Attention soldiers,
We're going to update the Steam and Xbox versions of the game. The game will be updated today, December 1. There will be server downtime between 12:00 - 15:00 CET.
0.9.7.41 Changelog
Assets
- Added: Arland terrain
- Added: Arland specific buildings
- Added: 4×20 Carry Handle Scope for M16 rifles
- Added: Combat Ops scenario
- Added: Sa-58P and Sa-58V 7.62x39 assault rifles
- Added: Airport signs & lights
- Added: Color variants to structures & buildings
- Added: Everon Airport sign on top of its hangar
- Tweaked: UAZ469 now uses split wheels, doors, roof frame, and roof canvas
- Fixed: Transmitter station fixed
Game
- Added: Grouping of hitzones in damage and healing logic, an overhaul of bleeding, rework of the structure of consumable items, fixing of healing and bleeding characters from GM, and removing of redundant hitzones
- Added: Switching between first-person and third-person cameras now cancels ADS
- Added: It is now possible to use healing items in a vehicle
- Added: Weapon inspection X raise weapon X ADS actions now interact with each other correctly
- Added: Manual gearbox - Gameplay option for Driving Assistance
- Added: Inspected gadgets now support user actions as intended
- Added: When one vote is ongoing (not more, not less), holding 'P' will instantly cast a vote for it. Pressing 'P' can still be used to open the player list and vote there
- Added: New animations and animation graph for the Russian radio_R148 with inspection
- Added: Flattening of grass under weapon at lower stances
- Added: Rebindable action for putting away currently selected item, also available while driving a vehicle - by default bound to DPad Right
- Added: RGD-5 fuze pop sounds
- Added: Magazine weights are now calculated dynamically, based on the weight and quantity of individual cartridges
- Added: Direction indicator is now shown when rotating an entity in Game Master
- Added: Antenna now has cost of building now
- Added: Separated combobox (selection drop-down list) for players' management menus
- Added: Hover over hitzone hint in the inventory
- Added: Medical crates are back in HQ tents
- Added: The voting countdown is now broadcasted to clients, so it can later be shown in notifications
- Added: Additional variants of M151A2, M998, M1025 added to US vehicle configs
- Added: Instant vote keyhint on sticky notification
- Added: Radial menu for quick slots 5-10 on a gamepad, controlled with Right Thumb Stick
- Added: Previous/Next page keybinds to the controls menu
- Added: Weapon scopes to arsenals
- Changed: Character will play sit-down/stand-up animations when entering compartments without animations
- Changed: Character magazine reload restricted during item inspection
- Changed: Improved flashlight control hints
- Changed: Action CharacterDropItem available while in the quick bar
- Changed: Slightly enlarged capacity of all trousers. US and Soviet soldiers now have two bandages
- Changed: Updated UI sounds in Inventory
- Changed: Right Thumb Stick Single Click toggles freelook, Right Thumb Stick Hold triggers Focus instead of Freelook while not driving
- Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumb stick
- Changed: Players can now vote to kick only a player of the same faction. This should prevent enemies from exploiting this to kick the enemy team, and also lowers the limit for a successful vote, as the number of votes is now evaluated only based on the number of players in the faction
- Changed: Factions in Game Master are now in order US - USSR - FIA instead of US - FIA - USSR
- Changed: FIA soldiers rearmed from AK-74 assault rifles to VZ-58 assault rifles
- Changed: Level of details selection algorithm was tweaked for transitions to be less visible
- Changed: Perception settings for AI so they see better during the night
- Changed: Persistent braking behavior
- Changed: Disabled AO on vegetation billboards, tweaked wetness on forest surface and wheat clutter
- Changed: Set post-process anti-aliasing OFF on ULTRA PC graphics preset. It was blurring otherwise already anti-aliased image by MSAA 4x
- Changed: Content of PlayMenu updated for 0.9.7 to feature Combat Ops and 3 recommended missions
- Changed: Stationary character now does no checks if nearby collision objects are static and only a few needed ones when there is a non-static collision object
- Changed: CharacterLiftWeapon action changed from LMB to C and can now be rebound in the keybinding menu under Weapon
- Changed: Invalidation of render target shadow context
- Changed: To/from GP25 plays foley sounds now
- Tweaked: Entering ADS now cancels freelook
- Tweaked: Reduced occlusion of smoke grenades, meaning that AIs will see better through smoke
- Tweaked: Refactored AI behaviors to move from danger (running from a grenade, incoming vehicle, vehicle horn)
- Tweaked: Audio of weapon inspection
- Tweaked: Sounds of rolling with different equipment
- Tweaked: Head bob for sniper rifles when in ADS so the scope doesn't get crazy misalignment values
- Tweaked: Moved sight switching combo to Ctrl+RMB and RB + Left Thumb Click on a gamepad to prevent collision with firemode switching during ADS
- Tweaked: The kick threshold changed to 0.3 (the option for selection of only one faction will be added in the future)
- Tweaked: Weapon "default" radiuses to ensure reliable picking up
- Tweaked: Set CarShift input filtering to click to prevent gearbox state machine failure during the COUPLING state
- Tweaked: Mouse aiming vertical sensitivity set to the same as horizontal
- Tweaked: Slightly increased vehicle steering speed while stationary
- Tweaked: Tripod rotation speeds
- Tweaked: Increased spawn point default spawn radius
- Tweaked: Shortened vehicle burn time by 33%
- Tweaked: Explosive damage rebalance
- Tweaked: Control hints for manual gearbox
- Tweaked: Gamepad aiming speeds for characters and turrets
- Tweaked: Third-person camera in vehicles
- Tweaked: Colors of rain
- Fixed: Manually loaded ammo doesn't appear on weapon storage in the inventory UI
- Fixed: Hands pose properly refreshed after inspection
- Fixed: Magazines now go into inventory if the weapon is dropped during reload unexpectedly, instead of staying in the character's hand
- Fixed: Canceling of item actions by jump and stance change
- Fixed: Safety doesn't work on weapons that don't have it. Safety now stays engaged if switching to a lowered weapon
- Fixed: Sonic crack sound might have played when the projectile was subsonic
- Fixed: Sprint suppressing now doesn't cancel toggle sprint. Should also fix AI not being able to sprint after the reload
- Fixed: AI wasn't able to operate the hummer turret
- Fixed: AI BTR turret operator can't see enemies
- Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example
- Fixed: AI soldiers didn't try to escape a vehicle that was driving backward at them
- Fixed: Running over players with a vehicle now properly sets instigators
- Fixed: Explosions now consider occlusions of hitzones
- Fixed: Explosion damage and Fragmentation damage now approximate the area of hitzones
- Fixed: AI soldiers constantly switching between two rifle magazines if they have different prefabs but the same score
- Fixed: Trunk can be accessed from the vicinity of destroyed vehicles
- Fixed: Crash when killing AI
- Fixed: Weapons and gadgets are properly dropped
- Fixed: Weapons were firing slowly
- Fixed: Vehicle horn off input action generated unnecessarily when entering a vehicle
- Fixed: Disappearing rocket during reloading in MP
- Fixed: Backpacks and weapons are properly hidden when equipped during switching seats
- Fixed: Weapon/item inspection won't continue during melee attack(s)
- Fixed: Grenade can now be switched to another weapon when it is being aimed
- Fixed: When selecting a weapon, AI was ignoring the weapon if it had a loaded magazine without any magazines in inventory
- Fixed: Can't enter into ADS after removing M21 scope
- Fixed: Changing stance will now cancel bandaging properly, and not cancel inspection if it isn't needed
- Fixed: ADS being on when entering the turret whose previous operator had ADS enabled when leaving it
- Fixed: ADS state for turrets wasn't set properly after reloading
- Fixed: Weapon inspection should suppress gestures as intended
- Fixed: Turret base movement sounds sometimes got stuck on clients
- Fixed: Weapon obstruction properties would ignore the aim angles limit set in the aiming component
- Fixed: Server browser server mod loading
- Fixed: Player didn't respawn when the deploy button was toggled
- Fixed: Controls - Gamepad - Player is unable to toggle 3PV camera with Binoculars/Compass/Wristwatch
- Fixed: Input sensitivity during weapon obstruction with optic sights should no longer be reduced
- Fixed: Persistent ADS will make the camera persist in 1pv during jumps and other actions in 3pv while ADS is active
- Fixed: Content of blouse and trousers wasn't saved/loaded for player saved loadouts
- Fixed: Invalid ADS camera behavior during jump transition(s)
- Fixed: Magazine loaded in turrets disappears after some time
- Fixed: Pinged position or entity is now indicated on the edge of the screen when it's outside of the view
- Fixed: Waypoints and objectives issued using Alt+RMB are now always placed on terrain, never on entities (e.g., trees). That should prevent them from floating in the air when it's not desired
- Fixed: While transforming an entity in Game Master, hovering over a slot, rotating the entity, and unsnapping it from the slot again reverted its rotation
- Fixed: It's no longer to Shift+LMB drag rotate an entity directly from the entity list in the bottom right, as it didn't make sense
- Fixed: Sight switching action didn't work
- Fixed: When respawning on a radio operator who is in the building, the chosen position was always outside of the building. Now it will try to search for suitable positions inside
- Fixed: AI was able to complete the "Move" objective
- Fixed: No more headless clients when dying during third-person weapon ADS
- Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
- Fixed: Server crash on player reconnect
- Fixed: Improved MT safety of physics regarding the character controller
- Fixed: Blur persisting after unconsciousness is removed. Also, the heartbeat after death is no longer audible
- Fixed: Displaying of selection button in group and player entries
- Fixed: Groups and player entries should now have the right visuals
- Fixed: Player options should display a vote warning when voting for a player was started
- Fixed: Crash related to delayed execution of a gadget task when streaming a character in
- Fixed: RPG rocket disappears if detached while no suitable inventory space is available
- Fixed: Crash when reloading without mag to inventory
- Fixed: Spamming deployment could spawn a player multiple times when lagging
- Fixed: Disconnected players will now stop moving (or stop the vehicle if driving)
- Fixed: WeaponRaised and ADS streaming desync
- Fixed: Client VoN crash caused by invalid PlayerId at the edge of character lifetime
- Fixed: Character can press space while swimming which leads to him being stuck in a broken freelook
- Fixed: Server browser mod details are now loaded even if mods were previously loaded in the Workshop
- Fixed: Campaign - Request timer triggers even when a vehicle isn't spawned because of obstruction
- Fixed: Preload placeholder stayed on screen upon reconnecting to a server in some cases
- Fixed: Vehicle order in Request action at depots
- Fixed: Controls hints priority sorting
- Fixed: Possible fix for incorrect player count shown in the faction selection menu
- Fixed: Make the deactivation threshold works with any input filter
- Fixed: Bar gates should now perform a slightly more precise check for blocking obstacles (OBB instead of AABB check)
- Fixed: Further strong references replaced with weak ones when creating JobManager tasks + other related issues fixes
- Fixed: Replacing a dead gunner that was shooting will no longer result in automatically firing
- Fixed: Characters sometimes would be "undead" if they got healed after dying
- Fixed: If "Tab + X" is pressed to drop items from the quick bar, the character also switches stance
- Fixed: Tripod rotation limits reduced to fix arm stretching on tripods
- Fixed: Players spawning on the same spot when spawning on the spawn point group
- Fixed: Gadgets improperly set to the ground mode when unequipped while still in a compartment
- Fixed: Grenades are now hidden when holstered properly (before they just clipped inside the body but stayed visible)
- Fixed: Direction and Normal was vector.Zero during melee
- Fixed: BTR no longer shoots itself on the move
- Fixed: Signals not updated after a vehicle gets destroyed (e.g. the engine sound keeps playing)
- Fixed: Couldn't focus on items opened traverse storages via gamepad
- Fixed: PIP scope input speed scaling
- Fixed: Removed open and inspect actions from arsenal weapons/backpacks
- Fixed: Jumping off a ladder from the lowest bar, or from a tilted ladder, causes the character to get stuck in the falling animation
- Fixed: Removing sights result in undefined behavior and can crash the game at any point
- Fixed: Can't reload M1025 turret
- Fixed: 2DMap - Crash when Rasterizing Areas at terrain edges
- Fixed: Crash possible when performing jobs in JobManager and the entity associated with the job disappears
- Fixed: Editable entities with occluders have been removed as they can't be properly updated after editing
- Fixed: Some garage doors wouldn't collide with vehicles
- Fixed: PKT gunner stance
- Fixed: Right lean adjustment on the gamepad was too sensitive
- Fixed: ScenarioFramework - Triggers now properly account for all players that are currently in-game
- Fixed: FOV sliders not working properly
- Fixed: Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
- Fixed: Incorrect usage of soundComponent. Terminate and audio handles on vehicles
- Fixed: VoN - Audio signals not set for streamed out characters
- Fixed: Possible crash on multithread racing condition in physics of characters
- Fixed: Possible crash when AI is using doors which gets deleted
- Fixed: Memory leak when a player is kicked mid-joining
- Fixed: Crash on preloading entities without a model
- Fixed: Backend - Crash of server when a certain combination of kicked player reconnection happened
- Fixed: User action aggregation broke sorting order within the user action context
- Fixed: After getting banned for friendly fire, it was impossible to reconnect even after the #unban command was used
- Fixed: Admin bans should now persist between reconnects
- Fixed: Server browser BattlEye and player filters
- Fixed: Cloud shadows: fixed cloud shadows disappearing near sunset/sunrise
- Fixed: Clouds: fixed clouds haze not matching with distance fog
- Fixed: Sun not correctly hidden behind clouds 2D plane at the horizon
- Removed: CharacterWeaponBipod action as it is currently unused
Xbox
- Changed: Added the first iteration of overall performance-oriented graphics presets for Xbox Series S/X
- Changed: Turn off connection reuse on Xbox
- Changed: Lockhart has forced static 1440 resolution, Anaconda 2160
- Changed: MSAA and 1080p target resolution on Xbox Series S
- Changed: Disabled FSR for 30FPS mode for Xbox Series S
- Fixed: Possible crash after leaving a modded scenario
- Fixed: Mouse & keyboard fixes
- Fixed: Unable to select primary weapon, compass, or watch while the gadget is held
- Fixed: Keyboard disconnecting problems on Xbox
Multiplayer
- Added: In-game server hosting on PC allowing generating server config files and hosting listen server
- Changed: Remote vehicles start with their physics off
- Changed: Swimming and sliding commands made available for local replay
- Changed: Further vehicle animation states are simulated locally now (steering, throttle, clutch, etc.)
- Changed: Use unreliable RPL channel for Voice over Net (VoN)
- Fixed: Physics velocity not updating on remote proxies
- Fixed: Final transformation of items now consistent between running instances (replicated)
- Fixed: Weapon fire desync after reconnecting
- Fixed: Proper replication of dropping a weapon
- Fixed: Old values of movement, lean, and stance change not updating properly
- Fixed: Turrets get desync when a client exits them and another enters
- Tweaked: Item actions traffic
- Tweaked: Controller inputs delta compression
- Tweaked: Character shared variables traffic optimization
- Tweaked: Delta compression for PhysAgent orientation
- Tweaked: Animgraph streaming traffic optimization
Game Master
- Added: Game Master health settings for global scenario properties
- Added: Game Masters that don't have admin rights can now remove their Game Master right which allows them to become a normal player again
- Added: Game Master can now choose passengers of vehicles by means of a context action
- Added: Game Master gained the ability to quickly fill vehicles with Crew and Passengers by means of a context action
- Changed: Game Master Entity browser trait filters no longer require all filters to match in order for entities to be displayed
- Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu action shortcuts are no longer available
- Changed: Game Master health settings for characters' scenario properties
- Fixed: Double cursor would sometimes appear in the Game Master map
- Fixed: Missing control hints for the Game Master
- Fixed: Game Master camera wasn't shown on the map
- Fixed: "Resupply" context action in Game Master didn't work on other players
- Fixed: "Save loadout" action on Arsenal boxes is no longer available for AI soldiers that Game Master took control over
- Fixed: Hiding the Game Master interface made the map disappear as well
Modding
- Added: New tutorial for the Scenario Framework
- Added: Compositions for tutorial framework scenario
- Added: Ability to attach sights on sights (e.g. RMR on top of ACOG)
- Added: Inventory operations can also be executed on the server now
- Added: Workbench: ScriptAPI: AnimExporter API added
- Added: Visualization of animation channel in the preview window
- Added: Undo/redo system in Behavior Editor
- Added: ScriptAPI: float.INFINITY
- Added: World editor - An action to copy entity name to clipboard
- Added: Rivers/Ponds use as default the global "terrain" probe
- Added: New ragdoll definition
- Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
- Added: World editor - "Expand/Collapse all" functionality in the Hierarchy window
- Added: Documentation for IntersectionSphereRay + calculation explanation
- Added: BT editor, runtime trees inheriting breakpoints from editor tree
- Added: Add moddable intermediate class between BaseInventoryStorageComponent and child classes (#T167710)
- Added: BaseTarget.GetTimeLastSeen script getter
- Added: Hitzones can now bypass area computation and provide their own
- Added: Script API BaseTarget.UpdateLastSeenPosition(). Game.PerceptionManager(). PerceptionManager.GetTime()
- Added: CharacterControllerComponent::TryEquipRightHandItem can now take new equip type EEQuipTypeSlinged, which puts the weapon on a sling
- Added: Weapons can now limit in which stance range they can be used and lowered/raised/ADS
- Added: Possibility to implement custom vicinity visibility behavior
- Added: Possibility to set a custom lock on InventoryItemComponent
- Added: OnWeaponDropped and OnItemDroppedFromLeftHand events to game code and script
- Added: TryUseEquippedItem is now changed to TryUseItem and can be called on a currently equipped gadget, or any weapon (both in the character's ownership as well as outside of it, such as mines already placed on the ground)
- Added: TryUseItem now accepts additional arguments to allow the caller to specify the int and float arguments passed when calling the command
- Added: Added a new function to set the ammo count of a magazine (#T167236)
- Added: GetHandBrake method to script API
- Added: Expose the function BaseLightSlot::GetLightEntity to the script (#T167396)
- Added: TryUseEquippedItem can now be used to also call animations on the current weapon
- Added: "Allow Jumping" property to CharacterModifierAttributes, handled jump request interruption when jumping is suppressed by held item
- Added: BaseTarget.GetPerceivableComponent script getter (required for new AI aiming based on AimPoints)
- Added: 2Dmap - New descriptor type MDT_CURPOS/ Current Position
- Added: WeaponAttachmentAttributes::GetAttachmentType function to script
- Added: SCR_UniversalInventoryStorageComponent::GetMaxLoad function to be able to know how much weight a storage can carry
- Added: ShouldShowInInspection property and function to AttachmentSlotComponent
- Added: Script API for camera field of view scalar
- Added: Add the ability to adjust the weight and volume of items in the script (#T165562)
- Added: InventoryItemComponent::OnParentSlotChanged event has been added to know when a slot has been changed on a specific item
- Added: Terrain tool 2D map for tile locking and ownership
- Added: Facilities for per-sight zero generator
- Added: OnWeaponChangeComplete and onWeaponChangeStarted invokers
- Changed: ScriptAPI: WorldEditorAPI.TraceWorldPos improved, now returns also a pointer to a hit entity
- Changed: Refactor of AI Movement, Removed: AIBaseSteeringComponent, Added: AITaskSetPathfindingFilters. Removed: AIAnimalMovementComponent, AIBallMovementComponent
- Changed: Mesh preview colliders page reworked
- Changed: World Editor - Edit improvements of coordinates/angles properties through a gizmo
- Changed: WeatherTool: Changed Live Edit behavior, now, manipulating the graph won't change the time of day when disabled, however, the weather will still be updated
- Changed: Create navmesh on sea level instead of seabed
- Changed: ProcAnim Editor - Will now Reset view on loading of model and set default distance on startup
- Changed: Input: IsGamepad event added
- Changed: Audio Editor - Modified signal/mixer button to only allow for opening existing files. Fixes issues in the public/retail version of the audio editor as well as opening read-only files
- Changed: Workbench: TerrainEditor: increased brush size and strength
- Changed: Loadout rework. Using a class instead of an enum
- Changed: TryUseEquippedItem and TryUseEquippedItemOverrideParams now have two new parameters. One requires the caller to specify if they want to call the action on the current weapon, or the current gadget. The other one allows the caller explicitly disable character movement during the action
- Changed: OnItemUseCompleted invoker is now renamed to OnItemUseEnded and gets invoked both when the action is completed as well as when it is canceled. Registered callbacks can use the new 'successful' parameter to distinguish these two situations
- Fixed: World Editor - Unnaccessible menu item "Save prefabs with options" in prefab edit mode
- Fixed: ScriptCompiler: Template class with attributes crash fix
- Fixed: Atmosphere: fixed sun incorrectly casting shadows while under the horizon
- Fixed: ScriptCompiler: Member vs global method call resolving
- Fixed: Animating colliders in Anim Editor
- Fixed: Config editor - Disabled when game scripts aren't successfully compiled
- Fixed: Animation Editor file selection window should show ANM files only
- Fixed: ProcAnim - Procedural animations are now properly precompiled again, removed a redundant check that skipped compilation in the editor
- Fixed: ProcAnimEditor - Procanim, preventing errors in new file creation in public/retail
- Fixed: Workbench: TerrainEditor: reduced lag on the first click during sculpt
- Fixed: Tripod turns now uses command params instead of the TurnAmount variable
- Fixed: FindEntityByID crash
- Fixed: Oversight naming conflict of cameraData in ADS camera (Thanks GlutenFreeVapes for the report) (#T168569)
- Fixed: SCR_NavigationBarUI is now more mod friendly (#T167518)
- Fixed: TracePosition didn't call filter callback
- Fixed: VME in SCR_EquipClothAction when checking if the equip cloth action can be performed
- Fixed: EntitySlotInfo::AttachEntity has now the correct return type
- Fixed: Repeater BTnode behavior
- Fixed: Some classes didn't have his scripted attributes loaded correctly
- Fixed: Retrieving UIInfo instances via prefab source data returns null (#T167392)
- Fixed: Logout wasn't working in Workbench
- Fixed: Crash with modded PlayerMenuEntries.conf
- Fixed: SCR_StringWrapper renamed to SCR_WaypointSet
- Fixed: Fixed the replication race condition in OnItemUseEnded, where the server would delete an entity on clients before RPCing the function on them. SCR_OnItemUseEnded now gets called on clients too
- Fixed: Opening ghost preview in Workbench without World Editor opened could result in a crash
- Removed: GetLookAtAngularVelocity method
- Removed: Removed dead code - CharacterControllerComponent::GetPlayGesture() and PLAYGESTURE InputFlag
- Exposed GetRelativeWaterLevel function on CommandHandler
- The game occasionally freezes for a few seconds after getting out of the driver's seat of a vehicle
- Online session progress isn't loaded after a server crash or restart
- The front wheels of U.S. Supply trucks aren't animated properly
- Downloading addons fails if a player downloads mods in the background whilst doing other actions.
- A workaround is to patiently wait in the downloading screen after initiating the mod download until it finishes
- If your addons get corrupted, and you're getting "Failed to start with the following mods" even after restarting the game, delete your addons from your device.
- To do that on PC, navigate to the game profile folder (%USERPROFILE%\Documents\My Games\Arma Reforger) and delete the addon folder
- To do so on Xbox, hover over Arma Reforger in Xbox Home and press the View button, go to "Manage game and addons," and delete your Saved data.
- Spawning on Radio Operator spawn point sometimes spawns players at an incorrect location
- Game Master:
- Entities from addons can be incorrectly shown in the GM Entity browser
- The equipped weapon gets stuck when choosing the saved loadout in the deploy screen
- Switch to a secondary weapon or select a grenade and jump
- Contents of the jacket and pants aren't loaded when choosing saved loadout
- Vehicles are spawned without handbrakes engaged.
- Map Background color isn't matching the sea color
- Rarely the combat patrol scenario cannot be finished due to the destroy objective not spawning an object to destroy