Cover image of 1.1.0.8 Experimental Update

Attention Soldiers,

We updated the Steam and Xbox Experimental applications of the game. This version brings new assets, fixes, optimizations, changes, and a brand new scenario: Combat Ops Everon.

We encourage everyone to jump into the Experimental Game and try out the new additions. We would also like to remind you that this version may not be as stable as optimized as the Main Game.

There are several known issues with the Combat Ops scenario, whereby certain objectives may not complete properly. We are aware and will be implementing fixes as soon as possible.

In addition, we would like to remind modders, especially map and scenario creators, to read our Modding Update addressing potential data loss caused by entity-class changes, and how to avoid it.

1.1.0.8 Changelog

Playable content

  • Added: Combat Ops Everon

Conflict

  • Added: More defensive positions for FIA bases

  • Changed: FIA supply caches will no longer be depleted on session start.

  • Changed: The rate of progression through ranks has been significantly reduced when transporting troops by helicopter.

  • Changed: Requests for transportation are now limited to deployable radios positioned by the player's group.

  • Changed: The victory timer no longer fades out when the game is paused.

  • Changed: The rate of progression through ranks has been increased for killing enemies.

  • Changed: The rate of progression through ranks has been increased for deploying radios.

  • Changed: Vehicles requested in a base without a fuel supply point now start with only a limited amount of fuel.

  • Changed: Fuel supply points built-in bases no longer affect the seizing timer.

  • Changed: Defending radio relay stations in an enemy's radio range now also triggers rewards for the defender.

  • Changed: Friendly bases will no longer generate supplies while under attack.

  • Changed: Increased deploy time on bases under attack

  • Tweaked: Rules for supplies being generated in bases

  • Tweaked: Supply storage placement in the vicinity of military bases

  • Fixed: Building and dismantling support structures in bases now has a real-time effect on the seizing timer.

  • Fixed: Enemy faction can no longer observe map icon flashing when you start capturing a base.

  • Removed: Respawn on non-deployed radio backpacks

Assets

  • Added: M16A2 camouflaged variants

  • Added: M16A2 carbine

  • Added: NSV heavy machine gun and 6T7 tripod

  • Added: UK-59L machine gun

  • Added: 1P29 rifle scope

  • Added: PGO-7V3 launcher scope

  • Added: SPP scope for NSV machine gun

  • Added: AK-74N assault rifle

  • Added: RPK-74N light machine gun

  • Added: Carry handle red dot sight

  • Added: RF-10 radio backpack for FIA

  • Added: UAZ-469B armed vehicle, version with PKM and version with UK-59

  • Added: Orlik watch for FIA

  • Added: KLMK oversuit

  • Added: TAZ83 blouse and pants

  • Added: KZS blouse and pants

  • Added: SSh-68 helmet with KLMK, netting, and KZS cover

  • Added: Civilian clothes - denim jacket, turtleneck sweater, pants, suits, raincoat, hats

  • Added: Civilian vehicle Šárka S1203

  • Added: Civilian vehicle Šárka S105

  • Changed: M203 grenade launcher model 

  • Changed: M16A2 was reworked, divided into parts, and remastered

  • Changed: M21 texture

  • Changed: 4x20 carry handle scope

  • Changed: GP-25 grenade launcher model

  • Changed: AK-74 textures and model

  • Changed: M9 pistol reworked

Stability

  • Changed: RegionalDestructionManager and DestructibleEntity replication is safer in case of errors

  • Fixed: Removal of dead bodies, abandoned items, and vehicles not working correctly (T177376)

  • Fixed: Crash caused by reloading while a turret was being deleted 

  • Fixed: Possible crashes where TurretControllerComponent expected presence of BaseWeaponManagerComponent

  • Fixed: Crash when leaving compartments of a vehicle without a physics component

  • Fixed: Crash when death ragdoll ends on remote proxy

  • Fixed: Crash on navmesh when building Compositions 

  • Fixed: Crash on turrets with no sight component 

  • Fixed: Navlink edges falling out of bounds of heightfield causing crash

AI

  • Added: Cover system

  • Added: Agents received basic training in the use of smoke grenades in medical situations

  • Added: Agents reactions to explosions 

  • Added: Group investigation of potential sources of detected grenades 

  • Changed: Door links now use navmesh agent radius for pass and intersection checks

  • Changed: Renamed AILimit methods so they make more sense

  • Tweaked: rules for selecting targets for AI

  • Tweaked: now AI will not attack enemy vehicles that are already burning

  • Tweaked: All vehicles now utilize SCR_VehiclePerceivableComponent instead of VehiclePerceivableComponent. NOTE: This change might break vehicle prefabs. Please ensure you have backed up your work.

  • Fixed: Incorrect shifting of paths to the right

  • Fixed: AI character was not able to aim while reloading

  • Fixed: Animals could get triggered by disabled AIs

  • Fixed: Birds flying in place

  • Fixed: Crash when AI is switching weapons and is put into the unconscious state 

  • Fixed: AI shooting at disabled AIs 

  • Fixed: Birds not being visible 

  • Fixed: PerceptionComponent now properly determines its FOV

Modding

  • Added: Properties to systems at the project level 

  • Added: Access to LOD index in anim expressions

  • Added: HijackDamageHandling, a function that gives a large control of DamageHandling to script 

  • Added: DamageManager.ShouldCountAsHit, moddable function to ignore hits on damage managers

  • Added: UpdatePosition/UpdateAAB/UpdateRadius to respective grid maps 

  • Added: RegisterEntity/UnregisterEntity to TagSystem 

  • Added: DamageContext class interface

  • Added: Visual warnings when entities with damage managers are missing hitzones or a default hitzone

  • Added: Entities with damage managers without hitzones will not be spawned when going into play mode

  • Added: Workshop: Script API to get the list of contributors 

  • Added: SetIKTarget and SetIKTargetPlane functions on CharacterAnimationComponent

  • Added: Event for showing/hiding player loadout gear during vehicle get-in/out animation

  • Added: Anim event for spawning/despawning prefab with RplComponent in L/R hand prop bone

  • Added: BaseCompartmentManagerComponent.GetOwner to script

  • Added: ItemUseParameters can now specify the Binding Name to which the item's animation graph should be bound

  • Added: Support for Event_Item_Action_MakeItemInvisible to make an item invisible during ItemUse

  • Added: SetMaxHealth forces health sync to clients

  • Added: GetHitZoneByColliderID and GetHitZonesByColliderIDs

  • Added: Getters for finding actions of provided type in AIBaseUtilityComponent

  • Added: Script getters for various components in BaseTarget class

  • Added: Ability to change IKPoses per magazine and ability to provide IKPose override based on stance for weapons and items 

  • Added: InventoryStorageManagerComponent.CountItem to count the number of items from a predicate inside the inventory

  • Added: AIWeaponTargetSelector.HasWeaponOfType

  • Added: AIWeaponTargetSelector.FindWeaponOfType

  • Added: AIWeaponTargetSelector.GetMagazineCount

  • Added: InventoryOperationCallback.GetItem to be able to know which item is used in the operation

  • Added: Optics - Ability to standard reticle colors via attributes of SCR_2DOpticsComponent

  • Added: AttachmentSlotComponent.ShouldSetResource/ShouldSetAttachment API

  • Added: On SightComponents on weapons you can force the nearby DOF to be the simple depth of field for this sight

  • Added: Option to lower player weapon when using SCR_ScriptedUserAction.OnActionStart

  • Added: Graph API 

  • Added: SCR_ContainerBudgetManager class for managing budgeting on game systems or frame-dependent logic

  • Added: "Save In Loadout" property on BaseInventoryStorageComponent, to decide if the storage should be saved in the loadouts

  • Added: Vehicle overall drivetrain damage can now be retrieved using the GetMovementDamage method 

  • Added: SCR_WheeledDamageManagerComponent which can take in account wheel damage 

  • Added: NwkPhysicsMovementComponent to synchronize generic physical objects in multiplayer

  • Added: Systems can now decide if they are only on client, only on server or on both 

  • Added: Systems can now save and load replication data between client and server 

  • Added: Systems can now send broadcast RPCs from server to clients 

  • Added: UpdateBlacklist, OnInsertRequested and OnBeforeDelete to provide scripted control over the GarbageSystem (T176454)

  • Changed: The GarbageMananger was replaced by the GarbageSystem. It is now configured only through the ChimeraSystemsConfig.conf. The config layout has been adjusted to give mods finer control over rule priority

  • Changed: TagManager entity is now the TagSystem. Any usage of the old entity class in custom maps needs to be fixed.

  • Changed: SCR_WheelHitZone now inherits from SCR_VehicleHitZone 

  • Changed: EWheelDamageState renamed to SCR_EWheelDamageState 

  • Changed: HitZoneContainerComponent is now sealed

  • Changed: Renamed ScriptedHitZone to SCR_HitZone

  • Changed: Renamed SCR_DestructionBaseComponent to SCR_DestructionDamageManagerComponent

  • Changed: ActionManager in the PlayerController isn't assigned if the PlayerController doesn't belong to the locally controlled character

  • Changed: Renamed PlayerController.OnPlayerRegistered to PlayerController.OnLocalPlayerRegistered as it better describes when the method is called

  • Changed: Reworked functionality of SCR_AdjustSignalAction to support click, click and hold as well as hold and scroll actions 

  • Changed: SCR_ResourceContainer.SetResourceValue to SetResourceValueUnsafe

  • Changed: SCR_ResourceContainer.SetResourceValueEx to SetResourceValue

  • Changed: PIP Optics - Parallax m_fProjectionDifferenceScale replaced with m_fVignetteParallaxScale that accounts for optic FOV 

  • Changed: Integrated rest of muzzle attachment classes (pistol and 308) present in Attachments Compatibility addon with vanilla game. Please remove any dependency on the Attachments Compatibility addon in your mod, since it will clash with vanilla classes. Names of the muzzle classes are the same so it is not necessary to change it in the data itself.

  • Changed: Game Master (GM) now takes character Groups, Characters, and Vehicles from the Entity Catalog rather than the Game Master specific list. This means that the two lists are now merged into one and the catalog entry requires the editor data type in order for it to show up in the correct modes. While the old list is still supported (and stays for things such as compositions, systems, and props), any new entities of the named types will be added to the catalog only. 

  • Fixed: Previous params fetch fail when publishing an addon for the first time was logged as an error

  • Fixed: BaseContainer.Cast was always returning null

  • Fixed: Crash in anim editor when adding event to very long animation 

  • Fixed: SCR_Shape.DrawCircle precision issues with small radius

  • Fixed: It was not possible to call super method in overrides of PerformReaction of SCR_AIDangerReaction-derived classes, which made it hard to mod those methods

  • Removed: SCR_HitZoneContainerComponent

  • Removed: BaseScriptedDamageManager

  • Removed: EMISSIVE_GLASS_SLOTS property from StreetLampComponent. This is not supported anymore. 

  • Removed: SCR_FuelNozzleComponent

  • Removed: InventoryItemComponent.SetCanBeGarbageCollected method and attribute, replaced by UpdateBlacklist calls to the GarbageSystem directly

General

  • Added: JIP functionality for after death deactivation of character

  • Added: Character can now be forced into fall by applying enough up impulse

  • Added: Allow rebinding lean and stance adjustment modifiers

  • Added: Support for multiple sight components on turrets 

  • Added: Player's movement speed and stamina consumption is influenced by the slope of surface they move against

  • Added: Game modes can now have Supply resource system disabled and Spawn cost now has a multiplier dictating how many supplies it costs to spawn

  • Added: Saved loadouts are now available after a disconnection or a kick

  • Added: Arsenals with repair kits to Tool Racks in the world  

  • Added: Server restart timer to end screen

  • Added: Inventory - Press F/Y to equip, and hold F/Y to use an item directly. Thanks to Scalespeeder for the suggestion! 

  • Added: Game master mode now allows for placing vehicles with crew and/or passengers using the toolbar buttons when placing a vehicle 

  • Added: Vehicle ground and water collision VFX and SFX

  • Added: Free Roam Building mode is now used for requesting vehicles and AI soldiers. Possibility to command AI in base via Free Roam Building

  • Added: Parallax projection for PIP sights

  • Added: Rotor collision particles and sound effects for helicopters

  • Added: Static compositions are blacklisted from Game Master asset browser and are only available at specific places in world

  • Added: All weapons have a tailored depth of field intensity when using Bokeh

  • Added: Game Master now features a "Create Player" action and the associated Controller input is to double tap "a."

  • Added: Spawning with loadout takes the cost of the entire loadout 

  • Added: BTR-70 can be set on fire when ammo storage, engines or fuel tank are hit with penetrating ammo. Ammo storages are located above second axle and below the turret, where the ammo boxes can be seen inside cargo compartment. Engines are located above fourth axle. Fuel tanks are located in the back. 

  • Added: First iteration of simple controller keybinding

  • Added: Synchronization of physical weapon drop 

  • Added: ScreenShake for occupants effect when crashing any vehicle 

  • Added: Game Master now supports Replicated Visibility setting where if enabled, when the visibility of an Game Master Entity changes, it is replicated to all Clients

  • Changed: Vehicle inventories have been changed. Items have been updated and some vehicles now have arsenals with specific items

  • Changed: Optimizations around InteractionHandlerComponent

  • Changed: Relays now only work if the encryption matches the transmission

  • Changed: Vehicles - Default fuel consumption multiplier reduced from 12 to 8 

  • Changed: Game Master Content browser now supports entries from the Entity Catalog and is used to spawn vehicles and groups in build mode

  • Changed: Increased the fuel support station range of fuel pumps to make refueling with larger vehicles easier 

  • Changed: Arsenal items in catalogs can now have separate costs for arsenal items depending which system asks for the cost. Magazines in resupply kits, for example, will have a separate cost from magazines in arsenals to balance out use cases 

  • Changed: Rotors now take collision damage at lower speeds 

  • Changed: Inspect Casualty Widget now disappears after 5 seconds 

  • Changed: Vehicle ramps in the world now have the ability to repair vehicles fully with the Repair wrench

  • Changed: Ragdoll simulation is now independent of server FPS

  • Changed: The garbage collection behavior was adjusted to minimize the impact on gameplay:

    • Items on the ground will not be removed while a player is within a 5-meter radius of it

    • Vehicles loaded with at least 25% of their supply cargo capacity have twice the lifetime (40 instead of 20 minutes)

    • Getting within a 25 meters radius of a vehicle will reset its lifetime to at least 5 minutes and will only start to count down once no more players are nearby (T177753)

    • The Game Master clean map button no longer removes items dropped, or vehicles exited within the last minute (e.g. reduce disruption to players working on their loadout)

  • Tweaked: Prone weapon deployment offset of buttstock from shoulder has been changed to prevent weapon clipping into the head

  • Tweaked: Unconscious ragdoll parameters, so it doesn't end so quickly

  • Tweaked: Significantly reduced secondary fire damage and removed impulses from them 

  • Tweaked: Increased reload time of M60 and PKM on tripods to 7.5 seconds 

  • Fixed: False positive weapon deployment positions, where the weapon would undeploy in next frame

  • Fixed: Character would be teleported on top of another character if they run into each other

  • Fixed: When a character enters fall and is unconscious it doesn't interrupt it but makes it ragdoll instead

  • Fixed: When a character becomes unconscious when falling it didn't exit fall command

  • Fixed: Freezing of game when player ejected from flipped vehicle

  • Fixed: Dropping ALICE Automatic Rifleman with machine gun ammo and picking it up will place magazines outside of pockets 

  • Fixed: Character was slowly sliding away from the turret at certain angles

  • Fixed: Character orientation in unconscious animation is now calculated using normal of surface

  • Fixed: Particles were not paused anymore 

  • Fixed: Character can no longer fall through small gaps

  • Fixed: Character doesn't get pushed away from surface when landing during jump

  • Fixed: Jerrycan could be desynced if left inside vehicle while in hand

  • Fixed: Character movement uses mousewheel speed adjustment even when input type is analogue 

  • Fixed: Character turning at a spot on a slope leads to continuously interrupted turning animation

  • Fixed: User actions were sometimes hard to access/view 

  • Fixed: Character exiting from a turret propped up on sandbags would exit in the air and drop down 

  • Fixed: Gadgets - Equipped gadget was sometimes still attached to character's hand when pointing 

  • Fixed: Character could interrupt continuous action and continue it right away, breaking anim 

  • Fixed: Character - Selecting an item/gadget while loitering will equip that item once loiter is canceled 

  • Fixed: Street lamps were not correctly disabled when playing during daytime 

  • Fixed: Replication flags of throwing did not reset on the server, leading to bugged out throwing animations

  • Fixed: Character - Ragdoll started inside/on top of the vehicle when a character dies at the beginning of getting out animation 

  • Fixed: Character - ADS toggle in rejected while obstructed in 3rd person view 

  • Fixed: Flickering powerline shadows on world leaf boundaries

  • Fixed: Streamed in dead bodies didn't have their physics destroyed

  • Fixed: Dropping your clothes while a tool is in your hands won't leave you stranded with the tool stuck to the hand, visible to everyone

  • Fixed: Character stuck in the falling animation after jumping off a ladder

  • Fixed: Character got stuck in item changing when they started falling right after exiting a vehicle

  • Fixed: Server Browser - Stuck in a password loop when displaying details 

  • Fixed: Climbing on a ladder and running away could cause a character desync

  • Fixed: Character got stuck if they started using an item immediately after using the previous item had finished

  • Fixed: Forced freelook now does not reset toggle freelook input

  • Fixed: Dropped jerrycan cannot be refueled

  • Fixed: Vehicle 3rd person camera offset was too extreme

  • Fixed: Host would lose mouse control of character when a client dies

  • Fixed: Ladder command is not cancelled when character is teleported away from it while climbing 

  • Fixed: Hide gadgets in hand when doing picking up animation 

  • Fixed: Helicopters involuntary take-off when ground assist is enabled

  • Fixed: Player could get stuck in inspect animation  

  • Fixed: Magazine/Grenade stuck to players hand when reloading is interrupted 

  • Fixed: Collimator sights were jittery

  • Fixed: Character preview was very slow

  • Fixed: Major character shaking during weapon deployment while moving weapon using A/D in first person view

  • Fixed: The grass was flattened under helicopters even when it was high in the air

  • Fixed: Game Master button being visible in debriefing menu when it should not be

  • Fixed: Destruction multi-phase component plays duplicate destruction effects when destroying it with RPG in multiplayer

  • Fixed: Keybindings - Missing input filter preset names on Game Master category bindings 

  • Fixed: Keybindings - Missing input filter preset names on Manual Camera category bindings 

  • Fixed: Keybindings - Missing input filter preset name on Common - Perform action binding Kicking and banning player as client in admin mode

  • Fixed: Moving inventory items within character inventory while virtual arsenal was open would cause them to get refunded

  • Fixed: Opening virtual arsenal within character storages caused it to become bugged

  • Fixed: Supply explosion VFX for vehicles was paused until vehicle appears on screen 

  • Fixed: Turret freelook was influenced by weapon elevation 

  • Fixed: Fall damage is now applying damage to physical hitzones and can be healed 

  • Fixed: Listen Server - Dropping weapon as the Host would drop them for connected clients 

  • Fixed: "Clear dead or destroyed entities" GM action is available for client GM

  • Fixed: Moving Items directly to a vehicle while the vehicle storage is opened and the trunk is full will now move the item into cargo if it is available and has space

  • Fixed: Arma vision player character effects are not applied to enemy faction

  • Fixed: Windows are not destroyed

  • Fixed: Random Weather Changes parameter in mission header is now working correctly

  • Fixed: M72 launcher had excessive depth of field effect in ADS when using Bokeh

  • Fixed: Vehicle refund action works properly now

  • Fixed: Character/Soldier/Group refund action works properly now

  • Fixed: Conflict - Transporting dead crew members no longer awards rank progression

  • Fixed: Supply count not updating properly on build mode

  • Fixed: FIA arsenals did not have the system filter assigned to them 

  • Fixed: Supplies not updating correctly when Game Master moved compositions with supply storages 

  • Fixed: Game Master: Updated entities in the game master to have a default Entity name instead of a placeholder name 

  • Fixed: SCR_ResourceSystem.OnUpdate VME when deleting a vehicle

  • Fixed: Conflict - FIA enemies should no longer appear in player's near proximity

  • Fixed: "Trucker Joe" achievement would not be unlocked even when the condition was met

  • Fixed: Controls - Radial menu does not block aiming with mouse 

  • Fixed: Tasks were not able to be assigned via map marker

  • Fixed: PIP Sights - Reticle lines were significantly thicker compared to 2D sights, despite using the same texture 

  • Fixed: Car engine stop sounds were not being played 

  • Fixed: Players couldn't spawn on a base that doesn't have enough supplies 

  • Fixed: Conflict - "Base seized" jingle playing when connecting to a match

  • Fixed: Smoke trail of a rocket disappeared right at the moment the rocket exploded

  • Fixed: Building preview could be possibly spawned to player who doesn't use his shovel or the preview is out of his reach

  • Fixed: Arsenal did not refund dropped weapons

  • Fixed: Moving items after interacting with Arsenal caused them to get refunded

  • Fixed: Sandbox resource container decay and gain grace/timeout periods now take effect

  • Fixed: Empty groups on Game Master are no longer visible

  • Fixed: Debriefing screen Chat and GM buttons could not be used via keyboard/controller

  • Fixed: Debriefing screen could not be opened via keyboard/controller

  • Fixed: Tasks with unassigned faction threw VME on UpdateMapTaskIco

  • Fixed: U.S. Command Post now properly shows up when searched through Asset Browser within Game Master

  • Fixed: Character's stance wouldn't reliably change when character was colliding

  • Fixed: Character was sometime falling straight down from flying helicopter

  • Fixed: CWU-27/P Pilot Coveralls have spots on the rear of the characters that clip through the model 

  • Fixed: Removing uniforms and/or helmet in a vehicle will no longer make your backpack reappear 

  • Fixed: Shells were not getting replicated over long-range distances

Server Administration

  • Added: RCON - Configurable limit for max connected RCON clients (maxClients)

  • Added: Server config parameter to completely disable AI (disableAI)

  • Changed: RCON - Exposed logs to normal log level

  • Fixed: RCON - Minimum length for password (3 characters) was missing in config validation schema

  • Fixed: RCON - Update interval for better responsiveness when processing commands

  • Fixed: RCON - Removed null-terminator in response packets for Protocol Compliance

  • Fixed: RCON - Whitelist and blacklist params could not be defined with empty arrays

  • Fixed: Server will now shutdown with proper error message when it is launched with blocked addons.

Gamepad

  • Changed: Control scheme for character has been adjusted based on community feedback and current possibilities 

  • Changed: Jump out actions - 2x instead of Hold, to better prevent accidental ejections

  • Changed: Freelook - RB Hold instead of RS Click toggle

  • Changed: Temporary sprint by keeping LS pressed allowed again

  • Changed: Adjust lean changed to RS + LS Horizontal

  • Changed: Adjust stance changed to RS + LS Vertical

  • Changed: Helicopter engine to LS + X (was View + X)

  • Changed: Helicopter brakes to LS + B (was View + B)

  • Tweaked: Simplified WeaponSelectionContext

  • Reverted: Quick slots reverted to Hold View

  • Reverted: Lower weapon reverted to RB + B Click

  • Reverted: Safety reverted to RB + B Hold

  • Reverted: Weapon selection back to View + XYAB

  • Reverted: Drop back to View + DPad Left

  • Reverted: Unequip back to back to View + DPad Right

  • Reverted: Point hand back to RB + DPad Right

  • Reverted: Switch optics back to RB + Y Click

  • Reverted: Toggle illumination back to RB + Y Hold

  • Removed: Focus from RS Hold

  • Removed: Toggle freelook from RS Click

Scenario Framework

  • Added: SlotWaypoint with extended waypoint API for SlotAI

  • Added: New attributes for SlotAI such as formation, combat type, and perception factor

  • Added: AI actions for SlotAI 

  • Added: Action Spawn Objects Based On Distance with many options

  • Added: Action On Compartment Entered Or Left

  • Added: Audio Voiceline Actions and processing based on spawned objectives

  • Added: Action Show popup notification

  • Added: Action to feed string parameter according to the prefab display name

  • Added: New vehicle actions to start/turn off engine, Set Fuel, OnEngineStarted/Stop events, and DamageWheels

  • Added: Randomize ragdoll attribute for Kill Entity action

  • Added: SpawnPoint Plugin API

  • Added: Better descriptions, new prints to inform scenario creators about improper setup, and simplified getting entities

  • Changed: Wait and Execute action extended by randomization and looping settings

  • Fixed: Action Show hint not working on dedicated server

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