 500 m from the target, and backs off from a target too close. The tablet's range rings show that reach. Combat Support →
  • 2026-10-02
    Artillery now aims at the ground on high ground. Missions used to aim above the target by its height above sea level, so shells fell long on hills and some hilltops in reach were refused. Combat Support →
  • 2026-10-02
    At the default Medium intensity the AI Commander's artillery now fires when 2 known enemies are near a target, not 3, so it fires a good deal more often. Low needs 3, High and Extreme 1. AI Commander Artillery →
  • 2026-10-02
    A mortar battery told to Get in Range now packs its tubes, walks into range, sets up and fires. It used to be written off on the way and respawn at base. Support Artillery →
  • 2026-10-02
    A mortar battery told to Get in Range now packs its tubes, walks into range, sets up and fires. It used to be written off on the way and respawn at base. Combat Support →
  • 2026-10-01
    With Inc. or Dec. Force Strength on, an Asymmetric commander's captures now change force strength. They stopped with a script error. Military Logistics →
  • 2026-10-01
    While logistics starts up in the first minutes of a mission, a player's request now gets one answer to wait, not one per logistics module. Military Logistics →
  • 2026-10-01
    With AI Distribution on, men run by a headless client are now seated when Logistics puts them in a helicopter at the pickup, or in a truck its helicopter set down. They were left standing beside it. Military Logistics →
  • 2026-10-01
    With AI Distribution on, a group run by a headless client now gets into a vehicle the Virtual AI System puts it straight into, such as one spawning for it. The men were left standing beside it. Virtualisation & Spawning →
  • 2026-10-01
    With AI Distribution on, men run by a headless client now get their parachutes in an AI Commander paradrop. They were put out with none and died. Unloaded men are also released from their vehicle. Military Logistics →
  • 2026-10-01
    With Dec. Force Strength (Obj. Loss) on, a side's force strength now drops only when it loses a place it held. Any capture by another side used to cut it. Military Logistics →
  • 2026-10-01
    A request for a faction no logistics module owns now gets one answer. A side with no module heard the refusal once per module, and a side with several commanders was refused; now that side's first module takes it. Military Logistics →
  • 2026-10-01
    A player's delivery now reports it's complete once. Helicopter, Convoy and Airdrop deliveries each used to say it twice, drawing the destination marker twice. Military Logistics →
  • 2026-10-01
    A delivery that happened out of sight no longer puts its destination marker in the corner of the map. Military Logistics →
  • 2026-10-01
    A player's delivery that's reported lost on the way is no longer reported completed as well. A convoy wiped out on the way used to say both. Military Logistics →
  • 2026-10-01
    A delivery helicopter on its way home with a player nearby now lands at its base and waits there until nobody is near. It used to vanish in front of them, crew and passengers too. Military Logistics →
  • 2026-10-01
    A helicopter ordered on its own by Helicopter delivery now flies to the destination, lands and is handed over. It used to stay at its base with its AI crew aboard. Military Logistics →
  • 2026-10-01
    Air Transport Assets now means the same on every delivery: the faction's own aircraft first, the side's only when the faction has none for the job, and never on Faction Only. An Airdrop used to mix the side's in. Military Logistics →
  • 2026-10-01
    A convoy whose trucks are all lost while the men it carried survive is no longer reported destroyed. The player used to hear that it was lost and then that it had arrived. Military Logistics →
  • 2026-10-01
    Troops in a helicopter that can't set down at the drop point now get out where it is when its time runs out, by parachute if it's in the air. It used to fly home with them aboard. Military Logistics →
  • 2026-10-01
    A Military Logistics module created from a script, rather than placed in the editor, now sends reinforcements and air transport. Its switches used to read No until someone set them. Military Logistics →
  • 2026-10-01
    A reinforcement request from the AI Commander that's turned down now gives its groups back to the Force Pool. Each refusal used to shrink the pool for good. Military Logistics →
  • 2026-10-01
    A delivery helicopter stuck in a hover is now taken away once no player is near it. It used to blow up in the air about half a minute after being ordered down. Military Logistics →
  • 2026-10-01
    A vehicle a helicopter was carrying when it was shot down now despawns once you've gone, from where it fell. It used to stay spawned for good, recorded up to 1.9 km back where it was made. Military Logistics →
  • 2026-10-01
    A delivery helicopter that never gets clear on its way home is now taken away after 10 minutes, once no player is near it. It used to fly on as a stray for the rest of the mission. Military Logistics →
  • 2026-09-30
    A slung vehicle still on a helicopter when its delivery gives up, or when the helicopter is removed on its way home, now comes down by parachute. It used to be dragged along the ground or dropped with nothing to slow it. Military Logistics →
  • 2026-09-30
    A slung vehicle a delivery helicopter sets down or drops by itself, with no unload running, can now despawn once you've gone. It used to stay spawned for good, still recorded back where it was made. Military Logistics →
  • 2026-09-30
    A slung vehicle still being lowered when an Airdrop runs out of time now comes down by parachute near its spot, as a Helicopter delivery's does. It used to be carried off and set down wherever the helicopter was. Military Logistics →
  • 2026-09-30
    A helicopter already carrying a load on its sling ropes is no longer offered Lift object. It used to be offered the vehicle hanging on its own ropes. Player Logistics (Settings) →
  • 2026-09-30
    A Helicopter delivery bringing more than one slung vehicle now waits until every one is down before it ends. It used to finish when one helicopter was done and send another home with its load still hanging. Military Logistics →
  • 2026-09-30
    A slung vehicle still being lowered when a Helicopter delivery runs out of time now comes down by parachute near its spot. It used to be flown off and dropped nearly 2 km away. Military Logistics →
  • 2026-09-30
    A slung vehicle a helicopter couldn't deliver in time now comes down by parachute, undamaged, before the helicopter heads home. It used to be carried home and dropped when the helicopter was removed. Military Logistics →
  • 2026-09-30
    A helicopter that stops with a slung load is no longer destroyed after a minute and a half of hovering. A UH-60M stalled with a Prowler was lost that way twice. Military Logistics →
  • 2026-09-30
    A helicopter slinging a heavy vehicle from a base you're at no longer sinks before it sets off. A UH-60M with a 3.4 t Prowler used to let it go 3.9 km short; now it sets it down within 170 m. Military Logistics →
  • 2026-09-30
    A slung vehicle a helicopter lets go of before it's down now comes down undamaged under its parachute. Dropped from 8 to 30 m, 7 in 80 used to be wrecked and 8 more ended up under the map. Military Logistics →
  • 2026-09-30
    A helicopter slinging a vehicle near its limit now keeps above the hills on its way instead of stalling at a rise and dropping the load. A UH-60M with a 3.4 t Prowler used to let it go up to 2.3 km short. Military Logistics →
  • 2026-09-30
    A helicopter lowering a slung vehicle now pays out more rope when it rises and leaves the load hanging. A UH-60M used to leave it 9 to 22 m up until it was dropped by parachute. Military Logistics →
  • 2026-09-30
    An Airdrop's row in the tablet's list of requests now shows Loading, Enroute and RTB. It used to stay blank from take-off until the drop was over. Player Resupply →
  • 2026-09-30
    A vehicle ordered by Helicopter that no helicopter can lift now comes down at the destination, by parachute when you're near, and can despawn once you've gone. It used to stay spawned for good. Military Logistics →
  • 2026-09-30
    A boat ordered by Helicopter is now lowered onto open water by the destination. It used to be put down on dry land. Military Logistics →
  • 2026-09-30
    A helicopter that stops up to 300 m short of where it's lowering a slung load is now moved over the spot first. Beyond 150 m it used to drop the load by parachute where it hovered. Military Logistics →
  • 2026-09-30
    A vehicle dropped by parachute now lands in one piece. One that came down on a wall, a shed or a roof used to be wrecked or left sitting on top of it; now it's moved to clear ground nearby. Virtualisation & Spawning →
  • 2026-09-30
    A car or truck ordered by Airdrop that no helicopter can lift now drops out of the back of a transport plane when you're near, if one of your faction's or side's planes can carry it, such as a Blackfish or an RHS C-130. Military Logistics →
  • 2026-09-29
    A group asked for as Static Defence now stays where it was delivered even when nobody's near. It used to be handed to the AI Commander, or left with no orders if it brought vehicles. Military Logistics →
  • 2026-09-29
    A car or truck ordered by Airdrop that no helicopter can lift now comes down at the destination, by parachute when you're near. Military Logistics →
  • 2026-09-29
    A Motorized group sent by Airdrop, or a Mechanized one where the list offers it (RHS factions), now arrives with its men, who ride their vehicle down by parachute when you're near. The men used to be left at the departure. Military Logistics →
  • 2026-09-29
    An ordered boat sent by Airdrop is now carried by helicopter and lowered onto open water well clear of the shore. Military Logistics →
  • 2026-09-29
    A vehicle a helicopter carries under it is now lowered onto the ground at the spot. It used to be dropped by parachute from about 50 m, sometimes 350 m short. Military Logistics →
  • 2026-09-29
    Placed helicopters are now always parked empty. With an air commander in the mission, about 1 in 5 used to have a crew sitting in it on the pad. Custom Military Placement →
  • 2026-09-29
    Placed helicopters are now always parked empty. With an air commander in the mission, about 1 in 5 used to have a crew sitting in it on the pad. Military Placement →
  • 2026-09-29
    A vehicle asked for by Airdrop is now flown to a clear spot by the destination and let go by parachute; it used to stay at the depot while the delivery said it was done. Military Logistics →
  • 2026-09-29
    A boat parachuted in with players near now comes down on water at least 100 m from the shore, so a drifting chute can't put it on the beach. Military Logistics →
  • 2026-09-29
    A delivered group that's given new orders no longer walks back to where it was dropped once it has carried them out. Military Logistics →
  • 2026-09-29
    Vehicles from a loaded local save now spawn without script errors, and restored groups no longer each log a combatScanPending line. Worth retesting any persistent mission saved since July. Virtualisation & Spawning →
  • 2026-09-29
    With more than one module placing roadblocks, each checkpoint is now manned by the module that placed it; one used to get whichever module's faction reached it first, sometimes both at once. Custom Civilian Objective →
  • 2026-09-29
    After a saved game loads, a custom objective's queued roadblocks are still built, with its own faction; it used to have no faction for them after a load. Custom Civilian Objective →
  • 2026-09-29
    With more than one module placing roadblocks, each checkpoint is now manned by the module that placed it; one used to get whichever module's faction reached it first, sometimes both at once. Civilian Objective Placement →
  • 2026-09-29
    A Naval group's boats asked for by Convoy now sail to the water nearest the destination, and a boat ordered by Airdrop is put straight onto that water. Both used to be left at the departure, 2.6 to 3.4 km out. Military Logistics →
  • 2026-09-29
    A Naval diver team with no boat now travels like infantry; by Convoy it used to be left in the water at the departure. Military Logistics →
  • 2026-09-29
    AI Commanders of different sides can share one placement module's objectives without the start-up log calling it a faction mismatch. A commander with no groups for its faction still warns, and now says which factions its synced placements do place. OPCOM (Military AI Commander) →
  • 2026-09-29
    Convoys with several trucks now drive their passengers to the destination; they used to let the men out where they started, 2.6 to 2.8 km short, and close the delivery there. Military Logistics →
  • 2026-09-29
    A player's helicopter insert now lands at the nearest clear spot within 150 m of where it was called in, rather than up to several hundred metres off. AI helicopters land where they were sent, and every helicopter leaves only once its men are out. Military Logistics →
  • 2026-09-29
    An Airdrop of a group that brings its own vehicles, such as a SpecOps team with a UGV, now drops the vehicles with it, under parachutes when players can see the drop zone. It used to leave the drop aircraft circling. Military Logistics →
  • 2026-09-29
    Squads let out of a truck or helicopter now keep their own group, so the orders sent on arrival reach them; they used to stand where they were let out. A helicopter that has set down waits until everyone aboard is out. Military Logistics →
  • 2026-09-29
    A group riding in a vehicle destroyed while virtual now loses the men it had aboard, as the crew does, and a group with nobody left is killed; a squad in the back used to walk away with everyone. Virtualisation & Spawning →
  • 2026-09-29
    A unit made in a spot boxed in by trees, walls, buildings or a steep slope, with no road nearby, now follows the rough route to its order and its order stays where it was given. The detailed route used to give up there and move the order onto the unit's own spot, so a Logistics convoy made in such a spot let its passengers out and removed its truck where it started, 2 km short; about one request in three on Stratis did this, depending on where the truck was made. From an open spot the route is unchanged. Pathfinding →
  • 2026-09-29
    A requested SpecOps team that brings its own vehicles now sets off: by road under its own power for a Convoy, with its men flown in and its vehicles slung for a helicopter delivery. It used to stay where it was made. Military Logistics →
  • 2026-09-29
    After a saved game loads, the first groups and vehicles made no longer take the place of loaded ones; a loaded group used to freeze where it stood while the AI Commander still counted it. Virtualisation & Spawning →
  • 2026-09-29
    Loading a saved game now clears every profile the mission already had first; every second one used to be skipped and stayed in play beside what the save brought back. Virtualisation & Spawning →
  • 2026-09-29
    With a headless client, a garrisoned group now mans its guns and holds its posts; its men used to walk back to their leader. Groups the server runs behave as before. Garrison Objective →
  • 2026-09-29
    With a headless client, a garrisoned group now mans its guns and holds its posts; its men used to walk back to their leader. Groups the server runs behave as before. Military Placement →
  • 2026-09-29
    With a headless client, a garrisoned group now mans its guns and holds its posts; its men used to walk back to their leader. Groups the server runs behave as before. OPCOM (Military AI Commander) →
  • 2026-09-29
    Clearing the spot where a delivery's helicopter or truck is made no longer moves players, their squads or anyone they control; it used to shift them 8-30 m. Other men are moved only to a spot the search really found. Military Logistics →
  • 2026-09-29
    A group whose men got out of their vehicle and then despawned now walks on at foot pace while virtual; it used to stay put, still listed as riding, while the AI Commander gave it orders. Virtualisation & Spawning →
  • 2026-09-29
    A reserve vehicle whose parking spot comes out in the sea now gets up to 20 tries at a dry, clear, flat spot; it used to be moved to one unchecked point that could still be in the water or inside a building. Custom Civilian Objective →
  • 2026-09-29
    A reserve vehicle whose parking spot comes out in the sea now gets up to 20 tries at a dry, clear, flat spot; it used to be moved to one unchecked point that could still be in the water or inside a building. Civilian Objective Placement →
  • 2026-09-29
    A reserve vehicle whose parking spot comes out in the sea now gets up to 20 tries at a dry, clear, flat spot; it used to be moved to one unchecked point that could still be in the water or inside a building. Military Placement →
  • 2026-09-28
    A Reinforce group whose truck is destroyed on the way now joins the AI Commander and shows in the SCOM Ops list. It used to stay where it was and never got an order. Player Resupply →
  • 2026-09-28
    A Reinforce group whose truck is destroyed on the way now joins the AI Commander and shows in the SCOM Ops list. It used to stay where it was and never got an order. Military Logistics →
  • 2026-09-28
    A group asked for by Convoy now rides in its truck when a player is near where the convoy sets off. It used to be parachuted in beside the player while its truck waited empty out of sight. Player Resupply →
  • 2026-09-28
    A group asked for by Convoy now rides in its truck when a player is near where the convoy sets off. It used to be parachuted in beside the player while its truck waited empty out of sight. Military Logistics →
  • 2026-09-28
    With a player within 500 m, Garrison Obj. men now walk to their guns instead of appearing in them. Garrison Objective →
  • 2026-09-28
    A garrison order given with a player within 500 m of the group or its objective now walks the men in instead of putting them straight into their buildings. That covers the AI Commander's reserve and insurgency guard orders. Military Command (AI Behavior Engine) →
  • 2026-09-28
    Men walking to their posts stay off headless clients until they're there and stop after 2 minutes if they can't reach them. A gun or CBA position one of them is walking to isn't given to another group. Military Command (AI Behavior Engine) →
  • 2026-09-28
    On an objective by the sea, a group whose start spot fell in the water is now moved onto land within the objective. It used to be skipped, and the last groups in the list were never placed. Custom Civilian Objective →
  • 2026-09-28
    On an objective by the sea, a group whose start spot fell in the water is now moved onto land within the objective. It used to be skipped, and the last groups in the list were never placed. Civilian Objective Placement →
  • 2026-09-28
    On an objective by the sea, a group whose start spot fell in the water is now moved onto land within the objective. It used to be skipped, and the last groups in the list were never placed. Military Placement →
  • 2026-09-28
    The Roadblocks and Sea Patrols tooltips now match what they do: roadblocks are manned by the module's own faction, and a sea patrol starts on the sea nearest the objective. Custom Civilian Objective →
  • 2026-09-28
    The Roadblocks tooltip now says roadblocks are manned by the module's own faction, and the Sea Patrols tooltip that a patrol can start at any harbour in the TAOR. Civilian Objective Placement →
  • 2026-09-28
    A Garrison Obj. group now garrisons from the module every time it spawns. From its second spawn on it searched from wherever its leader stood, so it could man a gun far from the module. Garrison Objective →
  • 2026-09-28
    The local autosave now saves the air commander too, on the passes that save the AI forces, when the air commander's Persistent is on. Persistence →
  • 2026-09-28
    With Persistent on, the local autosave now saves the air commander along with the AI forces. Only Save and Exit did, so a server kept going by autosaves lost its aircraft changes. MACC (Military Air Command & Control) →
  • 2026-09-28
    Spawn AA Units now logs what it read when the box holds something other than a plain number, as the group count boxes do: two places none, and 2-4 reads as 2. Custom Military Placement →
  • 2026-09-28
    An objective whose only active group was a parked aircraft now wakes its reserve when a player comes near. Air groups no longer count as the active force, and the Readiness tooltip says which groups don't. Custom Civilian Objective →
  • 2026-09-28
    The Readiness tooltip now says which groups don't count toward the active force: air groups, Garrisoned Infantry Groups and groups with a gun. Custom Military Placement →
  • 2026-09-28
    An objective whose only active group was a parked aircraft now wakes its reserve when a player comes near. Air groups no longer count as the active force, and the Readiness tooltip says which groups don't. Civilian Objective Placement →
  • 2026-09-28
    SCOM Ops now lists the groups of every faction of a commander with more than one. With Ops Limit set to Faction, a player sees only their own faction's groups. Operations Command →
  • 2026-09-28
    An objective whose only active group was a parked aircraft now wakes its reserve when a player comes near. Air groups no longer count as the active force, and the Readiness tooltip says which groups don't. Military Placement →
  • 2026-09-28
    Groups that don't divide evenly among the objectives are placed now, one more each on the first objectives. They used to be dropped, so the last in the list, often air, could be missing altogether. Civilian Objective Placement →
  • 2026-09-28
    With Enable Debug on, the log now says how many groups were placed of those asked for, and how many start active and how many are held in reserve. Civilian Objective Placement →
  • 2026-09-28
    Groups that don't divide evenly among the objectives are placed now, one more each on the first objectives. They used to be dropped, so the last in the list, often air, could be missing altogether. Military Placement →
  • 2026-09-28
    With Enable Debug on, the log now says how many groups were placed of those asked for, and how many start active and how many are held in reserve. Military Placement →
  • 2026-09-28
    A wrecked, locked or already manned gun no longer uses up a Garrison Obj. man, who then got no post at all. He's kept for the next gun or a CBA position. Garrison Objective →
  • 2026-09-28
    The AI Commander can no longer pull Garrison Obj. infantry off their posts to answer a nearby enemy or send them to another objective. Garrison Objective →
  • 2026-09-28
    For a faction ALiVE maps onto a vanilla one, Garrison Obj. keeps the vehicle named in Vehicle Classname. It used to be swapped for a random vehicle of the same kind. Garrison Objective →
  • 2026-09-28
    Secure Community Event, Checkpoint Partnership and Market Reopening now count an enemy sitting in a vehicle when they check the area is clear. Task Missions →
  • 2026-09-28
    The T.R.A.C.E. tooltip now says each square is 100 m. On maps wider than 10 km two squares no longer share a name, so every square is drawn and tracked. C2ISTAR →
  • 2026-09-28
    A player joining late now gets one T.R.A.C.E. message per square rather than every colour change since the mission started. C2ISTAR →
  • 2026-09-28
    An enemy sitting in a vehicle now counts as an enemy nearby, so a T.R.A.C.E. square no longer turns green with an enemy crew parked beside it. C2ISTAR →
  • 2026-09-28
    The tour's map markers are drawn flat, with no drop shadow. Guided Tour →
  • 2026-09-28
    PATROLREP start and end pins are drawn flat, with no drop shadow. Patrol Reports →
  • 2026-09-28
    SITREP pins are drawn flat, with no drop shadow. SITREP →
  • 2026-09-28
    Marker labels on the tablet map aren't bold any more: they use the same plain face as the main map and the COP. Patrol Reports →
  • 2026-09-28
    Marker labels on the tablet map aren't bold any more: they use the same plain face as the main map and the COP. SITREP →
  • 2026-09-28
    The destination pin is drawn flat, with no drop shadow. Group Manager →
  • 2026-09-28
    Marker labels on the tablet map aren't bold any more: they use the same plain face as the main map and the COP. Group Manager →
  • 2026-09-28
    Marker labels on every map, the main map, briefing, GPS and each ALiVE tablet, use a plain face now, where they were bold. Players' own markers too. ALiVE (Required) →
  • 2026-09-28
    SCOM's objective, combat and direction markers are drawn flat, with no drop shadow. Operations Command →
  • 2026-09-28
    Marker labels on the tablet map aren't bold any more: they use the same plain face as the main map and the COP. Operations Command →
  • 2026-09-28
    Intel pins from questioning civilians are drawn flat, with no drop shadow. Ambient Civilian Population →
  • 2026-09-28
    The destination and request pins are drawn flat, with no drop shadow. Player Resupply →
  • 2026-09-28
    Marker labels on the tablet map aren't bold any more: they use the same plain face as the main map and the COP. Player Resupply →
  • 2026-09-28
    Task pins are drawn flat, with no drop shadow. Task Missions →
  • 2026-09-28
    The Transport, CAS, STRIKE and Last fire markers are drawn flat, with no drop shadow. Combat Support →
  • 2026-09-28
    Marker labels on the tablet map aren't bold any more: they use the same plain face as the main map and the COP. Combat Support →
  • 2026-09-28
    When intel reveals the insurgents' sites, the suicide bomber's label reads Suicide bomber, not Suicidebomber. OPCOM (Military AI Commander) →
  • 2026-09-28
    With debug on, an insurgent objective's hostility and its actions share one label, where two labels ran into each other. OPCOM (Military AI Commander) →
  • 2026-09-28
    Every player now sees the COP detail for the mode that's set. Only the host did before; everyone else got Advanced trails, rings and arrows from Partial up. C2ISTAR →
  • 2026-09-28
    COP contacts count 1 per group, where an 8-man squad showed x8, and a movement arrow only shows when a group is heading for a waypoint. C2ISTAR →
  • 2026-09-28
    The COP's friendly layer no longer draws a label over your own name. C2ISTAR →
  • 2026-09-28
    COP text is one plain face with a thin dark outline, and the A, D and R letters beside enemy symbols now show. C2ISTAR →
  • 2026-09-28
    Marker labels on the main map and every ALiVE tablet use the COP's plain face now, where they were bold. C2ISTAR →
  • 2026-09-28
    Task and destination pins are drawn flat, with no drop shadow. C2ISTAR →
  • 2026-09-28
    Woken reserve infantry now walk into the objective from a spot at least 80 m from every player. They used to be put straight into buildings anywhere in it, sometimes right beside a player. Custom Civilian Objective →
  • 2026-09-28
    A parked reserve vehicle now only gets its crew once no player is within 80 m of it, so nobody sees a crew appear in the seats. Custom Civilian Objective →
  • 2026-09-28
    Woken reserve infantry now walk into the objective from a spot at least 80 m from every player. They used to be put straight into buildings anywhere in it, sometimes right beside a player. Custom Military Placement →
  • 2026-09-28
    Reserve crew with destroyed vehicle on Spawn as infantry now brings the crew and the group's foot soldiers out on foot. It used to rebuild the destroyed vehicle as well. Custom Civilian Objective →
  • 2026-09-28
    A parked reserve vehicle now only gets its crew once no player is within 80 m of it, so nobody sees a crew appear in the seats. Custom Military Placement →
  • 2026-09-28
    Roadblock guards no longer throw an Undefined variable _profile error as they take their posts. Custom Civilian Objective →
  • 2026-09-28
    Reserve crew with destroyed vehicle on Spawn as infantry now brings the crew and the group's foot soldiers out on foot. It used to rebuild the destroyed vehicle as well. Custom Military Placement →
  • 2026-09-28
    The Reserve activation threshold, Reserve crew with destroyed vehicle and Lock cleared buildings tooltips now say how reserves wake. Custom Civilian Objective →
  • 2026-09-28
    The Reserve activation threshold, Reserve crew with destroyed vehicle and Lock cleared buildings tooltips now say how reserves wake. Custom Military Placement →
  • 2026-09-28
    Woken reserve infantry now walk into the objective from a spot at least 80 m from every player. They used to be put straight into buildings anywhere in it, sometimes right beside a player. Civilian Objective Placement →
  • 2026-09-28
    A parked reserve vehicle now only gets its crew once no player is within 80 m of it, so nobody sees a crew appear in the seats. Civilian Objective Placement →
  • 2026-09-28
    Reserve crew with destroyed vehicle on Spawn as infantry now brings the crew and the group's foot soldiers out on foot. It used to rebuild the destroyed vehicle as well. Civilian Objective Placement →
  • 2026-09-28
    Roadblock guards no longer throw an Undefined variable _profile error as they take their posts. Civilian Objective Placement →
  • 2026-09-28
    The Reserve activation threshold, Reserve crew with destroyed vehicle and Lock cleared buildings tooltips now say how reserves wake. Civilian Objective Placement →
  • 2026-09-28
    Woken reserve infantry now walk into the objective from a spot at least 80 m from every player. They used to be put straight into buildings anywhere in it, sometimes right beside a player. Military Placement →
  • 2026-09-28
    A parked reserve vehicle now only gets its crew once no player is within 80 m of it, so nobody sees a crew appear in the seats. Military Placement →
  • 2026-09-28
    Reserve crew with destroyed vehicle on Spawn as infantry now brings the crew and the group's foot soldiers out on foot. It used to rebuild the destroyed vehicle as well. Military Placement →
  • 2026-09-28
    The Reserve activation threshold, Reserve crew with destroyed vehicle and Lock cleared buildings tooltips now say how reserves wake. Military Placement →
  • 2026-09-28
    Intel markers now keep each side's own colour and frame, BLUFOR blue, OPFOR red and Independent green, as on the rest of the map. They used to be blue for your own side and red for everyone else. Intelligence →
  • 2026-09-28
    The commander's blocking lines and advance arrows now take its side's colour, and boats get the naval marker instead of the unknown one. Intelligence →
  • 2026-09-28
    A faction with guns but no artillery groups now gets its whole battery on open ground: 4 guns of 4, where only the first was placed. Custom Civilian Objective →
  • 2026-09-28
    A faction with guns but no artillery groups now gets its whole battery on open ground: 4 guns of 4, where only the first was placed. Custom Military Placement →
  • 2026-09-28
    Unit Marking now shows artillery, AA and boats as themselves. Artillery used to show as aircraft, AA as unknown and boats as mechanised infantry. Operations Command →
  • 2026-09-28
    Boats and AA units get the naval and anti-air markers in the Ops list too. Operations Command →
  • 2026-09-28
    A faction with guns but no artillery groups now gets its whole battery on open ground: 4 guns of 4, where only the first was placed. Civilian Objective Placement →
  • 2026-09-28
    A task's target vehicle marker now shows cars and trucks as motorised and boats as naval, where they had the recon and unknown markers. Task Missions →
  • 2026-09-28
    A faction with guns but no artillery groups now gets its whole battery on open ground: 4 guns of 4, where only the first was placed. Military Placement →
  • 2026-09-28
    The COP overlay now tells vehicles apart: tracked APCs and IFVs show as mechanised, self-propelled guns as artillery and mobile AA as AA. All of them used to show as armour. C2ISTAR →
  • 2026-09-28
    Artillery, AA and anti-tank groups now get their own COP markers instead of the unknown one, and static AA and AT weapons and boats are recognised. AT shows as infantry, labelled AT. C2ISTAR →
  • 2026-09-28
    Mechanised groups are now always shown on the COP, but without the threat ring tanks carry. C2ISTAR →
  • 2026-09-28
    A task's target vehicle marker now shows cars and trucks as motorised and boats as naval, where they had the recon and unknown markers. C2ISTAR →
  • 2026-09-28
    Map Intel markers now keep each side's own colour, BLUFOR blue, OPFOR red and Independent green, as on the rest of the map. They used to be blue for your side and red for everyone else. C2ISTAR →
  • 2026-09-28
    The Readiness tooltip now says what's held back, when it wakes and which groups always start active, Spec Ops included. Custom Civilian Objective →
  • 2026-09-28
    The Readiness tooltip now says what's held back, when it wakes and which groups always start active, Spec Ops included. Civilian Objective Placement →
  • 2026-09-28
    In a game hosted by a player, everyone on a task now hears its radio lines, once each. They used to play only on the host's screen, once per player. A mission with its own CfgRemoteExec needs to allow ALIVE_fnc_radioBroadcast. Task Missions →
  • 2026-09-28
    The tablet's Strategic button now starts and stops Strategic tasks for your side, whatever the editor set. A press while Automatic Player Tasks is off counts once it's back on. C2ISTAR →
  • 2026-09-28
    In a game hosted by a player, everyone on a task now hears its radio lines, once each. They used to play only on the host's screen, once per player. A mission with its own CfgRemoteExec needs to allow ALIVE_fnc_radioBroadcast. C2ISTAR →
  • 2026-09-28
    Enable Debug is gone from the module, as the ORBAT Creator has no debug output for it to switch on. A mission that saved it still loads. ORBAT Creator →
  • 2026-09-28
    Enable Debug is gone from the module, as the tour never read it. A mission that saved it still loads. Guided Tour →
  • 2026-09-28
    Spawn in vehicle now takes a synced tank, helicopter or boat, not only a car or truck. Static weapons and parachutes are still left out. Player Multispawn →
  • 2026-09-28
    You now respawn in a free passenger seat. With none free you appear beside the vehicle if it's on dry ground, and at the normal respawn point if it's flying or afloat. Player Multispawn →
  • 2026-09-28
    Enable Debug now switches the module's log lines on, such as which respawn point you're using. Warnings about a missing marker or vehicle always show. Player Multispawn →
  • 2026-09-28
    Enable Debug now switches on a log line for each saved object as a save loads: recreated, matched to one already there, or removed. The Data module's Enable Debug does too. Player Logistics (Settings) →
  • 2026-09-28
    The tablet's 13 log lines now only go in with Enable Debug on. They used to be written every time, 1 of them every 15 seconds while a request waited. Player Resupply →
  • 2026-09-28
    Pilot Ready Room is gone from the editor. Crews are built straight into their aircraft, so nothing used it, and a mission that saved a building there still loads. MACC (Military Air Command & Control) →
  • 2026-09-28
    A View Settings or Player Options module made by script no longer cuts everyone's view to 200 m. View Settings →
  • 2026-09-28
    A Min Terrain Grid above Max now works the other way round, where it used to apply no grid at all. View Settings →
  • 2026-09-28
    A Max View Distance set under Min still caps the view, and the slider stops there too. View Settings →
  • 2026-09-28
    Spawn in building now says once, in side chat, when its marker is missing, and Respawn with Gear keeps working without it. Player Multispawn →
  • 2026-09-28
    Spawn in vehicle keeps Respawn with Gear working when its vehicle is missing too, and still uses one that turns up after the start. Player Multispawn →
  • 2026-09-28
    Reconnecting no longer puts players back to a 1500 m view distance. View distance and terrain detail aren't saved now, so each player keeps their own. Player Persistence →
  • 2026-09-28
    Save and Exit now saves the AI forces every time, even within 5 minutes of an autosave. Roadblock and Garrison Obj. guards stay put after a persistent reload instead of being pulled away by the commander, and a locked reserve vehicle stays locked. A blank Virtual Combat Range now means 255 m rather than no virtual fights. Virtualisation & Spawning →
  • 2026-09-28
    Kill, civilian casualty and logistics markers now follow Map Intel Visibility instead of showing to every player, and a kill also shows to the side that made it. Friendly Coverage shows each side's units only to that side and the sides friendly to it. C2ISTAR →
  • 2026-09-28
    An aircraft stranded off its stand with players within a kilometre is no longer put back in front of them after 10 minutes; it waits until none of them can see it, and a nearby Zeus camera always counts as watching. One blocking a runway or taxiway still goes at 10 minutes, and any other 20 minutes after that. MACC (Military Air Command & Control) →
  • 2026-09-28
    An IED Disposal task whose device is taken away before you get there is now called off instead of staying open and holding up new tasks, and it no longer picks an ambush IED that vanishes after 15 minutes. A called-off Troop Transport Insertion shows as cancelled rather than vanishing from the list. Task Missions →
  • 2026-09-28
    COP Friendly BFT is now Auto, On or Off; on Auto, friendly positions show only at Full and Advanced. Automatic Player Tasks on No stops Constant tasks too, and Strategic tasks come from every faction of the chosen commander. An IED Disposal task whose IED has gone is called off, and unticking every civic family turns them all off. C2ISTAR →
  • 2026-09-28
    Garrison groups no longer pile up waypoints as their men search buildings on patrol; one reported mission gathered about 100 an hour. Worth a look in Zeus on a long mission. Military Command (AI Behavior Engine) →
  • 2026-09-28
    Minimum and Maximum Ability are no longer shown under Custom Skill Values, as they made no difference to a soldier's skills. A unit that happens to match one of its tier's skills now gets the rest of them too. Military AI →
  • 2026-09-28
    Insurgent ambushes now plant their roadside IEDs, which go when the ambush ends, and a retreat takes the town's IED and suicide bomber triggers with it. Escalation intensity counts only how far hostility has risen since the start, with trucks, wheeled APCs and MRAPs in the medium tier, and CQB stops garrisoning a lost insurgent objective. OPCOM (Military AI Commander) →
  • 2026-09-28
    Panic Chance now decides who panics at gunfire, and the rest turn alert and watch where the shots came from. With a side's Hostility on High or Extreme, civilians won't surrender to its players at gunpoint and flee instead. Town elders, mayors, priests and civilians a Zeus places stay out of Advanced Civilians, with the orders they can't obey greyed out. Advanced Civilians →
  • 2026-09-28
    Panic Chance now decides who panics at gunfire, and a side's Hostility on High or Extreme stops civilians surrendering to its players at gunpoint. With Advanced Civilians off, Talk to Civilian now reaches players who join late. Prefer Buildings on No keeps fleeing civilians outdoors, and a mayor no longer shows as "Major". Ambient Civilian Population →
  • 2026-09-28
    A player driving up to an IED now sets it off, and AI Units Trigger IEDs now works, for AI on the players' side or a side friendly to it. With ACE loaded, Integration on Auto uses ACE's IED classes, and VB-IED Side EAST, WEST or IND now rigs parked cars of that side. A town a player starts in gets its IEDs once they've left. IED →
  • 2026-09-28
    Free Draw strokes now keep the colour you picked and stop throwing errors partway through. Deleting your last map marker now sticks after a restart; it used to come back. Advanced Markers →
  • 2026-09-28
    Military Logistics now starts when it's synced to a placement module or Player Combat Logistics as well as an AI Commander; it used to wait for good. Static reinforcements keep coming with only 1 objective held, or with the commander's reserve task count at 0. Military Logistics →
  • 2026-09-28
    A reserve with vehicles now wakes with all of them, each with its own crew, where it used to bring only the first. On 100% a reserve waits for the first group lost instead of waking while the force is whole, and it wakes in the safe building nearest the objective's centre, not the furthest. Custom Military Placement →
  • 2026-09-28
    A reserve with vehicles now wakes with all of them, each with its own crew, where it used to bring only the first. On 100% a reserve waits for the first group lost instead of waking while the force is whole, and it wakes in the safe building nearest the objective's centre, not the furthest. Custom Civilian Objective →
  • 2026-09-28
    A reserve with vehicles now wakes with all of them, each with its own crew, where it used to bring only the first. On 100% a reserve waits for the first group lost instead of waking while the force is whole, and it wakes in the safe building nearest the objective's centre, not the furthest. Civilian Objective Placement →
  • 2026-09-28
    A reserve with vehicles now wakes with all of them, each with its own crew, where it used to bring only the first. On 100% a reserve waits for the first group lost instead of waking while the force is whole, and it wakes in the safe building nearest the objective's centre, not the furthest. Military Placement →
  • 2026-09-28
    Filter Friendly Factions now narrows the Supply and Reinforce lists to friendly AI Commanders' factions, on a dedicated server too; it used to narrow nothing. With it off, Side mode offers every faction on your side, and the Factions list now reaches players on a dedicated server. Player Resupply →
  • 2026-09-28
    An artillery battery that runs out of rounds fires again once it's resupplied, and an Eden-placed mortar team now fires every round. A blank respawn limit means no limit, and a side with no Military Logistics no longer stops everyone's resupply. The artillery Code field now runs on an Eden-placed gun too. Combat Support →
  • 2026-09-28
    A house you clear in a sector that isn't fully cleared now stays cleared after a persistent reload. CQB synced to an AI Commander takes its Additional Factions too, so one set up with only those no longer fills houses with CSAT, and On unit spawn code now gets each soldier's faction. CQB (Close Quarters Battle) →
  • 2026-09-28
    A Cust. Obj. by the sea now puts its troops on land, and a synced Faction Compiler picks its faction. With Force Factions empty, synced commanders' factions no longer mix enemy sides. Crewed objective objects fight on the module's side, mortars and artillery always start crewed, and On unit spawn code reaches the AA, battery and helicopter crews. Custom Military Placement →
  • 2026-09-28
    A synced Faction Compiler now picks the faction, roadblocks are manned by the module's own faction, and crewed objective objects fight on its side. With Force Factions empty, synced commanders' factions no longer mix enemy sides. Patrols start inside the objective, Spec Ops no longer brings aircraft, and mortars and artillery always start crewed. Custom Civilian Objective →
  • 2026-09-28
    Roadblocks go up on the roads round an objective's edge again, and they're manned by the module's own faction. Patrols now start inside their objective, a Spec Ops force no longer comes with aircraft, and mortars and artillery always start crewed instead of parked empty in the reserve. Civilian Objective Placement →
  • 2026-09-28
    A player who kills a vehicle's crew can now take the vehicle, and Lock empty reserve vehicles is renamed Lock empty force vehicles. Random camps and the Field HQ stay inside the TAOR, patrols start inside their objective, Spec Ops no longer brings aircraft, and mortars and artillery always start crewed. Military Placement →
  • 2026-09-28
    Allow player tasking is gone from the Garrison Obj. settings, as no player task ever reached its objective. Its vehicle, crewed or empty, now stays on guard instead of being sent off by the AI Commander. Garrison Objective →
  • 2026-09-28
    A utility van is now parked in some towns rather than every one, and never more than 1 in a town. With 4 cars parked in a town, about half the towns get one on Low and nearly all do on High. Ambient Civilian Placement →
  • 2026-09-28
    With nothing synced, the Insertion transport now starts over the module instead of near the map's corner, often out at sea. Spawn in Building now uses a building with a single position, and with the respawn vehicle full you respawn beside it. Player Multispawn →
  • 2026-09-27
    New faction mode now refuses a Faction ID the game already has, such as BLU_F, with a warning on screen. It used to take that faction over, so every module asking for NATO infantry got your template group. Override categories is the mode for changing a faction that exists. ALiVE Custom Faction Compiler →
  • 2026-09-27
    A boat placed in the mission and moved by a player is now put back where it was left after a reload, rather than a second one appearing, and one destroyed in a session stays gone. An object a mission keeps out of Player Logistics now stays where the mission puts it. Player Logistics (Settings) →
  • 2026-09-27
    With Advanced Civilians on, the civilian ACE menu hides Follow, Stay, Go Home, Hands Up, Kneel and Get In on civilians it doesn't run, such as town elders, priests and ones placed by Zeus, since they couldn't carry those orders out. ACE Menu →
  • 2026-09-27
    Deleting your last spot report now sticks after a restart; it used to come back. SPOTREP →
  • 2026-09-27
    Player Options no longer offers Enable or Disable Player Tags while Player Tags is set to None, or Enable Logistics Actions while logistics is switched off; picking them threw an error. The menu also opens cleanly in a mission without Player Persistence. Player Options →
  • 2026-09-27
    Deleting your last patrol report now sticks after a restart; it used to come back. On a dedicated server, deleting a report also removes its database record. Patrol Reports →
  • 2026-09-27
    Corporals now get the corporal's rank icon on Modern tags; they were showing a general's star. Player Tags (Legacy) →
  • 2026-09-27
    Motorised reinforcements now arrive in the number requested. Each motorised group was being built twice while the force pool paid for one, so expect about half as many motorised groups as before. Military Logistics →
  • 2026-09-27
    A CAS attack on an area now keeps making passes until the whole radius drawn on the tablet is clear, not just 150 m round the mark. Units of your own or an allied side, and parked civilian cars away from the mark, are left alone. Close Air Support →
  • 2026-09-27
    Mortar teams can be picked as the artillery type again. The module builds the side's mortar with its crew and 2 men to carry it, the tablet offers HE, illumination and smoke, and the team fires every round of a mission. Support Artillery →
  • 2026-09-27
    A respawned battery keeps its round types and its Allow Repositioning setting. A modded gun used to come back with nothing on the tablet, and every battery lost the setting. Support Artillery →
  • 2026-09-27
    With more than one TAOR or Blacklist marker, car bombs now respect all of them. Only the last marker in each list used to count, so a car inside the first TAOR marker was never rigged and one inside the first Blacklist marker could be. IED →
  • 2026-09-27
    A CAS attack on an area now keeps making passes until the whole radius drawn on the tablet is clear, not just 150 m round the mark. Units of your own or an allied side, and parked civilian cars away from the mark, are left alone. Combat Support →
  • 2026-09-27
    A respawned artillery battery keeps its round types, its Allow Repositioning and its Military Logistics setting, and 2 support assets lost together can no longer both respawn when only 1 respawn is left. Combat Support →
  • 2026-09-27
    Mortar teams work as Combat Support artillery again: the battery is the side's mortar with its crew and 2 men to carry it, it fires every round of a mission, and a lost team comes back as the same team. Combat Support →
  • 2026-09-27
    Probability 100% now garrisons every house CQB picks. It was coming out as a 1% chance. CQB (Close Quarters Battle) →
  • 2026-09-27
    Active foot patrols now start within the guard radius and a quarter again. They were starting up to 5 guard radii out, 1 km from an objective with a 200 m guard radius. Custom Military Placement →
  • 2026-09-27
    A disabled insurgent HQ now stops recruiting. Disabling one with the hold action or with Friendly AI disables installations used to leave it producing groups, because it only stopped when the building was destroyed. OPCOM (Military AI Commander) →
  • 2026-09-27
    When insurgents give up a town, their recruitment HQ now comes down with the factory and depot, and its marker goes. The houses, walls and roads standing in for their IED spots, ambushes and sabotage targets are left standing, where a retreat used to flatten them. OPCOM (Military AI Commander) →
  • 2026-09-27
    The Insurgency and Hearts and minds presets no longer sync their Military IED Threat module to the insurgent commander. That sync did nothing, since a synced IED module only uses Starting IED Threat and both leave it at None; FIA's IED areas and factories only need the module to be in the mission. ALiVE Presets →
  • 2026-09-27
    New built-in preset, Combat support: NATO players on the Stratis Air Base get CAS, transport and artillery on call, supplies to order, and reinforcement convoys for their AI commander. Anyone with a radio can call support. ALiVE Presets →
  • 2026-09-26
    New built-in preset, Air war: NATO flies from the Altis main airport, CSAT from the sea to the north-east, and they fight over the sea between. Both sides had patrols up within 3 minutes. ALiVE Presets →
  • 2026-09-26
    Place Air Assets now gives a base fighters and attack jets in turn, fighter first, so NATO and CSAT bases fly their patrols and interceptions. One old-build test stocked 5 A-164s and every sortie was refused. MACC (Military Air Command & Control) →
  • 2026-09-26
    Aircraft held at an Ingress Marker are picked the same way: planes and helicopters take turns, and the planes alternate fighter and attack jet. MACC (Military Air Command & Control) →
  • 2026-09-26
    The Place Air Assets and Ingress Aircraft tooltips now say how many planes a base gets and in what order. MACC (Military Air Command & Control) →
  • 2026-09-26
    New built-in preset, Hearts and minds: NATO players win over the towns with Hearts and Minds tasks from C2ISTAR, civilians to talk to and aid, and a light FIA insurgency. Works on any map with towns. ALiVE Presets →
  • 2026-09-26
    The Insurgency preset's Recruit attempt limit and Asymmetric force cap now arrive as numbers when it's placed from the preset list or the clipboard. ALiVE Presets →
  • 2026-09-26
    New built-in preset, Insurgency: FIA hold the towns 3 km north of NATO's forward base, with IEDs, civilians and recruitment HQs that keep recruiting while they stand. Works on any map with towns. ALiVE Presets →
  • 2026-09-26
    CQB synced to an insurgency commander guards its recruitment HQs, weapons depots and IED factories again. Since early September none of them got guards, and each one logged a script error. CQB (Close Quarters Battle) →
  • 2026-09-26
    New built-in preset, Three-way war: NATO, CSAT and AAF each hold an area and fight each other for the rest. Needs a map the size of Altis or Malden, and Independents Allegiance set to enemy of both. ALiVE Presets →
  • 2026-09-26
    Ranks export by name again. A faction exported since late July carries numbers such as "2" for a sergeant; open it here and export it again to fix it. ORBAT Creator →
  • 2026-09-26
    Soldiers from ORBAT Creator factions exported since late July now spawn with their proper ranks, without an "Unknown enum value" error in the RPT for each one. Virtualisation & Spawning →
  • 2026-09-26
    A script can add an objective to a commander by naming its side or faction again, as the Q&A shows. On dev builds since April that call quietly did nothing. OPCOM (Military AI Commander) →
  • 2026-09-26
    New built-in preset, Defensive: NATO holds an area you drop over a base or airfield while CSAT invades from a base 3.4 km north. Works on any map. ALiVE Presets →
  • 2026-09-26
    Virtual Combat Speed left at its default now runs at Regular (0.75). Saved empty, as a preset or an unconfirmed module left it, it stopped virtual fights doing any damage; never saved at all, it ran at Quick (1.00). Virtualisation & Spawning →
  • 2026-09-26
    New built-in preset, Offensive: NATO attacks from a forward base and takes the ground CSAT holds, 3 objectives at a time with 8 groups to each. Works on any map. ALiVE Presets →
  • 2026-09-26
    The Cycle Delay tooltip says what the setting does and no longer claims a 1800 second minimum. Ambient Dynamic Weather →
  • 2026-09-26
    Auto Save Interval works now, to within 10 seconds, and blank or 0 turns it off. Its tooltip and Save to Database's now say what they do. Player Options →
  • 2026-09-26
    Players are saved every five minutes now, and to the database every Auto Save Interval when ALiVE Data is on Local. No timed save ever ran before. Player Persistence →
  • 2026-09-26
    A save waits until a joining player's earlier save has been handed back, so an early drop can't overwrite their record. Player Persistence →
  • 2026-09-26
    Saving no longer switches the player's weapon: they stay on an underbarrel launcher. Player Persistence →
  • 2026-09-26
    The weather keeps changing all mission now instead of stopping after its first change. With Cycle Delay at 30 seconds, a new change began about once a minute. Ambient Dynamic Weather →
  • 2026-09-26
    If Zeus or a script pushes the cloud cover outside the module's range, the next change brings it back inside. Ambient Dynamic Weather →
  • 2026-09-26
    Eyes Only now works: a public, faction, group or private report reaches only those players, and comes back for them after a rejoin. Older saved reports keep the old behaviour. SITREP →
  • 2026-09-26
    Eyes Only now works: a public, faction, group or private report reaches only those players, and comes back for them after a rejoin. Older saved reports keep the old behaviour. Patrol Reports →
  • 2026-09-26
    Only the player who filed a report, or a server admin, can delete it now, and its marker goes for everyone who could see it. SITREP →
  • 2026-09-26
    Only the player who filed a report, or a server admin, can delete it now, and its markers go for everyone who could see them. Patrol Reports →
  • 2026-09-25
    Failing a hearts-and-minds task now turns the town more hostile and costs support, instead of winning it over like a success. Each result counts once. Task Missions →
  • 2026-09-25
    Failing a hearts-and-minds task now costs you: the town turns more hostile and loses support. Before, most failures won the town over just as a success did. C2ISTAR →
  • 2026-09-25
    Each task result now counts once, so a success gives half what it did, and repeating the same task in one town gives less each time. C2ISTAR →
  • 2026-09-25
    Duplicate Task Penalty, the failure multipliers and civic retaliation now take effect. Retaliation only follows a success. C2ISTAR →
  • 2026-09-25
    Insurgents now recruit at the Recruit success chance you set. A default mission was getting about a quarter of it, 12.6% instead of 50%, so expect noticeably more insurgent groups. OPCOM (Military AI Commander) →
  • 2026-09-25
    Hearts and Minds work still slows recruitment in the towns players win over, and the Civic recruitment multiplier tooltip now explains how, with the civic model on and off. OPCOM (Military AI Commander) →
  • 2026-09-25
    A lone insurgent HQ or IED factory now turns its town towards the insurgents twice as fast. OPCOM (Military AI Commander) →
  • 2026-09-25
    Range's tooltip now says that when the picker is synced to placement modules, only things inside their TAOR markers are labelled. Class Picker →
  • 2026-09-25
    Placement Level and Random Vehicle Damage now have tooltips that say what they really do. Ambient Civilian Placement →
  • 2026-09-25
    The two Player Tag Group Colour settings are now called Player Tag Own Group Colour and Player Tag Other Group Colour, so you can tell them apart. Player Tags (Legacy) →
  • 2026-09-25
    Min View Distance's tooltip now says it only sets the lowest value on the view distance slider and isn't applied at mission start. View Settings →
  • 2026-09-25
    Weather Override's tooltip now says it holds the chosen weather for the whole mission, and that the Real Weather choice only matters with the Real climate. Ambient Dynamic Weather →
  • 2026-09-25
    Proxy Faction and Faction Override Mode now have tooltips that say what they really do. ALiVE Custom Faction Compiler →
  • 2026-09-25
    Fire mission cadence, Rounds per fire mission, Battery ammunition stock and Ignore nearby friendlies now have tooltips that match what they do. AI Commander Artillery →
  • 2026-09-25
    Logistics Source's Dynamic choice is now Dynamic (Nearby Objective), since it picks at random from the 2 or 3 nearest objectives your side holds, and its tooltip says so. Close Air Support →
  • 2026-09-25
    The two Player Tag Group Colour settings are now called Player Tag Own Group Colour and Player Tag Other Group Colour, so you can tell them apart. Min View Distance, Allow Different Class Rejoin and Store Loadout have tooltips that now match what they do. Player Options →
  • 2026-09-25
    Respawn Enemy Check's Yes and No were the wrong way round. Yes now stops players spawning on a squadmate with enemies within 50 m; saved missions keep the behaviour they had. Player Multispawn →
  • 2026-09-25
    Blacklist and Carry Whitelist now have tooltips that match what they do. Player Logistics (Settings) →
  • 2026-09-25
    Logistics Source's Dynamic choice is now Dynamic (Nearby Objective), since it picks at random from the 2 or 3 nearest objectives your side holds, and its tooltip says so. Support Transport →
  • 2026-09-25
    Allow Different Class Rejoin and Store Loadout now have tooltips that match what they do. Player Persistence →
  • 2026-09-25
    Blacklist Units now asks for soldier classnames, which is what it always needed, rather than group classnames. TAOR Marker, the 4 spawn distances and the patrol settings also have tooltips that now match what they do. CQB (Close Quarters Battle) →
  • 2026-09-25
    Logistics Source's Dynamic choice is now Dynamic (Nearby Objective), since it picks at random from the 2 or 3 nearest objectives your side holds, and its tooltip says so. Support Artillery →
  • 2026-09-25
    Enable Debug's tooltip now says it only turns on the garbage collector's log output; every other module has its own debug setting. ALiVE (Required) →
  • 2026-09-25
    Spawn Objective Units is now Objective Objects Count, and all 3 Objective Objects settings, Roadblocks, Force Weighting, both garrison settings and Enable Debug have tooltips that now match what they do. Custom Civilian Objective →
  • 2026-09-25
    Spawn Objective Units is now Objective Objects Count. 9 settings, including Objective priority, Create as HQ and Readiness, have tooltips that now match what they do. Custom Military Placement →
  • 2026-09-25
    IED Threat, Suicide Bomber Threat, Vehicle Borne IED Threat, IED Detection Alert and Trip Threshold Max now have tooltips that say what they really do. IED →
  • 2026-09-25
    Hands Up Chance is now Stand Still Chance, since a civilian who's hit stands still rather than raising their hands. Enable Voice Lines and 6 other Advanced Civilians settings have tooltips that now match what they do. Ambient Civilian Population →
  • 2026-09-25
    Spawn Objective Units is now Objective Objects Count, and all 3 Objective Objects settings, Roadblocks, Force Weighting, Garrisoned Building Patrol and Enable Debug have tooltips that now match what they do. Civilian Objective Placement →
  • 2026-09-25
    In Access Item Categories, ALiVE Tablet is now called Combat Support Tablet, the tablet's own name, and the ACE radios entry lists the 2 ACRE radios it takes. Player Resupply →
  • 2026-09-25
    Spawn Objective Units is now Objective Objects Count. 14 settings, including Minimum Aircraft For Offensive Missions, Place Air Assets and Persistent, have tooltips that now say what they really do. MACC (Military Air Command & Control) →
  • 2026-09-25
    Spawn Objective Units is now Objective Objects Count. 9 settings, including Readiness, Force Weighting and Spawn AA Units, have tooltips that now match what they do. Military Placement →
  • 2026-09-25
    In Access Item Categories, ALiVE Tablet is now called Combat Support Tablet, the tablet's own name, and the ACE radios entry lists the 2 ACRE radios it takes. Combat Support →
  • 2026-09-25
    Force Pool's tooltip now says resupply convoys to artillery, combat support and air assets take from the pool too. Military Logistics →
  • 2026-09-25
    Intel, Installations, Escalation intensity, Friendly AI disables installations, Civic recruitment multiplier and Custom Name now have tooltips that match what they do. OPCOM (Military AI Commander) →
  • 2026-09-25
    14 settings, including Access Item Categories and Minimum Task Distance, have tooltips that now match what they do. In the access list, ALiVE Tablet is now Combat Support Tablet and the ACE radios entry lists the 2 ACRE radios it takes. C2ISTAR →
  • 2026-09-25
    Mid-Combat Extension now works: AI still fighting when Post-Death Grace runs out stays spawned for another extension, and again while the fight goes on, up to five in all. Virtualisation & Spawning →
  • 2026-09-25
    Crews fighting from a vehicle get the extension too. Virtualisation & Spawning →
  • 2026-09-25
    The chat kill feed, set on the ALiVE Data module, announces kills again. Statistics →
  • 2026-09-25
    Each player on the side sees each kill feed message once, whichever machine the kill happened on. Statistics →
  • 2026-09-25
    A mission without the ALiVE Data module no longer throws script errors when a vehicle is hit or destroyed, or a player gets in or out of one or fires its weapon. Statistics →
  • 2026-09-25
    In a hosted game, the incoming fire and fire mission warnings now reach every player on that side once, instead of repeating on the host. AI Commander Artillery →
  • 2026-09-25
    Enable Chat Kill Feed works again. It had been silent since the War Room went offline. Persistence →
  • 2026-09-25
    Each player on the side now sees each kill feed message once, whichever machine the kill happened on. Persistence →
  • 2026-09-25
    In a hosted game, the air tasking radio calls now reach every player on that side once, instead of repeating on the host. MACC (Military Air Command & Control) →
  • 2026-09-25
    In a hosted game, the reinforcement level message after a task reward now reaches every player on that side once, instead of repeating on the host. C2ISTAR →
  • 2026-09-25
    Wipe ALL ALiVE Data now works on a dedicated server, where it used to remove nothing. A save an older build made for another mission stays until that mission has saved once on this build. Persistence →
  • 2026-09-25
    Wipe ALL ALiVE Data no longer deletes your saved presets. Persistence →
  • 2026-09-25
    After a wipe, whoever asked is told how many saved-data entries were removed, instead of being told everything was wiped before it happened. Persistence →
  • 2026-09-25
    The server now refuses a clear or wipe request from anyone the admin menu wouldn't offer it to. Persistence →
  • 2026-09-25
    A persistent mission with nothing saved yet no longer gives the AI commander duplicate objectives, which flooded the log with exclusion messages. OPCOM (Military AI Commander) →
  • 2026-09-25
    The civilian menu's options now respond to aid and irritation from the Talk to Civilian dialog. ACE Menu →
  • 2026-09-25
    Hostility now settles back to neutral (30) from either side instead of falling to 0, for every civilian, with Advanced Civilians on or off. Advanced Civilians →
  • 2026-09-25
    The approach gesture, aim reactions and the vehicle stop now respond to aid and irritation from the Talk to Civilian dialog. Advanced Civilians →
  • 2026-09-25
    Aid and irritation from the dialog now reach the approach gesture, the ACE menu, aim reactions, the vehicle stop and Gather Intel, and Eden-placed and crowd civilians keep them too. Ambient Civilian Population →
  • 2026-09-25
    Hostility rests at 30, Neutral, and drifts back to it from either side, so a civilian you've won over slowly returns to neutral. Fresh civilians read Neutral in the dialog now. Ambient Civilian Population →
  • 2026-09-25
    Every civilian calms down over time now, with Advanced Civilians on or off, including ones placed by Zeus or synced to a module. Ambient Civilian Population →
  • 2026-09-25
    Rations and water can still be given to a Defiant civilian. Ambient Civilian Population →
  • 2026-09-25
    A civilian nobody has upset is never hostile in conversation, while a town under threat still makes its civilians guarded. Ambient Civilian Population →
  • 2026-09-25
    Crowd civilians start at 30 or their town's hostility, whichever is higher, and every player sees the same value. Ambient Civilian Population →
  • 2026-09-25
    On a dedicated server, the approach gesture and drivers stopping when you aim at them now go by the mission's side hostility settings instead of starting from 0. Advanced Civilians →
  • 2026-09-25
    On a dedicated server, players now get the mission's BLUFOR, OPFOR and Independent Hostility settings, so the hostility indicator, ACE menu options, approach gesture and vehicle stop no longer start from 0 there. Ambient Civilian Population →
  • 2026-09-25
    Aid and irritation now last. Come back to a civilian later and they're where you left them, less 1 point a minute at the default decay rate. Ambient Civilian Population →
  • 2026-09-25
    Civilians from Civilian Placement now calm down over time even out of sight, and with Advanced Civilians off. Ambient Civilian Population →
  • 2026-09-25
    The dialog never reads a civilian as calmer than the threat their town is under at the time, so aid in a threatened town won't take the reading below that. Ambient Civilian Population →
  • 2026-09-25
    With the module's Debug on, each conversation logs a line starting "ALiVE Civilian Interaction -" with the civilian's own hostility, the town's and what the dialog reads. Ambient Civilian Population →
  • 2026-09-24
    Asking a civilian's opinion, or their town's, can no longer irritate them twice in one go, so one question adds at most 10 hostility. Ambient Civilian Population →
  • 2026-09-24
    Repeating a question they've already answered now shows any irritation on the hostility indicator straight away, not the next time the dialog opens. Ambient Civilian Population →
  • 2026-09-24
    A question a civilian won't answer no longer raises a script error. Ambient Civilian Population →
  • 2026-09-24
    A copy of a mission on another map now runs its own campaign. A campaign from an older build moves to whichever copy you launch first, so launch the one you want to keep first. Persistence →
  • 2026-09-24
    Clear Current Mission's Data now removes the whole campaign for that map, including the AI forces, objectives, tasks and the air commander's aircraft. Persistence →
  • 2026-09-24
    The air commander's save now carries the map, so a copy of the mission on another map starts its own air roster. MACC (Military Air Command & Control) →
  • 2026-09-24
    A persistent air commander's roster now survives a save and restart; until now every restart rebuilt it from scratch. Worth retesting a persistent commander across a save and restart. MACC (Military Air Command & Control) →
  • 2026-09-24
    A newly placed ALiVE Data module saves locally by default. Missions already saved with Cloud keep that setting, so check older ones. Persistence →
  • 2026-09-24
    With Cloud in singleplayer or a hosted game, Player Logistics, IEDs, markers and reports now start as normal, and an editor preview says nothing will be saved. Persistence →
  • 2026-09-24
    Giving aid, or pestering a civilian with questions, now changes their hostility on a dedicated server too, as it already did in single player. Re-open the dialog straight away to see the change. Ambient Civilian Population →
  • 2026-09-24
    Leaving one Auto Task Factions slot blank no longer throws away the other five picks, and reopening the module keeps every pick in its own slot. C2ISTAR →
  • 2026-09-24
    An Asymmetric commander synced to Military Placement (Cust. Obj.) or (Cust. Civ. Obj.) now uses their objectives, and Asym Installation Overrides on a Cust. Civ. Obj. take effect. OPCOM (Military AI Commander) →
  • 2026-09-24
    New built-in preset, First steps: the smallest ALiVE that works, one CSAT commander holding an area you attack as NATO. Works on any map. ALiVE Presets →
  • 2026-09-24
    Assigning a live group to a vehicle by script (ALiVE_fnc_createProfileVehicleAssignment) now puts the men in it. Before, it threw script errors and the vehicle stayed empty. Virtualisation & Spawning →
  • 2026-09-24
    A preset you save now goes back to the same spot when you place it on the same map, with no click. Presets saved before today still ask for a click. ALiVE Presets →
  • 2026-09-24
    Placing a preset leaves its areas selected along with its modules, so one drag moves the lot. ALiVE Presets →
  • 2026-09-24
    Parked aircraft now vanish from their stands while nobody's within the spawn distance, and they're back before you arrive. Watch for an empty stand in view, or an aircraft appearing while you look at it. MACC (Military Air Command & Control) →
  • 2026-09-24
    The map and Zeus still show a parked aircraft's icon while it's hidden. That's expected: it's hidden and frozen on its stand, not despawned. MACC (Military Air Command & Control) →
  • 2026-09-23
    A shot-down aircraft now falls and crashes where it was hit, instead of vanishing from the air and reappearing on its stand. MACC (Military Air Command & Control) →
  • 2026-09-23
    Its wreck stays where it fell, burning, until the Garbage Collector clears it once nobody's within 1.7 km. MACC (Military Air Command & Control) →
  • 2026-09-23
    An aircraft heading home is only put back on its stand when nobody's within 1 km of it as well as its airfield. MACC (Military Air Command & Control) →
  • 2026-09-23
    Page corrected: the tour only runs for the player on the machine hosting the mission, so there's no tour on a dedicated server or for anyone joining. The database and WarRoom pages describe services that no longer run. Guided Tour →
  • 2026-09-23
    The air commander now flies SEAD. A jet carrying anti-radar missiles is sent at the air defences it has found; no vanilla jet carries them by default, so fit HARMs or Kh-58s in Eden. Watch for low gun passes once the radar is down. MACC (Military Air Command & Control) →
  • 2026-09-23
    CQB synced to Military Placement (Cust. Obj.) now garrisons that objective instead of nothing anywhere. Anything synced that CQB can't use is named in the RPT and ignored. CQB (Close Quarters Battle) →
  • 2026-09-23
    You can pick Air as the Force Weighting now, which gives 3 air groups at the default size. Before, you only got it when Random happened to roll Air. Custom Civilian Objective →
  • 2026-09-23
    You can pick Air as the Force Weighting now, which gives 3 air groups at the default size. Before, you only got it when Random happened to roll Air. Civilian Objective Placement →
  • 2026-09-23
    You can pick Air as the Force Weighting now, which gives 3 air groups at the default size. Switch on Place helicopters or Place aircraft too, or none are placed and the RPT says why. Military Placement →
  • 2026-09-23
    Picking Spec Ops as the force weighting gives you Spec Ops. It used to turn into Random without a word. Civilian Objective Placement →
  • 2026-09-23
    Picking Spec Ops as the force weighting gives you Spec Ops. It used to turn into Random without a word. Military Placement →
  • 2026-09-23
    This page no longer says Performance Reporting records sessions. It does not run at all, and has not in any public build. Nothing to look for in War Room. Performance Reporting →
  • 2026-09-23
    Enable Debug on ALiVE Player Options reaches Crew Info again. It was ignored whatever you set. Crew Info →
  • 2026-09-23
    Enable Debug on ALiVE Player Options reaches Player Tags again. It was ignored whatever you set. Player Tags (Legacy) →
  • 2026-09-23
    A mistyped Smooth Spawn no longer switches spawn pacing off. Anything that isn't a number, like 0,3 with a comma, used to become 0 and run the spawner every frame. It now falls back to 0.3 and tells you. Virtualisation & Spawning →
  • 2026-09-23
    A flex-cuffed, surrendering or unconscious civilian is left alone now instead of getting up and wandering off. Advanced Civilians and ACE were fighting over the same unit. Advanced Civilians →
  • 2026-09-23
    Civilians held by ACE, whether cuffed, surrendering or unconscious, are left out of the Advanced Civilians brain until released. Ambient Civilian Population →
  • 2026-09-22
    A reinforcement request that can't build a group no longer reports it as delivered. You used to get a confirmed request and a transport that flew out and back with nothing aboard. Military Logistics →
  • 2026-09-22
    Requesting groups or vehicles stops coming back as “The forces requested are not available” when your supply point sits on water. Single soldiers were arriving underwater in the same case, and now don’t. Military Logistics →
  • 2026-09-22
    An AI Commander module placed over water warns you at startup. That spot is where logistics sends everything from, so it is worth knowing before a mission runs. Military Logistics →
  • 2026-09-22
    The map's own header is readable again while you're drawing. The draw mode name was printing on top of it, and the ALiVE panel names the mode anyway. Advanced Markers →
  • 2026-09-22
    Drawing in Free Draw mode stops throwing Not a Number errors into the log. Advanced Markers →
  • 2026-09-22
    Advanced Civilians no longer announces its debug helper in everyone's chat at mission start. You'll only see it now with Advanced Civilians Debug set to Yes. Advanced Civilians →
  • 2026-09-22
    Civilian Population no longer announces its debug helper in everyone's chat at mission start. You'll only see it now with Advanced Civilians Debug set to Yes. Ambient Civilian Population →
  • 2026-09-22
    Mark Units markers last 30 seconds and the tooltip now says 30. It claimed 15. Admin Actions →
  • 2026-09-22
    The module description stops telling you to place an Admin Actions module. There is none to place; it starts on its own with ALiVE. Admin Actions →
  • 2026-09-22
    Deleting your last report sticks. Deleting them one at a time worked until the last, which came back after a restart. SITREP →
  • 2026-09-22
    Deleting a report also removes its database record, instead of leaving an unreferenced row behind. SITREP →
  • 2026-09-22
    The crew readout is built once instead of twenty times a second, so it should stop looking dim or unsteady while you are in a vehicle. Crew Info →
  • 2026-09-22
    The crew list reads the vehicle you are sitting in. Riding in anything other than your assigned vehicle showed the vehicle name with no crew under it. Crew Info →
  • 2026-09-22
    The gunner readout no longer leaks grey into the lines below Heading, and the thumbnail only appears when something is under the cursor rather than drawing a broken image. Crew Info →
  • 2026-09-22
    A persistent data wipe from the admin menu is recorded in the server log, with who asked for it. The server used to keep no record at all. Persistence →
  • 2026-09-22
    The popup you get when a save is found points at Admin Actions > Persistent Data instead of the debug console, which did nothing on a dedicated server. Persistence →
  • 2026-09-22
    Free Draw can be selected. Cycling draw modes with [ stopped at Ellipse and wrapped back to Off, so Free Draw was never reachable. Worth a look: it has never actually been used. Advanced Markers →
  • 2026-09-22
    On unit spawn (SQF) runs when a Vehicle Classname is set. The code was silently ignored on any Static Placement module that placed a vehicle. Garrison Objective →
  • 2026-09-22
    Placing a second Map Indexer module warns you instead of letting the two quietly fight over the settings. Map Indexer →
  • 2026-09-22
    Town elders, majors, muezzins, priests and politicians are left out of the Advanced Civilians brain, as intended. They were all getting the full treatment on top of their own role. Ambient Civilian Population →
  • 2026-09-22
    A CAS or artillery classname that does not exist now says so in the log, naming the callsign and the missing class. Before, the callsign appeared in the support menu and simply never produced anything. Transport already behaved this way. Combat Support →
  • 2026-09-22
    The start-up warning about a Dynamic Force Pool with a zero reserve task count is gone. The fault it warned about was fixed on 2026-09-17 and following the warning undid a deliberate setting. Military Logistics →
  • 2026-09-22
    The Respawn Timeout tooltip says what it does: how long the Insertion transport waits before lifting off. It has no effect on the other spawn types, and now says so. Player Multispawn →
  • 2026-09-22
    The relocation tooltip names the Get in Range button, which is what the tablet actually shows. It said Move. Support Artillery →
  • 2026-09-22
    This Group Colour reaches Player Tags now. Tags on your own group stayed the built-in cyan whatever you set, because the list of settings copied across stopped one short of it. Player Options →
  • 2026-09-22
    Vehicle crew tags show the group again. It worked on foot but never for anyone in a car, tank, helicopter, plane or static. Player Tags (Legacy) →
  • 2026-09-22
    Player Tags no longer writes a line to the RPT every time it draws a label for a friendly vehicle. On a busy mission that was a couple of hundred lines a second. Player Tags (Legacy) →
  • 2026-09-22
    Filing a spot report in a mission without the tasking module no longer throws an error. SPOTREP →
  • 2026-09-22
    Picking Fast (1.50) for virtual unit speed gives you 1.50. It was handing out 1.75, the same as Faster, so virtual groups crossed the map quicker than the label said and 1.50 was the one speed you could not actually select. Virtualisation & Spawning →
  • 2026-09-22
    The four view distance and terrain grid boxes now read minimum before maximum. Your existing settings are untouched. Player Options →
  • 2026-09-22
    The four view distance and terrain grid boxes on ALiVE Player Options now read minimum before maximum. Yesterday's attempt changed a module that never appears in the editor, so the boxes you actually use are only reordered now. Your settings are untouched. View Settings →
  • 2026-09-22
    Groups the Active Limiter can't fit are no longer deleted. They stay virtual and spawn when a slot frees up. Virtualisation & Spawning →
  • 2026-09-22
    When more groups are waiting than there's room for, the nearest one to a player goes first. Virtualisation & Spawning →
  • 2026-09-22
    The log now gives the number waiting and the limit, instead of reporting groups thrown away. A mission that relied on the limiter thinning it out will now carry its full placed count. Virtualisation & Spawning →
  • 2026-09-21
    The terrain detail slider works on any Min Terrain Grid setting. Set that above 1 before and the slider either threw an error or gave a different detail level from the one its label said; only the default of 1 worked. View Settings →
  • 2026-09-21
    Nine slider positions used to throw and seven more disagreed with their own label. All of them read correctly now. View Settings →
  • 2026-09-21
    Six of the ten minimum and maximum combinations picked a starting detail level and never applied it, so the terrain stayed as it was until you moved the slider yourself. View Settings →
  • 2026-09-21
    A ground convoy that can't be built now says so in the log, naming the faction and side whose ground transport is missing, at all three places that build one. Military Logistics →
  • 2026-09-21
    Before this, asking for one from a faction with no ground transport gave you no convoy, no error and nothing in Zeus to find. Military Logistics →
  • 2026-09-21
    Ticking Enable Debug on the module does something now, so a log you send carries logistics detail. Worth turning on if you're reporting a convoy problem. Military Logistics →
  • 2026-09-21
    Neither change delivers a convoy on its own. A convoy that never turned up now leaves a line naming the faction to look at. Military Logistics →
  • 2026-09-21
    A preset now names the mods you're missing. Whoever made it writes the name you'd recognise, the Steam id and whether it's an official Creator DLC into the preset itself. ALiVE Presets →
  • 2026-09-21
    Mods required shows a missing mod under its real name with a working Workshop button, and the message when a preset loads names the mod rather than an addon nobody can search for. ALiVE Presets →
  • 2026-09-21
    Presets carrying a mod record are nine parts and version 3; a plain one is still seven parts and version 1, so nothing older stopped reading. ALiVE Presets →
  • 2026-09-21
    Worth testing: share a preset from a scenario using RHS or ACE factions, unload one of those mods, then read the same preset back and check the name and the link are still right. ALiVE Presets →
  • 2026-09-21
    Pick a preset and the window now tells you which mods it needs. Mods required opens the full list, one row per mod, anything missing in red at the top, with the modules and factions that want it underneath. ALiVE Presets →
  • 2026-09-21
    Each row has a button straight through to the mod's Workshop page; official Creator DLC get their store page instead. ALiVE Presets →
  • 2026-09-21
    The old count was wrong: RHS USAF alone comes as a dozen separate addons, so a preset needing six mods reported sixteen. ALiVE Presets →
  • 2026-09-21
    It's worked out from the preset itself, so it answers for one somebody pasted into Discord as well as one you made. A mod you don't have loaded still shows under its recorded name, with a working link out to its Workshop or store page. ALiVE Presets →
  • 2026-09-21
    The ALiVE menu opens on the key you bound it to, including combinations with Shift, Ctrl or Alt. Adding a second key rather than replacing the first one works too. Player Options →
  • 2026-09-21
    New Submit online button in the preset window opens this page and copies the preset to your clipboard; paste it into the box and the title, description and your handle fill themselves in. Presets that ship with ALiVE don't get the button. Submit a Preset →
  • 2026-09-21
    A preset now remembers where its modules sat, so a Custom Objective or Fixed Placement lands where you put it. Keeping the layout is the default and can be turned off. A preset also carries a title, author and date. ALiVE Presets →
  • 2026-09-20
    A preset you send can now carry the map areas it uses, and you pick what goes into it first. In the editor, select a module, then right click and choose ALiVE, then Share as Preset, then untick whatever shouldn't travel. Submit a Preset →
  • 2026-09-20
    You now choose what a preset takes: a row per ALiVE module and a row per area, ticked one by one, when you share one. ALiVE Presets →
  • 2026-09-20
    The same list appears when you place a preset, so you can take part of somebody else's rather than all of it. ALiVE Presets →
  • 2026-09-20
    Presets carry map areas now, so a TAOR travels with the setup that points at it. Areas land where you click and keep their sizes and spacing; a name already taken comes in under a new one with the settings corrected. ALiVE Presets →
  • 2026-09-20
    ALiVE Required and the Virtual AI System always travel, because a preset without them places cleanly and then does nothing. ALiVE Presets →
  • 2026-09-19
    Place Drones works on its own now: with Place Air Assets off you still get the drone, and a base that already has one never gets a second. A Blackfish comes back on the exact spot it was parked on instead of drifting. MACC (Military Air Command & Control) →
  • 2026-09-19
    Oberlausitz, Drakovac and Avdiivka are in, all three submitted by KristyWV, so the modules go straight onto any of them without indexing the map first. Each index covers its whole map and uses the Woodland set of compositions. Submit a Terrain →
  • 2026-09-19
    Every page now has a menu and a search box along the top. The menu lists every page by group, with the sections of the page you are on under it. The search looks through the text of every page, the ledger included, so a module, a terrain, a setting or a word from a changelog finds the page it is on, and choosing a result opens that page at the place the words were found. Press / on any page to start typing.
  • 2026-09-19
    Jets take off down the runway instead of driving along the ground toward their target, and they wait on their stand while the way out is blocked. MACC (Military Air Command & Control) →
  • 2026-09-19
    VTOLs come home to their own stand and land on it in VTOL mode, staying off the runway. A plane that touches down stays down instead of taking off again. MACC (Military Air Command & Control) →
  • 2026-09-19
    A sortie whose target dies on the way turns back, and one whose target is already dead stands down on its stand. Crews leave parked aircraft with the engine off, and a serviced aircraft goes out with a full tank. MACC (Military Air Command & Control) →
  • 2026-09-19
    Three new settings: Show Support Trucks, plus Players Can Use Aircraft and Return To ATO After in a new Player Interaction section. Watch for a jet that stops where its taxi route meets the runway. MACC (Military Air Command & Control) →
  • 2026-09-19
    Helicopters land on their pad instead of circling it, and a plane isn't dropped from the air by its landing deadline. A job with no suitable aircraft waits for one: the A-10 is no longer picked as a fighter, and the Blackfish only scouts. MACC (Military Air Command & Control) →
  • 2026-09-19
    A landed aircraft is never moved while anyone, Zeus cameras included, is within a kilometre, and nothing is put down on top of a vehicle. Drongo's Air Operations no longer takes over the commander's aircraft. MACC (Military Air Command & Control) →
  • 2026-09-18
    Helicopters look across the whole airfield for a free pad, and nothing parks with a building wall inside its reach. A launch is called off for an aircraft that can't fly, which is put back and repaired while another takes the job. MACC (Military Air Command & Control) →
  • 2026-09-18
    Every landing is serviced now, not just an aircraft's first, and the supply truck gets three minutes to reach it instead of as little as 27 seconds. MACC (Military Air Command & Control) →
  • 2026-09-18
    A supply truck now gets at least two minutes to reach its target, so short deliveries stop timing out. The ETA on the support radio for a short run across an airfield reads 2:00 instead of 0:27. Military Logistics →
  • 2026-09-18
    A landed jet taxis off the runway before it goes back to its stand. A Blackfish or other VTOL doesn't take the runway at all: it lands straight onto its own stand. MACC (Military Air Command & Control) →
  • 2026-09-18
    Anything up to 120 metres ahead of a launching jet is moved aside, so a van on the taxiway no longer keeps it on the ground. In testing a Bradley and two MRAPs were shifted about 70 metres and both jets took off. MACC (Military Air Command & Control) →
  • 2026-09-18
    Helicopters no longer wait for the runway in either direction. One that couldn't get down used to hold the runway through five minutes of hovering while a jet behind it ran out of time. MACC (Military Air Command & Control) →
  • 2026-09-18
    Patrols stay on station instead of turning for home seconds after arriving, and a crew that's been stood down can't climb back aboard and fly off. That's how a gunship lost its pilot at 104 metres and crashed. MACC (Military Air Command & Control) →
  • 2026-09-18
    Jets taxi out to the runway themselves rather than stalling in a hangar doorway. Five jets launched this way were airborne 67 to 100 seconds later, and a jet waiting its turn is held on its stand so it can't creep forward. MACC (Military Air Command & Control) →
  • 2026-09-18
    Groups sent out on an order the commander then drops now come straight back to it. They used to keep walking to an abandoned objective, unavailable for up to an hour. OPCOM (Military AI Commander) →
  • 2026-09-18
    Asking the air commander for a recce no longer throws a script error. Recce itself always worked; the error just landed once per request. OPCOM (Military AI Commander) →
  • 2026-09-18
    With Friendly Coverage switched on, system chat no longer fills with "creating debug markers". The friendly markers themselves are unchanged. C2ISTAR →
  • 2026-09-18
    The Enable Debug option works, and it no longer starts switched on. Choosing Yes used to do nothing. xStream →
  • 2026-09-18
    Enable Debug starts off. Placing the module used to turn debug output on without anyone choosing it. Setting the option to Yes still works. Guided Tour →
  • 2026-09-18
    The Enable Debug option no longer has any effect: the module now reads a different value than before, one nothing sets, so its RPT output stays off no matter what you choose. Crew Info →
  • 2026-09-18
    Enable Debug now starts off on the legacy Military Intelligence module. The option reported Yes as its default, but that module is hidden from the editor and its init exits immediately, so this setting had no effect either way. Intelligence →
  • 2026-09-18
    Enable Debug still doesn't work. Debug output stays off whatever you pick on the ALiVE Player Options module, and this change is what closed the last path that reached the tags. The player's own group colour can't be set from Player Options either. Player Tags (Legacy) →
  • 2026-09-18
    The Enable Debug option works. Choosing Yes did nothing at all, with no sign of why. The skill values the module works out for each faction now appear in the log. Military AI →
  • 2026-09-18
    The MACC briefing is now a full module page, built like every other module in the collection, with its roadmap of planned work included. The old address still sends you here. MACC (Military Air Command & Control) →
  • 2026-09-18
    An objective you direct the commander to take now actually gets taken. Nothing you pointed it at had started since 31 August, so if you set an objective on a development build over the last few weeks and nothing moved, this is why. Player-Directed Objectives →
  • 2026-09-18
    The AI Commander tasks its forces again. Since 31 August nothing it ordered was ever carried out: orders timed out after 10 seconds and went straight out again, on every objective. OPCOM (Military AI Commander) →
  • 2026-09-18
    The repeat hit attack, defend and reserve orders alike, with no limit, for as long as the mission ran. That's why commanders looked idle on recent development builds. OPCOM (Military AI Commander) →
  • 2026-09-18
    The tactical side's check for a stale order works again too. OPCOM (Military AI Commander) →
  • 2026-09-17
    A wreck on a parking spot no longer sends the arriving aircraft somewhere else: it waits for the spot, and the log names what's holding it. MACC (Military Air Command & Control) →
  • 2026-09-17
    Combat air patrol and defensive counter-air go to fixed wing only, so no more gunships loitering over the airbase. Helicopters still fly close air support and reconnaissance. MACC (Military Air Command & Control) →
  • 2026-09-17
    Planes park in the hangars again, with a fit test so an airframe too big for the bay stays out. Every aircraft also parks at its own airfield instead of being sent hundreds of metres away. MACC (Military Air Command & Control) →
  • 2026-09-17
    When the AI group cap is full, the next group due to spawn is thrown away rather than held back for later, along with any vehicle it was commanding. Virtualisation & Spawning →
  • 2026-09-17
    The log now says so, naming the limit and counting what was lost, so missing units no longer look as though they were never placed. Virtualisation & Spawning →
  • 2026-09-17
    That message appears once every 10 seconds rather than once per group. Virtualisation & Spawning →
  • 2026-09-17
    If you see it, raise the Active Limiter on the Virtual AI System module, or place fewer groups. Virtualisation & Spawning →
  • 2026-09-17
    A Dynamic force pool now counts the ground your commander holds, not only the ground it has put a garrison on, so setting the reserve task count to 0 no longer empties it. Military Logistics →
  • 2026-09-17
    The pool runs a little larger on missions that already worked, because quiet ground with nobody sent to it now counts. Worth an eye on if reinforcement volume matters to you. Military Logistics →
  • 2026-09-17
    With Enable Debug on, the log now reports the pool, how many objectives counted as held and their priority total. Military Logistics →
  • 2026-09-17
    ALIVE_profileIgnore now keeps a group out of the Virtual AI System at mission start too, not just during a mission. Virtualisation & Spawning →
  • 2026-09-17
    It drops anything carrying the marker whichever way your Synchronisation Options are set, and the marker beats being synced, so a group you both synced and marked is left alone. Virtualisation & Spawning →
  • 2026-09-17
    Nothing changes for a mission that never sets it. Virtualisation & Spawning →
  • 2026-09-17
    Sync your own artillery piece straight to Combat Support without setting CS_TYPE and it used to vanish without a word. The log now names the vehicle and gives you the line to paste into its init field. The sub-modules were never affected. Combat Support →
  • 2026-09-17
    Farabad is in, submitted by KristyWV, and the index covers the whole map. It's one of three terrains in the Global Ops Terrains pack; Isla Pera and Fjord are still unindexed if anyone fancies them. Submit a Terrain →
  • 2026-09-16
    At start-up the log now warns when this module is on Dynamic and a synced commander has its reserve task count at 0, and names the side. Military Logistics →
  • 2026-09-16
    The warning tells you to put the count back to 1 or choose a fixed pool instead. Nothing else behaves differently. Military Logistics →
  • 2026-09-16
    A mission maker hit exactly this and read the emptier battlefield as the Dynamic pool doing its job. Military Logistics →
  • 2026-09-16
    Since superseded: the 2026-09-17 fix (c9523eb7) makes the reserve task count and the Dynamic force pool work together, so this warning no longer applies. Military Logistics →
  • 2026-09-16
    Documented a route that has always worked: sync a vehicle you placed yourself straight to Combat Support and set CS_TYPE in its init to cas, transport, arty or hybrid. It's CAS unless you say otherwise. See the getting started steps. Combat Support →
  • 2026-09-16
    Every player gets the access item the mission chose, not just the host. Your Trigger Item Categories setting now reaches clients instead of quietly falling back to the Laser Designators default. Player Resupply →
  • 2026-09-16
    On a dedicated server that read as only the host being able to request a resupply. Worth a look if you set the categories to anything other than the default. Player Resupply →
  • 2026-09-16
    Resupply now behaves the same way as Combat Support, which was fixed earlier. Player Resupply →
  • 2026-09-16
    Every player gets the access item the mission chose, not just the host. Access Item Categories decides what you have to be carrying to open the tablet. C2ISTAR →
  • 2026-09-16
    On a dedicated server everyone but the host quietly fell back to the Laser Designators default, so a mission asking for radios or binoculars had its choice ignored. In game it read as only the host having a tablet. C2ISTAR →
  • 2026-09-16
    Combat Support had the same fault and was fixed earlier; the tablet is now in line with it. C2ISTAR →
  • 2026-09-16
    Worth a look on a dedicated server if you set the categories to anything other than the default. C2ISTAR →
  • 2026-09-16
    The tablet access item a mission sets now reaches every player, not just the host. Everyone else used to fall back to Laser Designators, so it looked as though only the host could open the tablet. Player Resupply is fixed too. Task Missions →
  • 2026-09-16
    Units that arrive missing a field are simulated again instead of erroring. On a shortened unit that's 347 errors in 40 seconds before, none after. Virtualisation & Spawning →
  • 2026-09-16
    A tester hit this on a load after a scheduled server restart. Virtualisation & Spawning →
  • 2026-09-16
    What produces a unit missing the field still isn't known, so the log now names the unit, what it is and the fields it carries. Virtualisation & Spawning →
  • 2026-09-16
    The C2ISTAR entry now appears for whatever access item you set on the module. On ACE it only ever showed up if you happened to be carrying the old ALiVE tablet, and the default of Laser Designators never matched. ACE Menu →
  • 2026-09-16
    With everything under it reading as unavailable, ACE hid the entry altogether, so a tester on the dev build had a Resupply menu and no C2ISTAR menu at all. ACE Menu →
  • 2026-09-16
    The Custom Access Items field now accepts a comma separated list. Before, only a single classname worked, and that was by accident. ACE Menu →
  • 2026-09-16
    All three access checks in the ACE menu now agree with the tablet, Combat Support and Player Resupply. ACE Menu →
  • 2026-09-16
    A commander whose airfield is overrun stops rebuilding aircraft into the enemy position. It used to rebuild them there for the rest of the mission, spending the logistics pool with them. MACC (Military Air Command & Control) →
  • 2026-09-16
    The aircraft stays on the books instead, and is replaced once the ground is clear. MACC (Military Air Command & Control) →
  • 2026-09-16
    An airfield reports who holds it at the point it becomes an objective for the ground commanders. MACC (Military Air Command & Control) →
  • 2026-09-16
    A commander can still base on an enemy-held field in the first place, because a base is chosen long before anyone can know who holds it. The log says so and names the setting to reach for. MACC (Military Air Command & Control) →
  • 2026-09-16
    The runway check every module shares now knows where the runway actually is. Worth a look if you see an aircraft placed somewhere on an airfield it has no business being. MACC (Military Air Command & Control) →
  • 2026-09-16
    Convoys now keep off runways, and a group with one blocked approach no longer strands itself. Routes are supposed to treat a runway as ground to stay off, and until today they did not: the runway line was guessed from an instrument approach point and a fixed length rather than measured, and on Stratis it ran off the end of the field and out to sea, so nothing along the real runway was recognised and routes crossed it freely. It is fitted through the runway itself now. Separately, a destination reachable several ways was written off as soon as one of those ways was refused, so the group stayed put instead of coming round another side; it now gives up only after every approach has been tried. A third round of route-generation optimisation came with those, a substantial reworking rather than a tidy-up, so both speed and route quality are worth a look on busy airfields and complex coastlines. Pathfinding →
  • 2026-09-16
    Whether your own side holds an airfield is measured across the whole airfield, which can run 700 m across, rather than a 300 m circle, so an enemy-held field no longer reports as yours. MACC (Military Air Command & Control) →
  • 2026-09-16
    A small objective still asks across 300 m as a floor, and the log names the distance it used. With four hostiles standing 500 m out, the same objective answers held at 300 m and not held at 700 m. MACC (Military Air Command & Control) →
  • 2026-09-16
    The ground commander actually goes and takes the airfield, instead of leaving it a target on paper. MACC (Military Air Command & Control) →
  • 2026-09-16
    A persistent campaign no longer stacks up an extra objective and capture task on the same ground with every reload; it reuses the one already there. MACC (Military Air Command & Control) →
  • 2026-09-16
    Worth knowing the airfield now sits ahead of other unassigned targets, so the commander will go after the field before things it might otherwise have picked. MACC (Military Air Command & Control) →
  • 2026-09-16
    The same ground may already be an objective under a different name, with its centre some way off: 249 m on Stratis. MACC (Military Air Command & Control) →
  • 2026-09-15
    A commander flying from an ingress marker creates its aircraft whatever Place Air Assets is set to. Naming a marker on a fresh mission used to leave you with no aircraft and a radio call saying the airbase wasn't established. MACC (Military Air Command & Control) →
  • 2026-09-15
    The advice printed when a commander ends up with no aircraft no longer sends you hunting through airspace markers for a commander that has no airfield. MACC (Military Air Command & Control) →
  • 2026-09-15
    A marker commander reloaded from a save no longer holds one more aircraft than Ingress Aircraft asked for. MACC (Military Air Command & Control) →
  • 2026-09-15
    Helicopter insertion now works on a mission with a friendly second faction. An allied garrison no longer reads as an enemy one, so the position isn't reported lost for the rest of the mission. Military Logistics →
  • 2026-09-15
    Reinforcement requests used to wait about half an hour and then quietly fall back to a ground convoy, every time. Military Logistics →
  • 2026-09-15
    A landing zone an ally is standing on now counts as clear, instead of forcing a parachute drop onto it. Military Logistics →
  • 2026-09-15
    The choice of which objective to reinforce counts allies properly too: a position an ally already held, with fewer than three of them on it, used to look like the emptiest place to send men. Military Logistics →
  • 2026-09-15
    The commander map now marks an objective an allied faction holds. On missions with a friendly second faction those objectives were left unmarked. C2ISTAR →
  • 2026-09-15
    Worth knowing if you build invasion missions: the air commander doesn't ask who holds an airfield. It takes the nearest usable one inside its airspace, and will build its headquarters there, post guards and fly from it. MACC (Military Air Command & Control) →
  • 2026-09-15
    The controls are yours: the airspace marker decides which airfields are eligible, the module's own position decides which of those wins because the nearest is taken, and naming an Ingress Marker gives the commander a point to fly from instead. MACC (Military Air Command & Control) →
  • 2026-09-15
    Where the enemy has a drawn TAOR over the field it takes, the log names the faction and tells you which of those to reach for. MACC (Military Air Command & Control) →
  • 2026-09-15
    This page has been corrected against the code. Suppression of enemy air defences isn't delivered: they're found and recorded, but nothing is sent against them, and the player task needs the C2ISTAR module, Generate Player Tasks and Generate SEAD Tasks all switched on together. MACC (Military Air Command & Control) →
  • 2026-09-15
    Place Air Assets is off by default, so a commander placed on an empty airfield adds no aircraft of its own and flies only what's already in your mission. MACC (Military Air Command & Control) →
  • 2026-09-15
    Nothing taxis: an aircraft is launched from its stand and set back down on it, and with nobody within a kilometre it's put onto its stand from the air. A plane that fits nowhere isn't swapped for a VTOL. MACC (Military Air Command & Control) →
  • 2026-09-15
    The servicing truck comes from a Logistics Commander, and without one an aircraft is serviced where it stands. Drone placement needs two settings rather than one, and the default sortie clock is twenty five minutes, not an hour. MACC (Military Air Command & Control) →
  • 2026-09-14
    The air commander has been rebuilt end to end, and the rebuild is what's in your build now. A sortie can no longer be sent to where an aircraft is not: what each one is doing is measured from the aircraft itself every few seconds. MACC (Military Air Command & Control) →
  • 2026-09-14
    An aircraft flies a whole sortie on its own, from a crew scrambling aboard to the airframe parked back on its own stand with its crew deleted straight from their seats, and it comes home when its fuel, its bombs, its targets or its time run out. MACC (Military Air Command & Control) →
  • 2026-09-14
    An aircraft out of bombs is recognised as empty, and a sortie holding over targets somebody else has already destroyed comes home instead of circling out its clock, twenty five minutes by default. MACC (Military Air Command & Control) →
  • 2026-09-14
    A returned aircraft is rearmed as well as refuelled, by a support truck that drives out to where it parked. Nothing is parked on a runway, and a commander covering two factions keeps its whole fleet across a save. MACC (Military Air Command & Control) →
  • 2026-09-14
    Air support works on a terrain with no airstrip: draw a marker, name it in the module's airfield overrides, and the commander flies its aircraft from there. A loss is replaced within seconds. Aircraft can also be based on a carrier deck, helicopters included. MACC (Military Air Command & Control) →
  • 2026-09-12
    Boats in a group of two or more no longer sit under the water or in the mud. Every boat is put at the waterline as it appears. Virtualisation & Spawning →
  • 2026-09-12
    Boats behind the leader follow the channel it's travelling along, instead of landing twenty metres off on one bearing, which on a river narrower than forty metres is the bank. Virtualisation & Spawning →
  • 2026-09-12
    A boat under way below the surface and a boat carried on a deck are both left alone. Virtualisation & Spawning →
  • 2026-09-12
    Reported on a Vietnam river map, and worth a look on any mission with boats, on a river or at sea. Virtualisation & Spawning →
  • 2026-09-12
    Animals no longer cause a regular stall. There was a pause roughly every thirty seconds for the life of the mission; each group now appears with the area it belongs to. Ambient Civilian Placement →
  • 2026-09-12
    Close quarters combat is cheaper to run, lets go of buildings sooner, and a garrison no longer loses track of its own patrol. Watch for buildings releasing as you move away rather than staying live behind you. CQB (Close Quarters Battle) →
  • 2026-09-12
    Civilians cost less to run, with no change meant to their behaviour. Report it if aiming a weapon at a civilian stops getting the reaction it used to, or if someone fleeing across open ground runs somewhere odd. Ambient Civilian Population →
  • 2026-09-12
    Missions start faster: the terrain index loads once for the whole mission instead of once per module. Timings from your own missions are still wanted. Military Placement →
  • 2026-09-12
    Virtual units cost a lot less to run, and missions start quicker. Virtualisation & Spawning →
  • 2026-09-12
    Nearby-enemy checks, combat scans, unit registration and vehicle creation are all cheaper, and the air combat rule only runs while a player is flying. Virtualisation & Spawning →
  • 2026-09-12
    If you've been seeing the game pause when units are killed, or on a large mission generally, that's what this targets. A before and after from your own mission helps most. Virtualisation & Spawning →
  • 2026-09-04
    The garrison order now reads Garrisoned Building Patrol off the placement modules when the caller doesn't supply it. Ten orders, the commander's reserve among them, were quietly garrisoning at half strength, and a mission set to None read as half strength in the log. Military Command (AI Behavior Engine) →
  • 2026-09-04
    Garrisoned Building Patrol now reaches garrisons placed without a module of their own, so None keeps them at their posts instead of patrolling at half strength. Custom Civilian Objective →
  • 2026-09-04
    Garrisoned Building Patrol now reaches garrisons placed without a module of their own, so None keeps them at their posts instead of patrolling at half strength. Roadblock guards keep the setting when they first spawn, not just after being virtual. Civilian Objective Placement →
  • 2026-09-04
    Garrisoned Building Patrol now applies to garrisons placed without a module of their own. They used to patrol at half strength whatever you set. Military Placement →
  • 2026-09-04
    The Khe Sanh Valley scenario now ships with a Class Picker already placed, so there's a worked example to open. Its Military Placement module carries lists built with it: hex pillbox bunkers as preferred garrison positions, signal towers, showers and latrines kept out. Class Picker →
  • 2026-09-04
    Delete now works on props that aren't houses. Aiming at a fuel bladder, camo net or sandbag wall used to do nothing at all. Aiming at a soldier or vehicle still refuses, and now says why. Class Picker →
  • 2026-09-03
    New Disable Unit Randomization option decides whether exported infantry inherit the parent unit's randomized gear. It's on by default, so your faction keeps the loadout you gave it. Opening a unit from the group editor no longer lands you in a blank editor. ORBAT Creator →
  • 2026-09-03
    New Garrison Building Occupancy Limit caps how many men a garrison puts in any one building, so a group spreads across a camp instead of filling the first building it reaches. Leave it empty and nothing changes. Custom Military Placement →
  • 2026-09-03
    New Garrison Building Occupancy Limit caps how many men a garrison puts in any one building, so a group spreads out instead of filling the first house. Leave it empty and nothing changes. Preferred Garrison Buildings keep their own positions whatever the limit. Custom Civilian Objective →
  • 2026-09-03
    A new Garrison Building Occupancy Limit sets how many men a town garrison may put in any one building. Leave it empty, the default, and every garrison seats as it always has. Civilian Objective Placement →
  • 2026-09-03
    Before this a garrison filled each building to capacity before trying the next, so a whole group could end up in one house while the rest of the town stood empty. Civilian Objective Placement →
  • 2026-09-03
    Buildings you named in Preferred Garrison Buildings keep the positions you wrote for them whatever the limit. Civilian Objective Placement →
  • 2026-09-03
    Where several groups garrison one town each takes a share of the buildings; a group whose share can't seat it gets extra men per building rather than men left outside. The smallest value set on any module applies to every garrison. Civilian Objective Placement →
  • 2026-09-03
    New Garrison Building Occupancy Limit caps how many men a garrison puts in any one building. Leave it empty and nothing changes. At 2, the same men spread across three times as many buildings. Military Placement →
  • 2026-09-03
    The commander's reserve garrison, the troops it sends to hold an objective, now seats itself around the centre of that objective instead of wherever the group was standing when the order came. OPCOM (Military AI Commander) →
  • 2026-09-03
    Reach is still 200 metres from the centre, so on a very large objective the outermost buildings stay empty. The whole-objective search on the Military Placement page applies to garrisons a placement module puts down, not to these. OPCOM (Military AI Commander) →
  • 2026-09-03
    Roadblock, airbase, headquarters, insurgent cell and composition guards are deliberately unchanged, since each was placed to man one structure. OPCOM (Military AI Commander) →
  • 2026-09-03
    Garrisoned Infantry Radius now sets the smallest area a garrison searches, not the whole of it. Guards scattered across a big camp reach the buildings in the middle instead of standing in the open. Objectives smaller than the radius behave as before. Custom Military Placement →
  • 2026-09-03
    Garrisoned Infantry Radius now sets the smallest area a garrison searches. Guards placed at a larger objective search all of it, so they reach the buildings in the middle instead of standing in the open. Smaller objectives behave as before. Custom Civilian Objective →
  • 2026-09-03
    Town garrisons now search the whole objective they hold. On Khe Sanh a group 466 metres from the centre of a 656 metre objective seated all twelve men; the old 200 metre reach found none. Garrisoned Infantry Radius now sets the smallest area searched. Civilian Objective Placement →
  • 2026-09-03
    Garrisons now search the whole objective instead of a circle around wherever each group landed, so a group dropped on the far side of a large airfield stops standing in the open. Garrisoned Infantry Radius is now the smallest area searched, not the only one. Military Placement →
  • 2026-09-02
    The Class Picker can now collect buildings to blacklist against garrisons. Look at one and press Delete: it turns red, the monitor lists it, and coming back to the editor writes it into every synced module's Garrison Building Blacklist. Class Picker →
  • 2026-09-02
    The right click menu carries the same option, and ALiVE, Apply Picked Blacklist writes the collected list in by hand if you need it. Class Picker →
  • 2026-09-02
    Delete keeps its own list, separate from the Home picks, so a session that collects both writes each to its own setting. Unlike Home, Delete accepts a building with nowhere to stand inside it. Props with no positions are the ones worth excluding. Class Picker →
  • 2026-09-02
    Start on preview is now off by default, so the labels appear when you ask for them from the ALiVE menu. Class Picker →
  • 2026-09-02
    New Garrison Building Blacklist names building classes no garrison may put men in, and lists from every placement module apply to the whole mission. Roadblock guards aren't affected; they stay on their checkpoint. Civilian Objective Placement →
  • 2026-09-02
    New Garrison Building Blacklist names building classes no garrison will use, for the latrines, showers and sheds they'd otherwise fill. Blacklisted classes are left out when an objective is sized too. Military Placement →
  • 2026-09-02
    Roadblock guards now stay on their checkpoint instead of being drawn into a preferred garrison building and leaving it empty all run. Town garrisons here also fall back to ordinary houses when the good positions can't seat the whole group. Civilian Objective Placement →
  • 2026-09-02
    Garrisons the commander orders mid-mission now fill the same way placed ones do. One test left 16 of 23 men standing in the open; the same objective now seats all 23. Military Placement →
  • 2026-09-02
    Fighters on patrol can be turned onto an intercept again. This was also the single unexplained script error per mission on dedicated servers and LAN hosts. MACC (Military Air Command & Control) →
  • 2026-09-01
    New Preferred Garrison Buildings setting names which buildings a garrison fills first, and which positions inside them. Leave it empty and nothing changes. The new Class Picker module builds the list for you in preview and writes it back here. Custom Military Placement →
  • 2026-09-01
    New Preferred Garrison Buildings names the buildings a garrison fills first and which positions inside them, in order. Leave it empty and nothing changes. The new Class Picker module builds the list from buildings in preview and writes it back here. Custom Civilian Objective →
  • 2026-09-01
    New Preferred Garrison Buildings names the buildings a garrison fills first and which positions inside them, in order. Leave it empty and nothing changes. The new Class Picker module builds the list from buildings in preview and writes it back here. Civilian Objective Placement →
  • 2026-09-01
    New Preferred Garrison Buildings names which buildings a garrison fills first, and which positions inside them. The new Class Picker module builds the list for you from preview. Military Placement →
  • 2026-09-01
    New module. Sync the Class Picker to the placement modules it picks for: it labels only their areas, offers only the settings they use, and writes the finished list into them when you return to the editor. Class Picker →
  • 2026-09-01
    The limit on how many objectives a commander works at once now does what it says; it used to take on more. Orders also queue instead of overwriting each other, so one no longer goes missing. OPCOM (Military AI Commander) →
  • 2026-08-30
    Missions start faster. Measured on a dedicated server on Cam Lao Nam: the faction group list fell from 57 seconds to 26, and three simultaneous cluster compiles became one. Military Placement →
  • 2026-08-30
    The garbage collector no longer causes frame stutters while it works, including on large missions. Garbage Collector →
  • 2026-08-30
    Profiles spawn faster and with less stuttering: a group appearing no longer brings a pause with it. Players in the same group are now held as one profile, and vehicles no longer spawn with a damage value the engine doesn't understand. Virtualisation & Spawning →
  • 2026-08-30
    Commanders start up and think faster on large missions. OPCOM (Military AI Commander) →
  • 2026-08-28
    Garrisoned men now take the positions ALiVE lists for their building rather than whatever spot the model happened to offer. The share set to patrol comes from the leftovers. Military Placement →
  • 2026-08-28
    The four Despawn Linger settings on the Virtual AI System module now do what they say. All of them had no effect: set the post-death grace to zero and AI near where you died still hung about for two minutes. Virtualisation & Spawning →
  • 2026-08-28
    Set Garrison Building Patrol to None and the guards now stay put. They were still being given somewhere to wander, about 230 metres of a 700 metre objective. Military Placement →
  • 2026-08-28
    A garrison module placed on top of something now spawns its units there. Put it on a building roof and its vehicles used to appear on the ground inside the building, usually destroyed, with the crew underneath. Garrison Objective →
  • 2026-08-28
    A crewed vehicle keeps the height it was placed at. Anything raised off the ground used to arrive on the terrain underneath instead. Affects every module that places a crewed vehicle. Virtualisation & Spawning →
  • 2026-08-27
    Capture objective tasks now point at the right place and turn up reliably on large objectives. Big ones could find no defenders at all and never raise the task. Task Missions →
  • 2026-08-27
    An Insurgency commander keeps track of the units it sends out again. Units already sent weren't counted, casualties never came off the list, objectives were never marked taken, and the log filled with hundreds of Undefined variable messages. OPCOM (Military AI Commander) →
  • 2026-08-27
    Capture orders point at the objective the commander actually picked, and it now looks for defenders across the objective's own size, between 200m and 500m, instead of a flat 300m. On a large objective it used to find nobody and drop the order. OPCOM (Military AI Commander) →
  • 2026-08-27
    A capture order now sends you to the objective the AI Commander actually chose. It could previously point you at the edge of a different one entirely. C2ISTAR →
  • 2026-08-26
    Capture objective tasks keep coming through a long session. The supply of places the commander could send you used to run down as the mission went on. Task Missions →
  • 2026-08-26
    The commander no longer loses capture orders to a coin toss. It picked one enemy side at random to search for, so a listed side with nobody on the map cost you the order; it now searches every enemy side at once. OPCOM (Military AI Commander) →
  • 2026-08-26
    Capture orders no longer dry up part way through a mission. The commander used to run out of places to send you the longer the mission ran. C2ISTAR →
  • 2026-08-24
    A captured roadblock is garrisoned by the faction that actually took it, not by the faction of the vehicle its troops were riding in. Civilian Objective Placement →
  • 2026-08-24
    A plane that won't fit anywhere on a field is replaced with a VTOL rather than quietly dropped, so a faction whose airfield is too small still gets air support. MACC (Military Air Command & Control) →
  • 2026-08-24
    Helicopters stop abandoning a proper helipad for a stray marker pad. MACC (Military Air Command & Control) →
  • 2026-08-24
    A captured roadblock no longer conjures a garrison for a side nobody commands, such as High Command squads or groups you placed in the editor or with Zeus. The block still changes hands. Missions using roadblocks without a commander are unaffected. Civilian Objective Placement →
  • 2026-08-24
    A roadblock you capture no longer refills with your own side. Your AI squadmates were counted as the capturing faction, so an insurgency mission could leave a NATO garrison on a checkpoint players had just cleared. An AI driving your vehicle won't either. Civilian Objective Placement →
  • 2026-08-23
    ALiVE now reads in Spanish throughout. The 2780 remaining untranslated strings were filled in across all 67 stringtables, taking the mod from partial to full Spanish coverage, so module names, Eden settings, notifications, radio messages and composition labels all show in Spanish on a Spanish install instead of falling back to English. Terminology follows what the existing Spanish entries already used, and names the community identifies in English are left alone: H-Barrier, HQ, LZ and the side tags. This is machine translation with no native-speaker review yet, so corrections from Spanish-speaking testers are welcome.
  • 2026-08-23
    Garrisons no longer come up short when a building's static weapon is already taken. Buildings are claimed centrally now, so two groups can't try to fill the same one. Military Placement →
  • 2026-08-23
    A large speed pass through the parts of ALiVE that run every frame. Nothing about what spawns or when should look different; it should simply cost less. Virtualisation & Spawning →
  • 2026-08-23
    A paused mission no longer costs what a running one does, so a sluggish pause menu in single player or the editor should be gone. Virtualisation & Spawning →
  • 2026-08-23
    Profile storage and reads are faster, and repeated work like a group's side, a vehicle's parts and whether a position sits on an airfield is worked out once and remembered. Virtualisation & Spawning →
  • 2026-08-20
    Air Combat Spawn arrives, a second spawn mode aimed at pilots: airborne enemy aircraft and anti air vehicles stay real at any distance, and ground traffic comes into play 7000m around a plane, 5000m around a helicopter. Off by default. Virtualisation & Spawning →
  • 2026-08-19
    An aircraft's home parking slot no longer drifts sideways every time it returns, so over a long mission it no longer walks across the apron into whatever is beside it. MACC (Military Air Command & Control) →
  • 2026-08-19
    With more than one placement module, each now keeps its own Random Camp locations. They were sharing one set, so whichever started second claimed the first one's camps and reserves. Military Placement →
  • 2026-08-19
    A saved mission reloaded with no aircraft left no longer has the air commander tasking sorties nothing can fly. MACC (Military Air Command & Control) →
  • 2026-08-19
    One turned-off drone no longer stops the rest of the aircraft being taken on. MACC (Military Air Command & Control) →
  • 2026-08-19
    Aircraft armed in the editor keep their weapons across a saved mission. A rocket-armed version of an otherwise unarmed airframe came back looking unarmed, so the air commander left it unused. Missions saved before this are unaffected either way. Virtualisation & Spawning →
  • 2026-08-19
    Tasks that ask you to bring a building down now finish when you bring it down. On a dedicated server they stayed open for the rest of the mission. Affects Sabotage Installation, Destroy Building, Insurgency Destroy Assets and Support the Air Strike. C2ISTAR →
  • 2026-08-19
    Tasks that ask you to bring a building down now finish when you bring it down. Affects Sabotage Installation, Destroy Building, Insurgency Destroy Assets and Support the Air Strike. Worth reporting any that still won't close, with Enable Debug ticked on the C2ISTAR module. Task Missions →
  • 2026-08-18
    Three corrections to this page. Support the Air Strike was missing, making 32 tasks. Troop Transport Insertion now says you must stay in the vehicle while the squad boards. And the rescue task is called Recover Device in game. Task Missions →
  • 2026-08-18
    Missions on maps with airfields start faster: about 160 seconds off the wait on a Khe Sanh dedicated server. That's a different mission from the Cam Lao Nam figures above, so don't add the two savings together. Startup Screen →
  • 2026-08-18
    Missions on maps with airfields start faster: about 160 seconds off startup on a Khe Sanh dedicated server. Watch for ground compositions among the hangars of an airstrip the game doesn't recognise as an airfield; runways stay clear either way. Military Placement →
  • 2026-08-18
    Helicopters returning from a task no longer shuffle sideways and spin on the spot as they land. One that sets itself down within thirty metres of its own slot is left exactly where it landed. MACC (Military Air Command & Control) →
  • 2026-08-18
    A new per-object setting stops a saved object being moved onto a nearby one of the same type when the mission loads. Objects carrying it are put back where they were placed; anything without it loads exactly as before. Player Logistics (Settings) →
  • 2026-08-18
    Closing the game or timing out now saves your state; a real drop used to save nothing, leaving you up to a full save interval stale. A state you wouldn't want kept, dead or downed, is left alone so the last good save stands. Player Persistence →
  • 2026-08-18
    Tasks no longer stop being handed out for the rest of a mission, with every task frozen at whatever stage it had reached. C2ISTAR →
  • 2026-08-18
    A sabotage task not completing when the target comes down was fixed the next day, see the entry above. Setting ALiVE_c2istar_taskDiag to true records what the server sees of each target, worth turning on if you hit anything like it again. Task Missions →
  • 2026-08-18
    Asking a civilian how their town feels now answers about their town. You could be told the mood of a town on the far side of the map; the nearest one wins now. Ambient Civilian Population →
  • 2026-08-18
    Asking a civilian how their town feels now answers about their town, not one on the far side of the map. There's more on the Civilian Population page. Advanced Civilians →
  • 2026-08-18
    Renaming a custom unit no longer breaks the ones built from it. Removing a unit has always handed its children back to its own parent; renaming one now does the same. ORBAT Creator →
  • 2026-08-18
    A faction added to the module since your last save now gets its logistics allowance, so requests for it stop being turned down. Saved figures still win wherever the save knows the faction. Military Logistics →
  • 2026-08-18
    The guided tour no longer hangs partway through, leaving you hidden and moved. Guided Tour →
  • 2026-08-18
    Exporting units no longer comes back with nothing after you rename a custom unit. ORBAT Creator →
  • 2026-08-18
    A player who drops before their first save no longer breaks their own next connect. Player Persistence →
  • 2026-08-18
    Requesting a group resupply now works for every faction in the list. Before, most of them were dropped without acknowledgement and nothing arrived. Player Resupply →
  • 2026-08-18
    Talking to a civilian in a town nobody has spawned into yet no longer leaves you stuck on Loading with no questions, gear list or hostility reading. Ambient Civilian Population →
  • 2026-08-18
    A runway you draw on the module is now known to the rest of the mod, not just the air side, so clearing an airfield, routing a convoy around one and placing aircraft all see it. MACC (Military Air Command & Control) →
  • 2026-08-18
    A logistics request for a faction added to the module since your last save is no longer dropped in silence. Military Logistics →
  • 2026-08-18
    Asking the commander for a different order no longer risks tasks drying up for the rest of the mission. C2ISTAR →
  • 2026-08-18
    Talking to a civilian in a town nobody has spawned into no longer leaves you on a Loading dialog with no questions, gear list or hostility reading. Advanced Civilians →
  • 2026-08-18
    More checkpoints actually appear: one unusable spot no longer ends the search, so the other spots near a town get their turn. A town with good roads used to hand back nothing and retry once a second. Civilian Objective Placement →
  • 2026-08-18
    A script error no longer appears on screen the first time aircraft use an airfield, and the sortie no longer stops there. MACC (Military Air Command & Control) →
  • 2026-08-17
    Roadblocks now turn up at checkpoints that never got one. A place with no road nearby is remembered after the first look, so the queue gets on to the ones that can work. Civilian Objective Placement →
  • 2026-08-17
    A no-road spot used to be tried again once a second by every civilian placement module, for as long as anyone was in range. Civilian Objective Placement →
  • 2026-08-17
    On one Khe Sanh test that came to 7,886 refusals and not one roadblock placed in over an hour; the same test now refuses twice and places two. Civilian Objective Placement →
  • 2026-08-17
    Dedicated startup is much quicker: 536 seconds down to 347 on a Cam Lao Nam dedicated server, waiting at the briefing map throughout. Repeat runs of the same build vary by about forty seconds, so smaller differences than that don't mean anything. Startup Screen →
  • 2026-08-17
    Missions that place random camps start far faster. On a Cam Lao Nam dedicated server that stage went from 199 seconds to 83, and the whole of ALiVE startup from about 490 to 347. The same camps come out of it. Military Placement →
  • 2026-08-16
    Missions set themselves up faster. The airfield survey, the widest sweep ALiVE does, no longer repeats itself for every position ALiVE tries to build on. Startup Screen →
  • 2026-08-16
    A cluster that sits wholly inside an airfield skips its first search pass there, instead of trying six hundred and sixty-seven positions and being refused every one. The wider retry that follows still runs if it's needed. Startup Screen →
  • 2026-08-16
    Measured on a Cam Lao Nam dedicated server, holding at the briefing map throughout. Treat it as a modest improvement rather than a figure: repeat runs of the same build vary by about forty seconds, wider than the change itself. Startup Screen →
  • 2026-08-16
    Parked aircraft face along the runway instead of all pointing north. MACC (Military Air Command & Control) →
  • 2026-08-16
    That affected very nearly every field on very nearly every mission; only fields marked up by hand in the editor pointed the right way. The heading comes from the terrain's own approach data where it has any. MACC (Military Air Command & Control) →
  • 2026-08-16
    On a dedicated server the screen now tells you what it's waiting for. It used to say only "Getting started" from beginning to end, and name "something that did not give its name" if it gave up. Startup Screen →
  • 2026-08-16
    The running commentary and any warnings now appear too; on a dedicated server everything but the bar used to be blank. Where a mission carries several of the same module, the number still going is shown beside the name. Startup Screen →
  • 2026-08-16
    The screen no longer calls a healthy mission failed. It used to come down after fifteen minutes however well the work was going; fifteen minutes now means fifteen minutes with nothing happening. Startup Screen →
  • 2026-08-16
    A machine that was never told anything gets different wording from one that watched the work stop. Expect warnings here that a dedicated server never showed you before; they were always happening. Startup Screen →
  • 2026-08-16
    The air commander waits fifteen minutes for the AI Commander instead of two, matching the span the loading screen allows. On a dedicated server, a large mission used to abandon its commander on every single run and warn about it every time. MACC (Military Air Command & Control) →
  • 2026-08-16
    Worth knowing this is a change in behaviour and not just a quieter log: on a big mission the air side will genuinely wait, where before it went ahead detached from the commander it exists to serve. MACC (Military Air Command & Control) →
  • 2026-08-16
    The areas you mark off limits to close quarters combat now go out of sight before the briefing map is drawn. On Cam Lao Nam they were waiting 78 seconds, so the map looked the same whenever a player could next open it. CQB (Close Quarters Battle) →
  • 2026-08-16
    The infantry group name you type into a Garrison Objective module now works for 23 more factions, among them Gendarmerie, Guerilla and the whole Prairie Fire set. Typing one placed nothing at all for those; vehicles were never affected. Garrison Objective →
  • 2026-08-16
    A decoy no longer reaches further out than real intel does. Asking a hostile population for intel puts down 2 to 4 decoys worded like the truth; they used to scatter up to 2800 m when a truthful reveal only reaches 2000 m. Advanced Civilians →
  • 2026-08-16
    Decoy intel markers no longer reach further out than real ones. Where the population is hostile you can get 2 to 4 decoys, and any past 2000 m used to be a giveaway. A marker inside 800 m is still always real. Ambient Civilian Population →
  • 2026-08-16
    The AI Commander's faction warning stops going off on every mission. It used to name every faction you'd set as unmatched and tell you to correct three things that were already right. OPCOM (Military AI Commander) →
  • 2026-08-16
    Which faction you picked never mattered, so it hit stock ALiVE and modded factions alike. The check worked when it was added on 20 April, broke five days later and had caught nothing since. OPCOM (Military AI Commander) →
  • 2026-08-16
    A mission that really is misconfigured warns again, and after four months of silence that'll look like a new warning. OPCOM (Military AI Commander) →
  • 2026-08-16
    On Constant task generation, tasks now keep coming after one ends. Finishing or cancelling the first task used to stop any further tasks for the rest of the mission. Task Missions →
  • 2026-08-15
    The areas you draw for a module no longer stay painted across your map when you host. Single player and listen-server hosts saw them all mission; players on a dedicated server never did. Ambient Civilian Placement →
  • 2026-08-15
    The areas you draw for a module no longer stay painted across your map when you host. Dedicated-server players were always fine; single player and listen-server hosts saw them for the whole mission. Civilian Objective Placement →
  • 2026-08-15
    The rectangles you draw for a module no longer stay painted across your map when you host. They only ever hid on machines that weren't the server. Military Placement →
  • 2026-08-15
    Taking a faction off the AI Commander's list now sticks; a removed BLUFOR used to come back ticked. The field beneath is renamed Additional Factions, since it adds to your selection rather than replacing it. Needs a rebuilt copy of the mod. OPCOM (Military AI Commander) →
  • 2026-08-15
    The module description no longer tells you to type custom factions into a text box that isn't there. Custom factions reach these modules by syncing a Custom Faction Compiler, and the wording now says so in all seven languages. Custom Military Placement →
  • 2026-08-15
    Override Categories mode now places the groups you gave it, instead of the faction's own stock groups. Categories you haven't overridden still use the faction's groups. With the New Faction fix, both modes now place what you asked for. ALiVE Custom Faction Compiler →
  • 2026-08-15
    New Faction mode now places its groups, and they get orders, objective membership and counting. Broken since the module arrived, so a mission that gave up on it is worth revisiting. The log now names any group that matches nothing. ALiVE Custom Faction Compiler →
  • 2026-08-15
    Groups from a faction built with the Custom Faction Compiler now reach whoever asked for them; they never did, in any mission, since the compiler arrived four months ago. What it looked like: units that exist but take no patrol or garrison orders. Virtualisation & Spawning →
  • 2026-08-15
    Asking for a different order no longer costs you the one you had. If nothing can be found to replace it, you're told your current order stands. C2ISTAR →
  • 2026-08-15
    A reroll that finds nothing now leaves the group with the order it had. Before, asking for a different order could leave a group holding nothing at all. Task Missions →
  • 2026-08-15
    Turning down a request no longer hands you an order anyway, and you're offered the nearest free objective rather than the furthest. A new setting decides how many requests must pass before the same kind of order can come back, two by default. C2ISTAR →
  • 2026-08-15
    New setting for how long the commander must wait before repeating a kind of order. Reports had six of the same kind in a row; two requests must now pass before one repeats. Zero turns the wait off. Task Missions →
  • 2026-08-15
    Asking for a different order when a group can't have one no longer hands one over anyway. It was hard to spot because the tablet greys the entry out while a group holds a task. Task Missions →
  • 2026-08-15
    The commander offers the nearest free objective again rather than the furthest. Asking for a different order had been sending groups steadily further out, five to eight kilometres away while nearer objectives sat free. Task Missions →
  • 2026-08-15
    The areas you mark off limits to close quarters combat now go out of sight as the module starts, rather than after the server has finished building the mission. They'd begun disappearing while the briefing map was still on screen. CQB (Close Quarters Battle) →
  • 2026-08-15
    The screen now gives up after fifteen minutes instead of half an hour and names what it was still waiting on. It says plainly that parts of the mission may not be set up, and the modules carry on behind it. Startup Screen →
  • 2026-08-15
    An infantry group name that matches nothing is now reported instead of failing quietly. It names the setting to correct and shows on the startup screen as well as in the log. Garrison Objective →
  • 2026-08-15
    You can now choose which arsenal edits unit loadouts. A new Arsenal Type setting offers the game's Virtual Arsenal or ACE's, falling back to the game's if ACE's can't open. Needs a rebuilt copy of the mod. ORBAT Creator →
  • 2026-08-15
    IED factories that spawn empty with no way to disable them are fixed. A building already carrying an insurgent installation is no longer offered for another. Nine factories across three runs all worked as they should. OPCOM (Military AI Commander) →
  • 2026-08-15
    Setting up IEDs is much quicker and the debug circles no longer flicker. On a large Vietnam mission the module fell from 160 seconds to 1.5, and ALiVE startup from 376 to 306. Worth reporting any IED area with no circle with debug on. IED →
  • 2026-08-15
    Helicopters stop going missing from helipad nodes where the ground is tight. A large Vietnam mission was losing a quarter to a third of them; the wider search recovered 11 in testing. Worth reporting any airbase still emptier than you placed it. Military Placement →
  • 2026-08-14
    The screen now names what's actually holding startup up. It used to sit at 92 per cent naming Player Options while the Air Component Commander ran for seventy seconds. Worth reporting any point where the named module and the log disagree. Startup Screen →
  • 2026-08-14
    Requesting an order from the commander is more reliable; groups that should have been eligible were all being treated as busy. Worth reporting any request that still comes back with nothing. C2ISTAR →
  • 2026-08-14
    Handing out an order no longer fails partway through on a dedicated server. Seen while a sabotage order was being handed out. Task Missions →
  • 2026-08-14
    Added a Startup Screen page: ALiVE now shows what it is doing during the wait while a mission sets itself up, instead of a black screen that reads as a crash.
  • 2026-08-14
    Setting up close quarters battle is much quicker. On a large Vietnam terrain the building sort went from 190 seconds to 50, and the module now finishes in around 70. Report any area that used to have a CQB presence and now has none. CQB (Close Quarters Battle) →
  • 2026-08-14
    A new Automatic Player Tasks setting stops everything arriving unprompted: no rescues, air taskings, counter battery, convoy protection or commander orders. The commander menu can switch it mid-mission, and orders you ask for from the tablet still work with it off. C2ISTAR →
  • 2026-08-14
    Every task on this page can now be switched off in one place. Set Automatic Player Tasks to No on the C2ISTAR module and nothing here arrives unless you ask for it from the tablet. Worth reporting any task that still turns up unasked. Task Missions →
  • 2026-08-14
    Profiles were moving without a route. They now get the route they were meant to have. Worth reporting any group that still moves in a straight line through terrain it should be going around. Virtualisation & Spawning →
  • 2026-08-14
    Pausing a module no longer switches its debug output on and leaves it on, which happened every time the last player left a server. Civilian population also records its paused state now, so asking whether it's paused gives a real answer. Ambient Civilian Population →
  • 2026-08-14
    A group opted out of automatic orders no longer gets the counter battery task when enemy guns shell it, and no task is raised when nobody on the side is being shelled. AI Commander Artillery →
  • 2026-08-14
    The Run once per group setting now takes effect. It was being overwritten with its own default, so it could never take. Garrison Objective →
  • 2026-08-14
    Mehland is in, submitted by MrCovin and added on 10 August 2026, so the modules drop straight onto it. MrCovin notes some objects aren't categorised ideally, so placement may be rougher than on a hand tuned map. First community terrain through this page. Submit a Terrain →
  • 2026-08-14
    Artillery batteries place far more cheaply, and the guns come out spread across the ground rather than sitting on rings. Measured on a battery of eight: one ground search per gun, down from up to thirty six. Custom Military Placement →
  • 2026-08-14
    Artillery batteries place far more cheaply: a battery of eight now costs eight ground searches instead of up to thirty six per gun. Guns also come out spread across the ground rather than sitting on rings. Custom Civilian Objective →
  • 2026-08-14
    The Run Once On Each Spawn setting now takes effect. It was being overwritten with its own default, so it could never take. Custom Military Placement →
  • 2026-08-14
    The Run Once On Each Spawn setting now takes effect. It was being overwritten with its own default, so it could never take. Custom Civilian Objective →
  • 2026-08-14
    The resupply audio setting now takes effect. It was being overwritten with its own default, so it could never take. Missions that left it alone are unaffected. Player Resupply →
  • 2026-08-14
    Artillery batteries place far more cheaply: a battery of eight now costs eight ground searches instead of up to thirty six per gun. Guns also come out spread across the ground rather than sitting on rings. Civilian Objective Placement →
  • 2026-08-14
    The Run Once On Each Spawn setting now takes effect. It was being overwritten with its own default, so it could never take. Civilian Objective Placement →
  • 2026-08-14
    Artillery batteries place far more cheaply: one ground search per gun instead of up to 36. Guns also come out spread across the ground rather than sitting in rings. Military Placement →
  • 2026-08-14
    The Run Once On Each Spawn setting now takes effect. It was being overwritten with its own default, so it could never take. Military Placement →
  • 2026-08-14
    A group opted out of automatic orders no longer receives convoy protection tasks, and one is no longer raised at all when nobody on the side is taking them. Military Logistics →
  • 2026-08-14
    Opting a group out of automatic orders now stops every kind of automatic task. Rescues, air taskings, counter battery and convoy protection all still arrived before. C2ISTAR →
  • 2026-08-14
    The two OPCOM order options grey out when they can't do anything: Request Order while your group is already busy, Request Different Order when there's nothing to replace. C2ISTAR →
  • 2026-08-14
    Asking for a different OPCOM order no longer walks in circles. Each group now remembers its last four orders and steers away from all of them, so repeated requests stop cycling between the same two or three. C2ISTAR →
  • 2026-08-13
    The indexer now carries an environment setting: Urban, Woodland, Desert, Jungle, Pacific or Bocage, Urban by default. Your pick is written into the exported data, so you no longer have to edit it by hand. Worth confirming the export carries the environment you chose. Map Indexer →
  • 2026-08-13
    Fixed a crash when an establishing shot was given an empty list of targets. Player Multispawn →
  • 2026-08-13
    Save Server works on a dedicated server: the mission was being shut down instead of saved. Worth testing hosted as well, since the two behaved differently. Persistence →
  • 2026-08-13
    The data module takes a comma separated list of Steam UIDs, and anyone on it can use Save Server without logging in as admin. Persistence →
  • 2026-08-13
    The server now only accepts save requests from real admins or allowlisted players, so a client can't trigger a save it shouldn't. Persistence →
  • 2026-08-13
    Added a step for the new Composition Environment setting on the indexer module, which decides which set of compositions a terrain uses and is now written into the index for you. It defaults to Urban, so set it before the scan runs. Submit a Terrain →
  • 2026-08-13
    Starts considerably quicker on wooded terrain, since position checks were turning down ground they should have accepted. Air defence placement is deliberately unchanged. Worth confirming air defence still appears in the same places and quantities. Custom Military Placement →
  • 2026-08-13
    The ambient garrison amount list gains Medium-Low (2 to 3 groups) and Medium-High (4 to 5), matching the main placement module. Custom Civilian Objective →
  • 2026-08-13
    The ambient garrison amount list gains Medium-Low (2 to 3 groups) and Medium-High (4 to 5). Existing values and the default are unchanged. Custom Military Placement →
  • 2026-08-13
    Civilian crowds no longer lose their mood when you move into a new part of the map; they fall back to the mission-wide figure instead of a default. Worth watching civilian behaviour shortly after arriving somewhere new. Ambient Civilian Population →
  • 2026-08-13
    Civilian Placement starts much faster. Where a faction has no artillery groups and batteries are built from its vehicles instead, the search for gun positions fell from a hundred seconds to under thirty. Worth confirming artillery still appears where you expect it. Civilian Objective Placement →
  • 2026-08-13
    Two more garrison sizes sit between the existing ones: Medium-Low puts 2 to 3 groups in a location and Medium-High puts 4 to 5. Existing missions are unaffected. Civilian Objective Placement →
  • 2026-08-13
    Random Camps place on wooded terrain again, and this module starts far quicker for it: 160 seconds down to 60. Worth retesting camps on a jungle or forest map. Military Placement →
  • 2026-08-13
    Two more garrison sizes. Medium-Low puts 2 to 3 groups in a location, Medium-High puts 4 to 5. The existing settings and the default are untouched. Military Placement →
  • 2026-08-13
    Entity profiles were losing their object type when a save was reloaded, falling back to a default. The saved type is now kept. Worth watching on a persistent campaign that reloads entities. Virtualisation & Spawning →
  • 2026-08-13
    The air commander now starts in seconds rather than minutes: three and a half minutes down to about four on the mission this was measured against. Worth confirming aircraft are still adopted and tasked normally. MACC (Military Air Command & Control) →
  • 2026-08-13
    Fixed a hole in how the insurgency commander adds up hostility: a settlement with no hostility or casualty figures stopped the total accumulating. Worth watching if you're measuring insurgency growth or decay, since it would look like the balance drifting on its own. OPCOM (Military AI Commander) →
  • 2026-08-13
    Hostility shifts are now weighted by what was involved: foot troops as before, technicals and pickups a quarter more, trucks and wheeled APCs half again, and boats, armour and aircraft double. Supplies arriving by boat were the case this was raised for. OPCOM (Military AI Commander) →
  • 2026-08-13
    With escalation intensity switched on, the earliest escalation stage now recruits the faction's own foot-troop groups instead of a generic infantry pick, so what turns up there differs by faction. OPCOM (Military AI Commander) →
  • 2026-08-13
    The strongest stage is unchanged, since it draws on everything. OPCOM (Military AI Commander) →
  • 2026-08-13
    If you're testing insurgency balance, separate this from whatever else you're measuring and take a look at what the earliest stage actually fields for the factions you run. OPCOM (Military AI Commander) →
  • 2026-08-13
    Asking OPCOM for a different order now replaces your group's current task instead of adding another one alongside it. C2ISTAR →
  • 2026-08-13
    A reroll no longer hands you the same objective and the same task type again. C2ISTAR →
  • 2026-08-13
    Units the cancelled task had reserved now return to the pool. If your group holds a task that didn't come from the tablet you'll be told it can't be rerolled there, which is expected. C2ISTAR →
  • 2026-08-13
    Worth retesting: request several different orders in a row and check the list replaces rather than grows, and that the objectives vary. C2ISTAR →
  • 2026-08-12
    Every event ALiVE raises during a mission is now documented here, with the data each one carries, a listener you can copy, and a worked example for keeping sector modules in step with ALiVE objectives. Event Reference →
  • 2026-08-12
    Added an Event Reference for mission makers, the first scripting page in the collection.
  • 2026-08-12
    Missions with this module start far quicker on large built-up maps. On Cam Lao Nam the module went from eighty five seconds to a fraction of one, and ALiVE startup from just over two minutes to well under one. Device placement is unchanged. IED →
  • 2026-08-10
    A vehicle crew whose vehicle no longer exists is reported the same way dismounted troops always were, instead of dropping out of intelligence altogether. Worth watching for groups that go missing from reports after their vehicle is destroyed. Intelligence →
  • 2026-08-10
    Operations now appears in the ACE self interaction menu while an instant join is running, whatever that unit is carrying. It's the only place a join can be ended. Worth testing Cancel Instant Join from inside Operations after taking over a unit. ACE Menu →
  • 2026-08-10
    Asking for the same kind of delivery twice now gives you a map you can click, so you can choose where it goes. Before, it looked like that delivery type had locked itself out for the session. Player Resupply →
  • 2026-08-10
    A transport helicopter that runs out of fuel or gets stuck hovering now gets rescued: brought down and refuelled instead of hanging there. Worth reporting any that still hover with nothing aboard. Military Logistics →
  • 2026-08-10
    A landing that hasn't finished is no longer closed out while the aircraft is still flying. One was at 324 metres and 224 km/h when the timer fired and was destroyed; it's now told to land again and given another five minutes. MACC (Military Air Command & Control) →
  • 2026-08-10
    Taking over an AI unit through Operations can be undone. Operations now shows whatever you're carrying while a takeover is active, and its Cancel Instant Join button puts you back in your own body. The other commander entries still need the tablet. C2ISTAR →
  • 2026-08-07
    Override Categories now works on factions ALiVE had no data for, including the game's own. The faction used to lose the categories you didn't override. ALiVE Custom Faction Compiler →
  • 2026-08-07
    Units that were given a move order but never set off now move. The route appeared on the map and the group stayed exactly where it was. Virtualisation & Spawning →
  • 2026-08-07
    Aircraft fly a sortie from end to end: one has been watched landing, taxiing in, parking on its own spot and its pilot walking to the hangar. Three faults were fixed together. MACC (Military Air Command & Control) →
  • 2026-08-07
    A plane placed with its own crew used to take off with nobody aboard, take no orders, and fly into the ground shortly after. MACC (Military Air Command & Control) →
  • 2026-08-07
    Crews are no longer removed from aircraft flying at speed, and an aircraft is no longer taken three seconds into its landing run and put back in the sky at three hundred metres. MACC (Military Air Command & Control) →
  • 2026-08-07
    A landing now counts as a landing, instead of a five minute timer giving up and parking the plane from wherever it happened to be, sometimes still airborne. MACC (Military Air Command & Control) →
  • 2026-08-06
    Page rewritten: Quick Start is not available and has never been switched on in a public build. The previous page described it as working. Quick Start →
  • 2026-08-06
    Page rewritten: xStream is not available. The camera, live map feed and streaming support were never finished, and the previous page described them as working. xStream →
  • 2026-08-06
    Corrected which behaviours the tension roll actually picks: fleeing is a reaction to nearby gunfire and sabotage is ordered by the insurgency campaign, neither is chosen by the roll. Civilian Command →
  • 2026-08-06
    Page corrected: this is not a module you place. Admin Actions starts automatically whenever ALiVE runs. Admin Actions →
  • 2026-08-06
    Page corrected: the wait before deletion is 60 seconds for anything already dead and 30 seconds for objects still intact. Garbage Collector →
  • 2026-08-06
    Page corrected: this isn't a module you place. Cleanup starts automatically with the ALiVE (Required) module, and its settings live there. Garbage Collector →
  • 2026-08-06
    Page corrected: this is not a module you place. Recording is started by the ALiVE Data module, which also carries the setting that turns it off. Statistics →
  • 2026-08-06
    Corrected the safety note: the tour reduces incoming damage to a hundredth rather than removing it, so the player is very hard to kill but not invulnerable. Guided Tour →
  • 2026-08-06
    Page corrected: this is not a module you place. Crew Info is created and configured by the ALiVE Player Options module. Crew Info →
  • 2026-08-06
    Ranks are now read using the engine's own rank identifiers rather than their translated names, so building an ORBAT works the same way on a non-English game. ORBAT Creator →
  • 2026-08-06
    Corrected the climate note: the rain and lightning chances carried by each climate are not applied, so rain follows cloud cover and lightning is left alone. Ambient Dynamic Weather →
  • 2026-08-06
    Page corrected: the three older intelligence modules are hidden from the editor and do nothing even in an old mission that still has one. Intelligence →
  • 2026-08-06
    Panels line up consistently across every tablet display, and Mapbag scaling now matches the reworked tablet. Worth reporting any panel that looks misaligned or clipped. ACE Menu →
  • 2026-08-06
    The marker hint entry now states the outcome, without an explanation of the cause that didn't match the code. Advanced Markers →
  • 2026-08-06
    Page corrected: this is not a module you place. Player Tags is created and configured by the ALiVE Player Options module. Player Tags (Legacy) →
  • 2026-08-06
    Page corrected: the three older intel modules are hidden from the editor and can no longer be placed, rather than merely discouraged. Intelligence →
  • 2026-08-06
    Corrected the close air support tasking list, which described the transport module's orders. Close Air Support →
  • 2026-08-06
    Corrected the quick marker shortcuts: they need CTRL rather than CTRL and ALT, and the unknown mark needs CTRL and SHIFT. Advanced Markers →
  • 2026-08-06
    Fixed the description of the ambush behaviour (it plants roadside bombs and withdraws) and named where each of the three behaviours actually comes from. Military Command (AI Behavior Engine) →
  • 2026-08-06
    Page corrected: this is not a module you place. Advanced Markers is switched on automatically by the ALiVE (Required) module. Advanced Markers →
  • 2026-08-06
    The view distance entry corrected: the maximum is applied to players, the minimum only sets the bottom of the slider. View Settings →
  • 2026-08-06
    The Call for fire rate setting now works when the artillery module has no AI commander synced to it. High and Surge previously behaved exactly like Normal in that arrangement. AI Commander Artillery →
  • 2026-08-06
    Corrected the delivered lane: only garrison and building patrol come from the placement modules, sea patrol is Civilian Placement only, ambush belongs to the insurgent commander and the insurgent hideout behaviour is unused. Military Command (AI Behavior Engine) →
  • 2026-08-06
    Page corrected: the FIA and the Gendarmerie do have a mapping, so Override Categories works on them; the larger stock factions still do not. ALiVE Custom Faction Compiler →
  • 2026-08-06
    Corrected the setup steps: there is no Use Existing Static Data setting. The Object Categorization setting decides how objects are categorised, not whether the terrain is re-scanned. Map Indexer →
  • 2026-08-06
    Corrected the terrain detail note: the ground detail slider is entirely separate from the view distance slider and does not follow it. View Settings →
  • 2026-08-06
    The in progress list corrected: the old respawn menu helper is gone, and what remains is that Spawn in Vehicle only accepts a wheeled vehicle. Player Multispawn →
  • 2026-08-06
    Page corrected: the log wording for a Faction ID clash and for no template groups being captured, and which of the two needs Debug switched on. ALiVE Custom Faction Compiler →
  • 2026-08-06
    Page corrected: player logistics is on by default in any ALiVE mission. The module you can place is optional and is only used to switch features off. Player Logistics (Settings) →
  • 2026-08-06
    Page corrected: this is not a module you place. Patrol Reports is started by the Player Command module. Patrol Reports →
  • 2026-08-06
    Page corrected: this is not a module you place. View distance limits are set on the ALiVE Player Options module. View Settings →
  • 2026-08-06
    Respawn Timeout described correctly: it sets how long the insertion flight waits for other players, not how long a player waits to respawn. Player Multispawn →
  • 2026-08-06
    Page corrected: Override Categories mode applies to modded factions ALiVE has a mapping for, not to the stock Arma factions. ALiVE Custom Faction Compiler →
  • 2026-08-06
    Panels line up consistently across every tablet display, and Mapbag scaling now matches the reworked tablet. Worth reporting any panel that looks misaligned or clipped. Patrol Reports →
  • 2026-08-06
    Page corrected: this is not a module you place. SITREP is started by the Player Command module. SITREP →
  • 2026-08-06
    Panels now line up consistently across every tablet display, and Mapbag scaling matches the reworked tablet. Worth reporting any panel that looks misaligned or clipped. SITREP →
  • 2026-08-06
    Corrected the description of the save key fix: the problem was one mission copied onto a second map sharing the first map's saves, not two missions sharing a map. Player Persistence →
  • 2026-08-06
    Page corrected: this is not a module you place. Player saving is created and configured by the ALiVE Player Options module. Player Persistence →
  • 2026-08-06
    Corrected the description of hostility fading: it only ever falls, and it carries on past neutral to the calmest reading. Advanced Civilians →
  • 2026-08-06
    The repositioning change entry now distinguishes static mortars, which do move, from towed guns and other static weapons, which do not. Support Artillery →
  • 2026-08-06
    The repositioning entry now says plainly that a static mortar counts as movable, since its crew carries the tube. Support Artillery →
  • 2026-08-06
    Planned lane no longer lists work that is already delivered. Support Artillery →
  • 2026-08-06
    Page corrected: the group management screen arrives with the ALiVE C2ISTAR module, listed in the editor as Player Command/Control (C2ISTAR). There is no Group Manager module to place. Group Manager →
  • 2026-08-06
    The mission log now records which faction garrisoned each building and how far the garrison was drawn from, so a wrong-faction garrison can be traced. CQB (Close Quarters Battle) →
  • 2026-08-06
    Corrected the description of the repositioning check to include mortar crews carrying their tube. Support Artillery →
  • 2026-08-06
    Corrected which guns can reposition: mortar crews pack up and carry the tube, so they are not held in place. Support Artillery →
  • 2026-08-06
    The testing steps corrected: the welcome popup only appears in singleplayer or on a listen host with Local storage, not on a dedicated server. Persistence →
  • 2026-08-06
    Page corrected: the command tablet comes with the Player Command and Control module. There is no separate module to place for it. Operations Command →
  • 2026-08-06
    Panels now line up consistently across every tablet display, and Mapbag scaling matches the reworked tablet. Worth reporting any panel that looks misaligned or clipped. Operations Command →
  • 2026-08-06
    The item settings entry corrected: trigger items decide who may open the resupply screen, and the blacklist and whitelist decide what can be requested. They're not the same setting. Player Resupply →
  • 2026-08-06
    Panels line up consistently across every tablet display, and Mapbag scaling now matches the reworked tablet. Worth reporting any panel that looks misaligned or clipped. Task Missions →
  • 2026-08-06
    The artillery repositioning entry corrected: moving to a new firing position is off by default and has to be switched on, and the battery still waits for you to order the move. Combat Support →
  • 2026-08-06
    Helicopter insertion now holds the height set on the tablet, and holds station while hovering instead of drifting off. Combat Support →
  • 2026-08-06
    Corrected the camp marker note: the change spreads debug map labels so they stop overlapping, it doesn't change how camps look. Military Placement →
  • 2026-08-06
    Several spawning faults fixed: an air asset could freeze the whole simulation, a vehicle profile could crash the spawn, and delivered drones crashed with nobody at the controls. Aircraft spawning in the air now keep clear of nearby traffic. Virtualisation & Spawning →
  • 2026-08-06
    Page corrected: Altis and Stratis are listed in the table below, not held back from it. Terrain Compatibility →
  • 2026-08-06
    Player objectives can be added at the front of the queue and reordered while the mission runs, and they last the session. The call-for-fire rate setting now takes effect. OPCOM (Military AI Commander) →
  • 2026-08-06
    Noted that the three player-designated-objective settings are not yet translated, so the delivered lane no longer claims full translation. C2ISTAR →
  • 2026-08-06
    Panels line up consistently across every tablet display, and Mapbag scaling now matches the reworked tablet. The mission log no longer fills with automatic task position lookups. Worth reporting any panel that looks misaligned or clipped. C2ISTAR →
  • 2026-08-05
    The Map Indexer's operating system choice and Custom Static Data setting now take effect. Changing either used to make no difference. Map Indexer →
  • 2026-08-05
    The alternative Mapbag tablet look now matches the standard one. Its backdrop sat out of line with the controls drawn on it, and the mismatch grew the further the interface size setting was from default. Group Manager →
  • 2026-08-05
    The alternative Mapbag tablet look now matches the standard one. Its backdrop sat out of line with the controls, and the further the interface size setting was from default, the worse it got. Player Resupply →
  • 2026-08-05
    Starting height shown on the insertion panel corrected. Combat Support →
  • 2026-08-05
    An aircraft that goes missing part way through landing no longer holds its runway shut for the rest of the mission. Loading a mission on a map with several airfields also no longer freezes the game for twenty seconds at a time. MACC (Military Air Command & Control) →
  • 2026-08-03
    Aircraft on a crowded field no longer spawn on top of each other and explode: the commander caps how many it places and keeps them spaced apart. MACC (Military Air Command & Control) →
  • 2026-08-03
    Aircraft stay where the air commander parks them instead of sliding across the airfield moments later. One case dragged a gunship into a tent hangar where it destroyed itself, the hangar and a parked plane. MACC (Military Air Command & Control) →
  • 2026-08-03
    Helicopters keep the helipads they're given instead of ending up a hundred metres away on open ground. A wide aircraft that fits no hangar or apron goes on clear open ground near its hangar rather than on a taxiway. MACC (Military Air Command & Control) →
  • 2026-08-02
    Added a Submit a Terrain page: index a map ALiVE doesn't support yet and send the result in for inclusion in ALiVE 3, with a walkthrough of the indexing process.
  • 2026-08-02
    Added a Terrain Compatibility reference: every terrain ALiVE ships built-in support for, with its Steam Workshop link, an Official or Workshop tag, and how current the support is.
  • 2026-08-02
    Ambient patrol routes now use spaced-out patrol points, with the arrival distance scaled to each leg, so groups loop around their area instead of stacking several points in one spot. Military Command (AI Behavior Engine) →
  • 2026-08-02
    The patrol report screen now holds a fixed shape and sits centred, so it no longer stretches on wide and ultrawide displays. Patrol Reports →
  • 2026-08-02
    The SITREP screen now holds a fixed shape and sits centred, so it no longer stretches on wide and ultrawide displays. SITREP →
  • 2026-08-02
    The Group Manager screen now holds a fixed shape and sits centred, so it no longer stretches on wide and ultrawide displays. Group Manager →
  • 2026-08-02
    First published: submit your own indexed terrain for inclusion in ALiVE 3, with a walkthrough of how to index a map and package the result. Submit a Terrain →
  • 2026-08-02
    Command tablet overhaul: scaling no longer stretches on ultrawide screens, Commander Operations is rebuilt (double-click group select, Back to Groups, single-order delete, a player battle group), and a new Instant Join picker lets you take over an exact soldier or vehicle seat. Operations Command →
  • 2026-08-02
    The resupply screen now holds a fixed shape and sits centred, so it no longer stretches on wide and ultrawide displays. Player Resupply →
  • 2026-08-02
    Delivered drones no longer arrive with no operator and crash on the way in, and a replacement aircraft no longer lands on the wreck of the one it's replacing. MACC (Military Air Command & Control) →
  • 2026-08-02
    First published: every terrain ALiVE ships built-in support for, with its Steam Workshop link, an Official or Workshop tag, and the date ALiVE added support. Terrain Compatibility →
  • 2026-07-31
    The lightweight designate-a-point action is now in the dev build: designate, cancel and reorder a conventional commander's objectives from the Operations tablet, gated by a toggle, cooldown and per-side cap. Player-Directed Objectives →
  • 2026-07-31
    New designate-the-target task: when the commander sends a strike against a building, players on that side get a task to mark it with a laser designator, with a radio call back when the mark is good. MACC (Military Air Command & Control) →
  • 2026-07-31
    New setting caps how many offensive sorties (strikes, SEAD, close air support and recce) can be airborne at once; leave it blank for no limit. Finished strike aircraft and their ground targets are tidied away when no players are close by. MACC (Military Air Command & Control) →
  • 2026-07-31
    A new task asks players to mark an air strike target with a laser designator while the aircraft runs in, and new settings let mission makers allow players to designate objectives for the AI commander. C2ISTAR →
  • 2026-07-30
    A helicopter delivered to replace a lost aircraft now arrives on the ground with its crew instead of free-falling from altitude. Military Logistics →
  • 2026-07-30
    Helicopters take real helipads, large VTOLs park on open ground clear of runways, taxiways and roads instead of blocking them, and aircraft flying in no longer collide on spawn. MACC (Military Air Command & Control) →
  • 2026-07-29
    Added an About ALiVE 3 introduction to the homepage: what the project is, the goals of the overhaul, the December 2026 final Arma 3 release, and how to get involved.
  • 2026-07-29
    Added a Player-Directed Objectives design proposal: an early look at letting players direct the AI commander to a point, or build a base it reacts to, shared for feedback while it is still being scoped.
  • 2026-07-29
    Proposal published: scoping for letting players direct the AI commander to a point, or build a base it reacts to. Player-Directed Objectives →
  • 2026-07-29
    Weapon-aim hold time is now an adjustable setting, with an optional dynamic mode that scales it by each civilian's mood. Advanced Civilians →
  • 2026-07-29
    Weapon Aim Hold Time is now a setting rather than a fixed 2 seconds, with an optional dynamic mode that varies it with each civilian's hostility. Civilian Interaction button captions now scale with Interface Size instead of being cut off. Ambient Civilian Population →
  • 2026-07-29
    Crew on demand is now live: aircraft park without aircrew and a crew is raised only when a sortie launches, then stood down when it returns. MACC (Military Air Command & Control) →
  • 2026-07-28
    Added a Task Missions reference: every side task the AI commander can hand out, grouped by type, with what each one asks and exactly how to complete it.
  • 2026-07-28
    The High and Surge call for fire rates now work. Before, a commander stayed on the normal single-contact rate whichever you picked. AI Commander Artillery →
  • 2026-07-28
    First published: a reference for every task mission, with what it asks and how to complete it. Task Missions →
  • 2026-07-27
    Expanded to cover every module worked on since the overhaul began in March: the placeable modules, the player-facing systems, the new modules (AI Artillery, Custom Civilian Placement, Faction Compiler), Advanced Civilians, and the background modules. A link to the issue tracker was added to every page.
  • 2026-07-27
    Tester briefings first published: the fully-overhauled modules, plus the MACC and Pathfinding briefs and the overhaul ledger.
  • 2026-07-27
    Overhaul briefing first published. Ambient Civilian Placement →
  • 2026-07-27
    Page added: the War Room is offline and scoped for a clean modern rebuild. War Room →
  • 2026-07-27
    Overhaul briefing first published. ACE Menu →
  • 2026-07-27
    Overhaul briefing first published. Military AI →
  • 2026-07-27
    Overhaul briefing first published. Player Logistics (Settings) →
  • 2026-07-27
    Overhaul briefing first published. CQB (Close Quarters Battle) →
  • 2026-07-27
    Overhaul briefing first published. IED →
  • 2026-07-27
    Overhaul briefing first published. Player Resupply →
  • 2026-07-27
    Overhaul briefing first published. Ambient Civilian Population →
  • 2026-07-27
    Overhaul briefing first published. Military Placement →
  • 2026-07-27
    Overhaul briefing first published. Military Logistics →
  • 2026-07-27
    Overhaul briefing first published. OPCOM (Military AI Commander) →
  • 2026-07-27
    Overhaul briefing first published. C2ISTAR →