Attention Soldiers,
We updated the Steam Experimental application of the game.
This Experimental release is available exclusively on Steam. It is still very much a work in progress, and we cannot guarantee stability. For this reason, we have decided not to release it on Xbox, where an increased crash rate could jeopardize the availability of the Experimental Application on the platform.
Experimental releases are primarily intended to gather player feedback, allow modders to prepare for upcoming updates, and enable us to deliver changes more fluidly. Since Steam Experimental Application player counts are significantly higher than those on Xbox, and modders work exclusively on PC, we decided this platform would be better suited to this release.
1.3.0.18 Changelog
Assets
Added: LAV-25 - Olive green and MERDC variants
Added: BRDM-2 - USSR and FIA variant
Added: UH-1H gunship
Added: Mi-8 gunship
Added: US M252 and Soviet 2B14 mortars
Added: Trees can now be destroyed
Added: Buildings can now be destroyed
Added: Civilian Mi-8 and UH-1H variants
Added: BTR-70 FIA variant
Added: Possibility to turn out in various positions in LAV-25, BRDM-2
Added: Possibility to turn out as commander in BTR-70
Added: LAV-25 can be reloaded by user action near repair trucks and vehicle depots
Added: Crew uniforms and helmets for both US and Soviet side
Added: Ballistic table gadgets that contain all mortar shell ballistic data
Added: Separate map kits for the US and Soviets that contain different protractors
Added: Soviet O-832DU HE shell, D-832DU smoke shell, and S-832S illumination shell
Added: US M821 HE shell, M853A1 illumination shell, M819 smoke shell, and M879 practice shell
Added: Special mortar ammo containers that can store the shells
Added: Field Manual: mortar page
Added: Gunships: attached rocket pods, rocket pod carriers, and pilot sights
Added: UH-1H and Mi-8 gunship rocket pods can be rearmed at helicopter landing pads
Added: UH-1H gunship variants with HE and HEDP rocket pods mounted
Added: Ruins for all buildings
Added: Multiple variants of UAZ-452 Buchanka - Cargo, transport, FIA, and civilian
Added: Cargo variant of Šárka 1203
Added: UK-59 4x scope
Added: Majority of gunner positions in light vehicles now have animated getin and getout actions
General
Added: Backblast damage for RPG-7 and M72 LAW
Added: Server name display in the top right corner. This can be turned off in the Interface settings.
Added: Arsenal has items that are rank-locked. Certain items are gated behind a specific rank, and arsenals cannot be used if a player has the Renegade rank.
Added: Razor wire damage effects. Razor wire can be walked through, but only slowly, and applies damage to characters.
Added: Extended identity for characters, allowing them to have a more advanced identity along with a bio. This identity can be found as Personal Belongings in the character's inventory, and depending on the game mode, these identities might even contain valuable intel that can be handed in.
Added: Hand slot for carrying gadgets when the player doesn't have space in their inventory
Added: Mortar muzzle blast functionality
Added: Mortar recoil functionality
Added: Functionality that allows for adjusting of charge ring amount used to propel mortar shells
Added: Functionality that allows for setting fuze time for selected mortar shells
Added: Medical Arsenals back into the field hospitals.
Added: Perceived faction. The game now knows if a player is disguised as another faction or an unknown faction. Killing a disguised friendly player no longer punishes the killer. However, killing enemies while disguised does punish the killer.
Added: New type of supply box for cargo trucks with canvas
Changed: Refactored User Action HUD elements
Changed: Supply cost, capacities, and rank limitations for all vehicles and items
Changed: Climbing and jumping are not possible while walking through razor wire
Changed: Added more informative notification texts for situations where a player is unable to place an item
Changed: Added fire geometry colliders to 6B2, PASGT, and M69 vests so they fully use ballistics
Changed: Friendly fire kills in the kill feed are now visible to the entire team of the players involved, showing both the killer and the victim. The game master is still able to change the setting to the default killfeed, as well as the players involved only killfeed setting.
Changed: Medical items are no longer available in the ammunition supply point compositions
Changed: Repair truck range has been increased so it can more easily allow for helicopter repairs
Changed: Reworked character impulse to be more realistic and effective in case of explosion impulses
Changed: Weapon now cannot be deployed during animations that heavily alter weapon aiming direction
Changed: Changing map gadget scale and resetting their rotation switched to double-click from single-click
Changed: Protractor rotation can now be reset
Changed: The contents of vehicle inventories have been changed
Changed: The M2HB now comes equipped with 4-ball to 1-tracer magazines again; associated vehicle inventories have been adjusted to this change
Changed: Removed virtual ballistic protection from all armors
Changed: Vehicle inventories' configuration (volume, max weight, and size) has been updated to a more consistent and logical state
Tweaked: Bleeding thresholds of various hit zones
Tweaked: Extended limits for ADS during weapon deployment.
Tweaked: Increased GarbageSystem lifetimes of bodies and items to 15 minutes for Combat Ops
Tweaked: Increased movement penalty on leg damage effect
Fixed: Emissive lights were not visible for MP clients
Fixed: If a client equipped a gadget, the host wasn't able to use his weapon
Fixed: Parts of the vest disappeared when looted from a dead body after moving some distance
Fixed: Adding a character to an existing group resulted in a negative budget value for the system
Fixed: Fall to ragdoll transition is now much smoother and more natural
Fixed: Character position desync when streaming in a character that was getting out of a turret
Fixed: Characters getting killed right after getting out of a vehicle
Fixed: Characters standing next to a burning vehicle did not properly get their instigator
Fixed: It was possible to load containers stored inside other containers to the point that they exceeded the parent's storage limits
Fixed: It was possible to scale the protractor
Fixed: Limited movement penalty on leg damage effect to a preset value, so you aren't fully blocked from moving
Fixed: Multiple bugs when calculating new GM budget costs
Fixed: Rain was not visible in PIP scopes
Fixed: Refunding items with storages (such as backpacks) with items in it now refunds the correct amount of supplies
Fixed: Turrets animated from an old position when switching gunners from different clients
Fixed: Unconscious characters always played animation on their back
Fixed: Weapon deployment sometimes didn't find the most suitable deploy point in Windows
Fixed: Weapons would be inserted into backpack rather than into their respective slots
Fixed: You can no longer refund items at arsenals if the Game Master has disabled the arsenal
Fixed: Vehicles would continue to smoke when player fully repaired them
Fixed: Gadget slots wouldn't update their content when an item was transferred from the arsenal
Fixed: The pilot would be blamed for a helicopter crash even when the rotor was destroyed by another player
Fixed: The pilot/driver would be blamed for the crash of the vehicle when they were knocked out or killed by another player
Fixed: Main Menu Recent scenarios section now displays the last played scenarios
Playable Content
Added: Singleplayer Scenario: Elimination
Added: Western Everon and Montignac Conflict variants
Added: Fire Support Course to Tutorial
Added: Compositions that don't belong to any base now spawn a crate that holds refunded supply, allowing players to collect and use it.
Added: HQ command posts now have basic Ammunition and Medical Arsenals.
Changed: Bases capturing logic. Defending faction can no longer deploy on bases that the enemy is capturing. The capturing timer is now also increased per each radio connection to a friendly base, giving defenders more time to react to an attack on a base in the rear.
Changed: Conflict: Preplaced helicopters now use civilian variants
Fixed: It was possible to place a defend waypoint outside of building radius
Editor
Added: Effect modules to Game Master (GM), allowing the Game Master to place mortar strikes, smoke grenades, minefields, and flares
Added: GM can now set faction relationships for playable factions
Added: Commands for requesting AI to fire mortars by players and Game Master
Added: New temporary ban options for admins
Added: GM Saves can now be published to Workshop
Changed: Redesign of Search and Destroy waypoint for GM
Fixed: Vehicles that were neutralized by the Game Master wouldn't emit burning sounds and wouldn't deal damage from fire
Stability and Performance
Changed: Improved performance of GM budgets
Changed: Improved performance of Toggle Toolbar Actions
Tweaked: Improved performance of deleting big groups of entities from GM, in workbench, and as a client
Tweaked: Multiple other smaller performance improvements
Fixed: 20+ possible crashes
Fixed: 1000+ bugs
AI
Added: AI group combat modes: Hold Fire, Return Fire, Fire at Will
Added: AI agents went through basic training of shooting at moving targets
Added: AI car driver can turn towards target position when gunner is doing suppressive fire
Added: AI soldiers can briefly look around at other threats (gunshots, explosions) when attacking an enemy. Previously, they were locked on target during an attack, making it impossible to spot an enemy out of their view cone.
Changed: Improved avoidance of oncoming vehicles
Changed: Increased Search And Destroy waypoint radius to 30m
Changed: Reworked AI follow behavior. Now, it should work better when following the squad leader in case of AI commanding. Bots will decide to follow or react to threats depending on whether the squad leader wants to move or stay.
Changed: Reworked AI reactions to gunshots and explosions. Now, danger events are split into sectors, which helps with AI awareness of gunfire in big fights.
Changed: Setup of NavmeshRecastConfig on base AIWorld. Navmesh was sometimes missing from the previous one
Fixed: AI group kept shooting at old waypoint position if the suppressive fire waypoint is moved by Game Master
Fixed: AI soldier was not healed by his group if he becomes unconscious without bleeding, but bleeding starts afterward
Fixed: AI soldiers reacted to gunshots sooner than sound or bullets could reach them. They were able to dodge a bullet at a range of 300+ meters. But this was more likely if AI was forced to a low LOD value.
Fixed: AIs were not disembarking from unusable vehicles when under forced move
Fixed: Friendly fire check was disabled in suppressive fire behavior, which led AI to have friendly fire casualties
Fixed: When following a player squad leader, AI subordinates did not engage the enemy due to follow behavior having higher priority than attack behavior.
Fixed: 100+ other issues
Controls
Added: Z Hold to toggle turn out, Z Click to toggle door or hatch open/close
Added: B Hold to toggle turn out. Note: "Get out" can now react to B Click only, it has to be released quickly enough to register.
Audio
Added: Long-range sound system that will play mortar firing sounds outside of the streaming range
Changed: 200+ tweaks and fixes in audio data
Scenario Framework
Added: Artillery Support waypoint
Added: Attribute to finish trigger on being empty
Added: Attribute Pass Spawned Entity for Plugin Spawn Point
Added: Change Time and Change Weather actions
Added: Change User Action Visibility during runtime
Added: Character In Vehicle Condition
Added: Dynamic Despawn for Layers that are managed by Areas
Added: Entity Name Filter for Triggers
Added: Failed Actions for Action Based on Conditions
Added: Get Top Parent getter
Added: Set Faction to CAH Area and Add Score to CAH Faction actions
Added: Support for Faction Aliases to Actions and Triggers
Changed: Custom Trigger Conditions now support logical operators
Changed: Waypoint Completion Radius attribute unified to use Slider widget
Fixed: Randomized scenario starting time in a given range didn't work
Fixed: Attack/Support Attack objectives didn't finish on servers
Fixed: Civilians were messing up Dominance Trigger calculations
Fixed: Hierarchy order was not the same in-game as it is in World Editor sorted by name
Fixed: Layer Tasks with ON_TASK_INIT got despawned when Dynamic Despawn was not active for their Parent Area, when they shouldn't have
Fixed: ON_INIT activation type was not initializing layers
Fixed: Repeated spawn for AI units was not assigning waypoints properly
Fixed: Task Move sometimes was not working when spawned in runtime
Modding
Added: Arsenal Refund effect on item refunded, allowing any item to execute logic on server when it is refunded at a (friendly) arsenal
Added: Arsenals with overwrite configs now support an optional faction check, allowing the arsenal to only show the items of the arsenal faction rather than always showing all items in the overwrite config at all times
Added: Callback "OnPilotingCompartmentChanged" that is called when switching pilots in vehicles (helicopters)
Added: CanTurnOut flag and TurnOutDoorIdx to specify which door to open when turning out
Added: Catalog Inventory items can now have a separate refund amount from the supply cost
Added: Config templates of wheeled vehicle engines under path Prefabs\Vehicles\Core\Configs\Engines
Added: Control hints: New attribute SCR_AvailableActionContext.m_iTimeToShow, which determines how quickly the control hint will be shown to the player
Added: Created SCR_FilteredInventoryStorageComponent that can only store items with compatible ECommonItemTypes
Added: Event_OnEntityBudgetUpdatedPerEntity, which is invoked every time the budget of an entity changes. This used to be Event_OnEntityBudgetUpdated
Added: Exposed CharacterControllerComponent::CanJumpClimb
Added: GarbageSystemConfigComponent that can be added to the GameMode entity to override the global configuration for scenario-specific needs.
Added: Helper function BaseDamageEffect.IsValueChangeAllowed. It can be used to know when a DamageEffect has been added to an ExtendedDamageManager
Added: MultiFireWeaponManagerComponent which can fire more than one weapon per frame
Added: New perceived faction logic has been added to the game. Characters no longer have the FactionAffiliationComponent but instead, a new SCR_CharacterFactionAffiliationComponent, which handles the perceived faction. SCR_ItemOutfitFactionComponent can be added to items, which allows modders to assign one (or more) factions to an item. The new SCR_PerceivedFactionManagerComponent allows you to tweak the settings. By default, the perceived faction system is disabled.
Added: Possibility to add and remove weapons from turrets
Added: Possibility to limit character's max speed using CharacterControllerComponent::OverrideMaxSpeed
Added: SCR_CharacterAnimationComponent.c with an attribute to tweak explosion impulse intensity
Added: SCR_UniversalInventoryStorageComponent.GetEstimatedCountFitForResourceWeight()
Added: Weapon group functionality to TurretControllerComponent
Added: Weapons can now be added and removed from turrets
Added: Slotted entities now have a "count as parent for explosions" field when registering. Slotted entities with this box checked will not block explosion traces to their parent.
Added: Support for more than three custom damage states
Changed: Moved commonly used destruction methods like CalculateMomentum to SCR_DestructionUtility
Changed: Added new flags to EAmmoType enum
Changed: Added script invoker to SCR_ExplosiveChargeComponent, which contains information about the changed fuze type
Changed: Added scripted getters for min, max, and current value to the SCR_AdjustSignalAction for improved modability
Changed: Catalog data getter now checks if the class is equal to or inherited from another class
Changed: Control hints: Added a bool for checking the persistent state of SCR_VehicleTurboCondition and SCR_CharacterSprintingCondition
Changed: Control hints: Reworked SCR_CharacterBleedingCondition, SCR_CharacterSprintingCondition, and SCR_VehicleTurboCondition to not accept a float as an attribute
Changed: Converted all private methods and variables to be protected
Changed: Converted Endscreen text to RichText
Changed: DamageEffects can't change their damage type, instigator, or affected hitzone once they are added to an ExtendedDamageManager
Changed: Due to the rework of AI gunshot reactions, the SCR_AIObserveUnknownFireBehavior class is now obsolete. Avoid using it. Instead, gunshot reactions utilize the class SCR_AIObserveThreatSystemBehavior
Changed: Event_OnEntityBudgetUpdated now only happens once a frame.
Changed: Game Over screen now sends over the SCR_BaseGameOverScreenInfo class, which can be used to obtain data from
Changed: Implementation of fall damage for ragdolls and animated characters is now fully in script
Changed: Changed priority of storages and increased storage priority of all character slots to 100
Changed: Made SCR_GadgetComponent.CanBeHeld() return m_bCanBeHeld attribute that can be configured in the prefab
Changed: Proxies can no longer change the damage type of a DamageEffect
Changed: Removed restriction for value of AdjustmentStep from SCR_AdjustSignalAction
Changed: Renamed image widgets in InventoryAmmoType.layout to be in line with names of corresponding enums of EAmmoType
Changed: SCR_BaseSupportStationComponent has been updated to allow support stations to also generate supplies, not just consume. Including some variable changes in the SCR_BaseSupportStationComponent.IsValid() method, and the GetSupplyCostAction() has been renamed to GetSupplyAmountAction()
Changed: Sight illumination switch sound now supports turrets
Changed: Spawning entity prefab with variants (game.SpawnEntityPrefab) has been renamed with the Ex (Extended) prefix to separate it from the base spawn functionality.
Changed: Those methods in SCR_AICombatComponent are not used internally and thus are now marked as obsolete: ResetCombatType, SetDefaultCombatType, SetCombatType, GetCombatType, SetHoldFire, SetActionAllowed, GetAllowedActions, IsActionAllowed
Fixed: A bug where DamageEffects could be applied to hit zones not contained in the ExtendedDamageManager containing the effect
Fixed: Adding more than 12 character slots to the InventoryUI.conf would result in the creation of a second column with duplicated slots
Fixed: Character slots that would go beyond the max row size were not moved to the next column.
Fixed: CharacterCommandClimbResult variables were not working properly.
Fixed: GetEstimatedCountFitForResource now correctly returns a value based on volume
Fixed: HitZone.OnDamage damageContext.damageValue now contains the effective value instead of the raw value.
Fixed: Calls to HandleDamage from script weren't passing the damage source.
Fixed: Turrets that want to receive updates when empty now also update TurretComponent, not only TurretControllerComponent
Removed: Unused count parameter on some inventory methods and callbacks.