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