Cover image of 0.9.9.83 Experimental Update

Attention soldiers,

We're going to update the Steam and Xbox Experimental applications of the game. The game will be updated today, August 24th. There will be server downtime between 12:00 - 15:00 CET.

0.9.9.83 Changelog

Game

  • Added: Everon - New Power plant location

  • Added: Everon - Tourist trails

  • Added: Everon - Set of recreational props

  • Added: Everon - Flavor update (murals, posters, notice boards)

  • Added: New color variants of Church_01

  • Added: New variants of cargo containers

  • Added: Ocean simulation synchronization

  • Changed: Everon - Satmap updated

  • Changed: Increased saline bag effect from 30 to 90 seconds

  • Changed: Map markers configured

  • Tweaked: Blending of ADS state in different situations

  • Fixed: ArmaVision Camera was visible on the map which allowed players to exploit it as a map marker.

  • Fixed: HUD Manager's Layer Handlers didn't register themselves to HUD Manager upon initialization.

  • Fixed: Base supplies are no longer deducted for pre-built services when loading a save

  • Fixed: Game Master budgets desynchronizing for clients

  • Fixed: Newly joined Game Master Clients have the wrong budget information

  • Fixed: Arland base couldn't be captured because defender FIA AI was spawned inside a fuel tank

AI

  • Changed: AI simulation was spread through multiple frames by default

  • Fixed: Navmesh Server should run only when using Workbench

Visuals

  • Added: Ambient Insects

  • Added: Shore wave effect

  • Added: Tessendorf foam accumulation

  • Added: Particles - Emissivity curve

  • Added: Per-effect particle collision presets

  • Added: Particle lights - world-space relative y-translation

  • Added: Particle light shadows

  • Changed: Forest Generator now supports partial regeneration

  • Tweaked: Particle emissivity multiplier - better behavior for LV < 0

  • Tweaked: Particles - Better behavior of emissivity map

Stability

  • Fixed: Compartment occupant was cleared too early leading to a server crash later

  • Fixed: Crash that happened when destructible entities had HandleDamage called with non-valid damage types

  • Fixed: Crash when trying to host the game from the client

  • Fixed: Crash when download fails due to lack of storage space

  • Fixed: Workbench crash with EquipedLoadoutStorageComponent

  • Fixed: Crash caused by improper handling of controls

  • Fixed: Linux server crash with DetachEntity

Workshop

  • Added: Downloading calculation of size between version patches

  • Added: Author block/report cancel when joining a server

  • Tweaked: Workshop - download speed optimization

  • Fixed: Crash when addon download fails due to CRC check or corrupted SHA

  • Fixed: Workshop - download may freeze if the connection is unstable

Modding

  • Added: ParticleEffectEntity is now replacing SCR_ParticleEmitter

  • Added: BaseWorld::GetTimeSlice script API

  • Added: Ability to disable AIGroup/AIAgent from script and code

  • Added: Particles API getters/setters support for Max LV param

Audio

  • Added: WaterDepth signal

  • Added: Dedicated sounds for explosions in water

Known Issues

  • All vehicles will disappear after 10 minutes of not using them

  • Deleting all dead bodies and destroyed vehicles with the GM can lead to the kick of all GMs from the server

    • Workaround: Delete entities in smaller batches.

  • Some buildings/compositions can be built without a proper obstruction check making these buildings/compositions unusable 

  • After enabling a previously disabled add-on, included missions are not displayed in the "Scenarios" tab until the game is restarted

  • Characters in the turrets sometimes start drifting away creating a surrealistic portrait of a man with really long arms holding a turret

  • Deleting objects/fortifications does not reimburse supplies when it was built from a supply truck but deleted from the camp's freebuilding mode

  • Players sometimes cannot join already existing groups on the server after they connect

  • Exploding on own placed mines while in a vehicle counts as Friendly Fire on DS

  • Respawning on the radio in the vehicle will not allow players to use gadgets

  • Screen effects (from blood loss for example) are displayed over UI elements such as chat

  • Radiofrequency defaults to 32 (or 38 for Soviets) no matter the group

  • Downloading progress can overflow 100% due to wrong data count. This happens when downloading of the same addon is paused and unpaused

  • Xbox: The player isn't informed about full addon storage

  • AIs can teleport behind the wall if they are not able to get there normally

  • Players can get stuck in a tripod turret if they fall into an unconscious state and get healed

  • The turret will continue firing when a player enters an unconscious state while shooting

  • A client can crash after trying to download the mod again with an unstable connection

  • Players in gunner position can't capture bases

  • Entity filters in GM do not work properly

  • Incorrect faction player count in the Deploy Menu

  • Binoculars overlay can get stuck on the player's screen after entering/leaving GM/ArmaVision

  • VFX explosion is triggered when the vehicle hull hit zone receives damage

  • Using a lightning strike with GM that has a character placed in the scenario will not do anything

    • GM needs to delete his character or change the keybinding for the lightning strike

Warning: 

  • Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs.

    • Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts.

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