Epoch is set in the year 2035, just two years after a massive world wide extinction. The exact cause is unknown and the only people left are clones with no memory of the past. Documents found in the world tell a us that before the mass extinction event, The largest technology corporation had made great breakthroughs. This technology changed the world in many ways and is thought to be the cause of the extinction. Those that remain are left with remnants of a once technological society. Try to survive, build, or explore your way through the harsh dynamic environment.Features
Open your Arma 3 root directory and remove any @Epoch folders. Then simply extract the latest zip file into your Arma 3 root directory. Path to Arma 3 is generally "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\"
[New] Epoch Mod configs and some community pbo's are now released under APL-SA license here: https://github.com/EpochModTeam/EpochCore [Added] Tanoa map support. [Added] New Task based Mission System. Added Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation. [Added] New custom variable EPOCH_playerNuisance that increases based on the type of weapon fired and decreases at a rate of 1 per 10 seconds. This is used to track how active a shooter the player is. [Added] Player option to Morph into a random antagonist (from deathMorphClass) after death. The array 'deathMorphClass' found in CfgEpochClient can be used to specify what antagonists to randomly spawn. [Added] Player option to detonate body after death. Sacrifice yourself by generating a runaway thermal cascade using the nano bots within your body. Nothing left to revive. [Added] object loot tables for zombies, sharks and Dogs. [Added] looting Dogs for meat (uses placeholder object "goat leg"). Negative Karma given for eating or gutting dogs. [Changed] Increased loot bias 10% overall and increased loot density for military and other larger buildings. [Changed] new function Epoch_message, replaces Epoch_dynamicText. [Changed] Object Interaction and EPOCH_client_bitePlayer settings in now config CfgObjectInteractions. Lootable objects can now effect player stats. [Changed] Moved all Base Building variables to gamemode config CfgBaseBuilding. [Changed] Moved all Item Interaction to new gamemode config CfgItemInteractions. [Changed] Sapper groan or detonate can be triggered by setting a variable on the target or sapper. [Changed] Server can be asked by a client / server to trigger an antagonist on another client. Antagonist is then run on target PC, independent from caller of function. [Changed] Epoch Unit Spawn code. Now can be called specifying the target of the antagonist. Antagonist will run on target client PC. [Changed] Sapper defaults tweaked to make them more responsive. [Changed] New Sapper antagonist config options: reflexSpeed - Set the loop pause. Defaults have been lowered to make sapper more responsive. nestChance - A percentage chance, at each sapper spawn, that he will create a nest. hideLevel - (Fear Emotion) Set level at which sapper will go into hiding based on fear of armed players, being shot near etc. chargeLevel - (Anger Emotion) Set level at which sapper will trigger 'charge the player' mode. [Changed] New UAV Support Troops antagonist config options: unitTypes - an array of soldier classes to randomly choose from. Custom weapons to-do, use soldiers with default weapon loadout or handle weapons with custom script. maxUnitNum - Maximum number of units to spawn per UAV. minAISkill - Minimum value for any AI skill. maxAimingAccuracy -> maxGeneral - Set the maximum value for each available AI skill. A random number between minAISkill and the value for each will be set as that skill. [Fixed] To prevent A3 dupe issues Epoch Militia Solders when taking uniforms, they no longer have uniforms. [Fixed] To prevent animation glitch with weapon switching on the move and holstering. You now must be standing still to holster your weapon. [Fixed] Custom Epoch Gestures not working since 1.60. [Fixed] Issue with animals not returning raw meat. [Fixed] Getting wet and cold on standing on pier. Thanks to umfufu for the report! http://epochmod.com/forum/topic/41929-getting-10-points-of-wetness/ [Fixed] Missing texture issues with some base building objects since 0.3.8. [Info] A big thanks to Isaac, Axeman's chief tester! Server Only [Added] Improved plant spawner by Redbeard Actual and [VB]AWOL. [Added] Allow Epoch Events to accept full file path if 4th variable in the EpochEvents array is set to 0. Default is 1. [Added] Function to effect a players Crypto server side: EPOCH_server_effectCrypto [Added] New experimental PBO packing tool found in Epoch/Tools/PowerShell/ [Added] Server function to allow remote exec of setVariable on client - Allows client to ask another client to set a local variable, via the server. Server can run same function. [Added] Epoch AH: Added ability to kick, instead of just log or ban. [Changed] Changed gamemode to Survival, (might show as unknown gamemode pre 1.62) [Changed] Reworked vehicle load function and made vehicles immune to damage for 120 seconds after startup. [Changed] cfgpatches check now kicks by default with message a message. [Changed] Vehicle persistence texture configs are now found in server settings pbo. https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgEpochVehicles.h [Changed] Use new disableChannels syntax in 1.60 and enable text chat on side chat and not voice. Thanks to @morgoth0 for the heads up! #544 [Changed] ForceRestart option should now restart as soon as all players disconnect and server is locked. [Changed] Epoch Events can now self initialize on server startup (if third events array element is 1). Fixes issue with weather not changing till first event run. [Removed] Epoch AH removed whitelisted variable check system. [Removed] STEAMAPI Vac ban check as it needs reworked in the extension. [Fixed] Take into account trader stored per class vehicle limits when spawning new vehicles. [Fixed] Disappearing Mags on login / revive. Thanks to He-Man for the fix: http://epochmod.com/forum/topic/42178-disappearing-mags-on-login-revive-fix/#comment-277194 [Fixed] CUP mods enabled check logic typo. Thanks to @morgoth0 for the report: #543 [Fixed] BE kick when player opened stock A3 dialog (Game > Options > Layout). [Fixed] BE kick with Spawn Loot admin panel option. Thanks to @jostster for the report: #540 [Updated] Loot position tool: Epoch/Tools/SQF/saveLootPositionsVector.sqf [Updated] World config tool: Epoch/Tools/SQF/getTreesAndTrash.sqf [Info] Changed name of a3_epoch_server.pbo to epoch_server.pbo. Also changed path from \x\addons\a3_epoch_server to \epoch_server [Info] Changed name of a3_epoch_server_settings.pbo to epoch_server_settings.pbo. [Info] RConPort 2306 added to example-beserver.cfg for changes since A3 1.58. [Info] Removed old .bikey and added new one for 0390. [Info] Requires Arma 3 1.60 or higher. Since build: 561 [Fixed] Disabled vehicle simulation handler by default. (temp fix for low client fps issues) [Fixed] BE kick # 39 on mission Since build: 562 [Fixed?] simplify new load vehicle, (realized sleep was not needed as allowDamage does not effect scripted damage (per the wiki) [Added] old load vehicle script and epochconfig,hpp flag. (default is false = use new load vehicles, true use old one from 0.3.8 Since build: 563 [Added] Base Building limits and restrictions, thanks to: @Ignatz-HeMan minJammerDistance = 650; // min distance to next Jammer maxBuildingHeigh = 33; // Max heigh, building is allowed buildingCountLeader = 125; // Building count limit if Player has no group buildingCountPerMember = 5; // Additional building counts per group member storagecountLeader = 10; // Storage count limit if Player has no group storagecountPerMember = 5; // Additional Storage counts per group member maxdoors = 8; // Max allowed doors per Group maxgates = 5; // Max allowed Gates per Group [Added] CfgEpochClient settings added for: Player killed revenge dialogs playerDeathScreen = "TapOut"; // the dialog a player sees when they die or if playerDisableRevenge = 1 playerKilledScreen = "TapOut2"; // dialog that player sees when they are killed by another player. playerDisableRevenge = 0; // 0 = invoke playerKilledScreen when killed by another player, 1 = disable Since build: 564 [Fixed] Error with load_vehicles function since b562 Since build: 565 [Fixed] error in player death function since b563 Since build: 566 [fixed] incorrect index in weighted array fnc when zombies not used [added] 3 additional water sources [fixed] BE kick when base building since b564 [removed] allowdamage false on player revive, that caused player immunity to server side AI. [changed] trade request feedback text Since build: 570 [Fixed] change gamemode from Survival to Survive [changed] enabled Ryan Zombies support by default. [changed] added random delay in revenge detonation. [changed] added min alive time setting for player revenge options. Default 15 minutes (900 seconds).View on GitHub
Logos, T-Shirts, and other 2d graphics.
3d models, textures
Map support and testing.
Testing, Videos, Wiki Editor.
Linux DLL Support