in fact, I had no idea what was going on when NAPA suddenly started attacking the base, so I quickly got on the chopper and split the scene.
Actully NAPA fighters coming from east of FOB Manhattan are not attacking, they run, but they are there just inspect and see who we are. When they hear who you are, depending on NAPA weapon cache was reported or not, in Arma2 (but apparently not Arma2 CO) they should either offer help to escort or just give some tips and then say good bye. Even if reporting guns they can be followed on their long journey to NAPA safehouse where they stay until the end of the mission (and sometimes get killed there or on the way there by enemy patrols).
Jezuro told me he could not reproduce the issue in CO. It is still unclear if it is because using some developers god-mode to clear Manhattan mission enemy main camp and 4 sentry camps which are required for mission completion. Apparently he did not (yet) use my 1.59 multiplayer savegame which includes Manhattan with all objectives completed and it is located right next to Gorka church so you can make either decision to report or not. The fact that it is MP savegame should not make any difference since xALIENAx reported earlier in this thread that he has only tested singleplayer and it happened to him there too.
So my best guess is that bug only happens if weapon cache objective is completed as one of the last ones in Manhattan (like I have done twice, I left is last one before Report to Cpt. Shaftoe (for second time).
My second best guess could be that the way how we play Bitter Chill start before FOB bombing changes something that bugs weapon cache decision.
In Bitter Chill start I have always avoided russian contact in Spykayev's house (I go there before 7-10mins of mission starts and russians arrive to house only after 10mins) also I go around Chedaki patrol in FOB Manhattan frontpost (road leading down from FOB Manhattan). Instead I climb to FOB Manhattan on northeast part of the hill (without visual to Chedaki). So this could result me beeing to fast in returning to FOB Manhattan.
So what we should test next would be to play in SP (so it is easier for Jezuro to use that savegame) and go to weapon cache as the first thing and then do only main camp and 4 sentry points.
I'm afraid I have not time to do all that again, but if I do in following weeks, I'll report here what happened.
Meanwhile if you have anything new to tell, let us know. Thanks!
Why do you avoid all the enemy contact? The Chedaki grouped below FOB Manhattan provide one of the real tough spots of A2, and you can take out the bad guys near the guy's house with the documents using the Hummer MG.
Because after Manhattan mission which requires a lot of enemy contact to complete (4 sentry camps + 1 main camp = approx. 40-50 kills) I enjoy the fact that Bitter Chill can be completed without firing a single shot.
I think I saw in mission notes that we should avoid conflict with Russians, so that's why I don't want my Humwee gunner to automatically shoot them just because they come to Spykayev's house to get same documents out HQ wants. It was implied that avoiding conflict with OPFOR could help diplomacy with OPFOR (Russians) in Dogs Of War. And killing them just for some documents that can be grabbed before seeing them is just not my decision.
I used to take out Chedaki pickup west of FOB Manhattan, but I got tired to doing it over and over, when I had to restart Bitter Chill multiple times when I was playing it with very unstable V1.56 patch causing save corruptions and out of memory errors. So I switched to tactic just leaving them there and let NAPA fighters take a shot on them when they come down from FOB Manhattan.
I have started to think Bitter Chill is boring mission where everything is just supposed to go wrong too much and I hate the fact that there are so many autodeath zones in south, making it much less sandbox style mission, so I just drive to CDF lines to end it fast.
In Badlands and Dogs Of War there are enough action to compensate the fact I never fired a shot in Bitter Chill.
I see. Now that I think of it, I agree with your decision to just grab the documents, blow the house, and scram without killing the soldiers. I had forgotten they were Russian - avoiding conflict with them is always a wise idea. I do like Bitter Chill in that sexy girls are often seen on the streets of Krasnostav.
Still happened to me with 1.60 BETA and Multiplayer.
EDIT Jezuro has verified there is an issue of decisions not transferring between missions and said it is Multiplayer only problem. Programmers have been informed and it is now up to them if they manage to fix it. http://forums.bistudio.com/showpost....0&postcount=22
So the OA beta patch contained A2 HR content fixes? Does that mean that 85876 contains the fixed Freedom Fighters? I'll test that now.
Edit: using beta, FF still starts at 5:20 am, not 3 am, so I don't think Jezuro's fix is in there.
OA beta patch contained at least two multiplayer engine fixes that resulted resolving at least six CIT tickets. So even though those tickets seemed to be content and mission related they were actually engine related.
I'm afraid we need to wait a little longer for those real content fixes.