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Travel back to where it all began...

When the Pacific Flu hit Chernarus the country was recovering from the disastrous civil war that had wracked the country for years. Luckily, Russian, CDF, Red Star, NAPA and CFOR units were already in place, forgot their former rivalries and immediately jumped in to help... It wasn't long before they too had succumbed to the plague!

IP: 181.214.149.119:2302

Visit the EpochZ Community Forum or contact us on Discord.

Required Mods

Epoch Experimental

Ryan's Zombies and Demons: using a new mechanism to spawn the Zs in a more DayZ manner (thanks @natoed). There are also irregular hordes and one or two harassing infected walking around in the night time. Zombies can also infect you. Watch out because if you die from the virus then your body may not be where you left it when you return...

CBA_A3, CUP Weapons, CUP Units, CUP Vehicles: it's 2025 with 2025 weapons and vehicles. I've completely overhauled loots.h for CUP but not increased the loot spawn chances.

CUP Terrains Core

DS Houses: Opening up lots of previously unopened buildings. Custom loot spawner to generate ground loot in these and other buildings

Chernarus Redux: Opening up more vehicles and a map with a distinctly post-apocalyptic feel

RDS Civilian Pack for all the missing DayZ/Epoch vehicles including the bicycles, Thomas the Tractor and the unsurpassed Yamaha TT650!

Tryk's Multi-Player Uniforms: lots more uniforms for the uniform junkies out there. This is the one that you want if you are downloading via Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=779520435

Scripts

A3EAI: with vehicle and helicopter patrols. AI patrols and spawns replace the default Epoch antagonists (apart from the Epoch UAVs and subsequent militia if you don;t shoot them down). The AI will interact with the Zs and vice versa.

SEM, BlackEagl's and WAI Missions: all with weapons, equipment and loot customized for CUP and including SEM Convoy missions. And yes, there is the WAI Nuke mission. If no one's dealt with that before the timer expires run like hell :huh:

DayZ style Helicopter Crash Sites: with reduced CUP-based loot and infected "defending" them.

Deployable and packable bicycle, so long as you have a toolkit (available as an option in your initial spawn gear. No more asthmatic jogging simulator for me :ph34r:

New Buildables at your base (all are saved to the database and behave as any other base parts, apart from the lack of PhysX when building): working Portable Lights, a Well and Outhouse (both are water sources), Razor Wire, Deer Hut, various Sandbag Walls, Fuel Pump, large and small Camo Nets, Loudspeakers, a Burn Barrel and a wall-mounted Phone (which acts as an ATM).

C-130 Supply Drops, guarded by AI and with CUP-based loot.

Black Market Traders in the three trader cities (Stary, Bash and Klen) and elsewhere.

HALO/Ground Spawns and you can select limited Starting Gear

Halv's Repair and Reammo Script, rearm and repair your vehicles at the kiosks at gas stations.

Extended Safe Zones with Vehicle Protection!

Advanced Towing and Advanced Rappelling

And lots, lots more...

Features

  • All players are BLUFOR, roaming, dynamic and mission AI are OPFOR, infected are RESISTANCE allowing the interaction between the Ai and infected - they will fight each other when spawned together.
  • DayZ Trader cities at Stary, Bash and Klen
  • Dynamic vehicle wrecks on the roads make driving a more interesting experience...
  • No building restrictions, build where ever you want
  • 75m Jammer range
  • 7-day base maintenance
  • 48-hour vehicle locks
  • 4 hour restarts, day/night cycle
  • PvP, but attacking other players in or around the trader cities is prohibited and will result in a ban!
 

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There have been quite a few additions to Bandit Country over the last couple of weeks, including:

  • The addition of the RDS Civilian Pack mod adding all the missing vehicles that you love so well, including the mountain bike, Thomas the Tractor, Skoda vans, an ambulance and militia car with working sirens and lights among many others.
  • Deploy and repack a bicycle if you have a ToolKit (available in the initial gear selection).
  • New Buildables at your base (all are saved to the database and behave as any other base parts, apart from the lack of PhysX when building): working Portable Lights, a Well and Outhouse (both are water sources), Razor Wire, Deer Hut, various Sandbag Walls, Fuel Pump, large and small Camo Nets, Loudspeakers, a Burn Barrel and a wall-mounted Phone (which acts as an ATM).
  • Toggle on and off plot pole jammer boundary markers to see the extent of your demesne :ph34r:
  • "New" map additions including a checkpoint on the coast road NE of Elektro, expansion of the NEAF and a medical camp at the NWAF (based on those in ARMA2 but completely laid out by me in the editor from scratch).
  • Dynamic Road Debris from Epoch 0.6 Experimental.

See the EpochZ community forum for the crafting recipes for the new buildables.

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EpochZ: Bandit Country has now been updated to use the new Chernarus Redux mod with (as far as they have got so far) a really good post-apocalyptic feel. The ground loot spawner has been modified to spawn loot in the new open buildings that mod provides (as well as the ones previously opened by OCP/DS Houses), including the new open hospital!

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Very pleased to announce that EpochZ: Bandit Country has been updated to Epoch Experimental (pre-release Epoch 1.0). The next update of Epoch has so many great features that really suit the new Chernarus Redux map and the two together complement each other perfectly. Some of the changes already included in Experimental are listed in the Change Log but there is much more there already (including persistent tents, acting as unsecured storage) and much more to come yet!

Epoch Experimental is available on Steam Workshop.

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Updated to Chernarus Redux 0.4. Major changes:

- Added Underground Train Station
- Added clutter to eastern coast factory
- Added Evacuation Site in front of Chernogorsk Hospital parking lot
- Added Klen Hill Evacuation Site
- Added Southwest Roadblock Checkpoint
- Added Rats to environment
- Added Rats animations
- Added future models and tweaks to 3den configs
- Added further clutter to several random locations
- Tweaked Simulation Weather

Unfortunately the Klen Evac Site is pretty much inaccessible by land so I have removed that as a trader camp. Am talking to map mods cause the interior of the camp is perfect and fits the map (obviously) if only there was moderately easy land access and a helipad. Will be building a new (hopefully temporary) NE trader camp where the old Hero Camp was (NE of NEAF, S of Olsha).
Underground railroad station is... well, you figure it out and remember, no base building restrictions except not close to safe zones.

Now I have to persuade @Helion4 to add a model for rat meat :ph34r:

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Deleted a couple of map objects to create a space for a helipad, placed an ATM, black market and other traders, so the new/old Klen trader camp has been reestablished in Chernarus Redux's new Klen Evacuation Centre! :cool:

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I just decided to play some more Epoch after reading about the upcoming version 1.0 and found this server. I like it so far. Just one thing...

On 6/5/2017 at 3:07 PM, Grahame said:

a Well and Outhouse (both are water sources)

"Outhouse" as a "water source"... ewww... 

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