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Scripts v.276 === Info === Some more work to make PvP workable. === Other === There are now ''per-gang'' PvP flags. So you decide on an individual basis whether you want to take part in road encounters with other player squads. There's a 14 day delay between each status switch. Since combats are squad-based rather than gang-based however, each squad is identified as being open or closed for PvP. If '''any''' vehicles in a squad belong to gangs who are open for PvP, then the '''entire squad''' is open. Two exceptions: # In Shantyville, every squad is considered to be ''open'' for PvP # In Somerset, every squad is considered to be ''closed'' for Pvp Any gang that is open for PvP get a field-training boost in '''all''' events - even town events and PvE combats. The 'squad spying' and 'gates monitoring' systems that run in the Lobby will now only notify you about potential targets, i.e. closed-for-PvP squads won't be monitored or spied on. If your squad is not open for PvP, it can no longer define an enemy squad or look for human enemies when scouting A squad's PvP status is shown clearly, towards the top of its page. [[Category: Updates]]
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