Attention soldiers,
We updated the Steam and Xbox Experimental applications of the game.
1.0.0.38 Changelog
Game
Changed: Inspect Casualty Widget now disappears after 5 seconds
Fixed: Passengers in a helicopter were turned 45 degrees counter-clockwise
Fixed: Lights would turn off after the shutdown timer expired, but emissive parts would remain lit
Fixed: Vehicle previews are displayed with loaded supplies despite not having supplies
Fixed: Weapons are not rendered when viewing characters at long distance
Fixed: Bases in conflict generated supplies on initialization to the wrong priority regarding supply containers and depots.
Fixed: Gadgets - flashlight is turning off when put away / ADS
Fixed: Game Master compositions can be placed in positions where it shouldn't be possible.
Fixed: It was possible to get out from the hovering helicopter. Get out action has been disabled when altitude above ground level exceeds 3 meters
Fixed: Refunding a vest in the arsenal breaks it into its components
Playable Content
Fixed: Conflict - Bases are no longer marked as out of signal range when covered by both the Mobile Command Unit and radio tower while reaching only the tower
Multiplayer
Added: Navmesh Streaming can be disabled from server config - disableNavmeshStreaming - https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#disableNavmeshStreaming
Controls
Fixed: Gamepad - Inverting aiming at the controller should not affect the helicopter's cyclic
Fixed: Wrong scaling of diagonal controller inputs, causing rectangular movement instead of oval. Thanks to bigbe28 for the report
Stability
Fixed: Crash when moving a large number of entities in World Editor in Workbench
Fixed: Crash on Xbox when a particle effect with a nonexistent particle prefab is simulated
Fixed: Crash on Xbox caused by birds
Workshop
Fixed: Xbox - workshop updates would always fail for addons greater than 2GB
Known Issues
Game:
Supply amount on bases is 0 after loading session save
Players are unable to change stance after getting dragged from the vehicles when they are unconscious
Getting into an unconscious state while leaving the vehicle can lead to player desync
Players sometimes cannot join already existing groups on the server after they connect
Persistent Sprint and Aiming Down Sights controls do not register properly when using a controller
Characters in the turrets sometimes start drifting away creating a surrealistic portrait of a man with really long arms holding a turret
Players are unable to trigger lights with a widget in the vehicle in the first-person
Load button in the Pause Menu does nothing
The base will sometimes show the supply count in a decimal number
Some items in the inventory can look blurry and have a low poly texture
UI in the vehicle or the turret can be hard to see
Composition holograms completely blind players when they are building structures with a shovel
FidelityFX Super Resolution reset after changing the Quality preset
Moving items in the inventory while using Arsenal will consume these items
Players that die with the shovel equipped will see the composition holograms even without it
The supply amount in build mode does not update correctly
AIs will continue firing in the same direction from turrets if they fall unconscious
AIs from the Living Quarters gather together when defending the base
Players are sometimes not able to repair some zones on vehicles
Binoculars overlay sometimes gets stuck on the screen
M998 is getting caught on small curbs and other small objects
Some fortifications are getting deleted on the server after placement
Building previews are rarely visible for players without shovel equipped
Players sometimes see only the disassemble action on recently placed composition
The backpack is not visible in inventory after being equipped
Missing clutter on Radeon cards post 23.9.1 driver
Game Master:
Players getting killed by GM are punished for suicide
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
Players leaving GM on a populated server have a higher chance of being kicked from the server
Warnings:
Progress is not indicated when processing downloaded data
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