Cover image of 0.9.9.62 Update

Attention Soldiers,

We're going to update the Steam and Xbox versions of the game. The game will be updated today, August 10th. There will be server downtime between 12:00 - 15:00 CET.

0.9.9.62 Changelog:

Game

  • Added: Missing controls for the player list

  • Added: Conflict - Navmesh regeneration for buildings spawned automatically

  • Added: Is Player Pending for Editable Characters are now replicated.

  • Added: Layout Switching and Layered Placement for HUD Manager.

  • Tweaked: Moved some of the optic-related parameters to WeaponOptic_Base prefab

  • Tweaked: Rearranged the position of the new game materials related to personal protection - some of them were in the Core folder

  • Tweaked: Added VestArmored_Base base prefab

  • Tweaked: Added base prefab for PASGT vest

  • Tweaked: M2 sights - are now in the folded state since we don't support zeroing, also tweaking the default camera setup so sights are useable from 0m to circa 400m

  • Fixed: Default action on 6B2 & M69 vests (correct one is now inherited from base prefab)

  • Fixed: Incorrect time format in welcome and role selection screens

  • Fixed: Spamming bleeding icon appearing and disappearing in the top right of the inventory

  • Fixed: M1 helmet protection

  • Fixed: M249 not aiming straight in the prone position

  • Fixed: HUD Manager Editor Initialization event not registering fixed.

  • Fixed: 2D optics - all scopes are missing 2D reticle/scope image entirely on clients

  • Fixed: Switching to Editor with 2D Optics doesn't hide the Optics

  • Fixed: ScreenEffects were displayed only in the upper left corner

  • Fixed: Character inputs don't work after joining some modded servers and then switching server

  • Fixed: Dying with a grenade in hand will cause the grenade to drop and explode, but other players could not see the grenade or the explosion

  • Fixed: M72 was not put on back if unequip was interrupted

  • Fixed: Warhead was ticking on the dedicated server all the time

  • Fixed: Player Spawning counting towards AI Budget.

  • Fixed: Preview of arsenal saved loadout was showing a naked character

  • Fixed: White flashes when opening menus

  • Fixed: Interrupting get-in action gives vehicle faction affiliation when empty

  • Fixed: Extra LOD on 6B2

  • Fixed: Colorless tracers at night

  • Fixed Broken aiming with raised grenade

  • Fixed: Condition evaluation in ambient patrol priority system

  • Removed: Old Info Display Handlers

AI

  • Fixed: Some soldiers in large groups were stuck with raised weapons during attacking

  • Tweaked: AI characters should now collide with the "dynamic" layer

  • Fixed: AI tasks and components now don't use input ids when the world is being deleted

  • Fixed: AIWorld was ticking on the clients

Scenario Framework

  • Added: Tasks in multiplayer are assigned to the proper faction (using the faction key attribute)

  • Added: Fixed the tutorial.

Game Master

  • Fixed: GM can't place characters in doctor seats of ambulances

  • Fixed: Game Master budget count stopped working.

  • Fixed: Player spawning/respawning increasing the Game Master's budget for AI Characters

  • Fixed: Screen effects were visible in GM

  • Fixed: Empty Radial showing up in Editor

  • Fixed: Editor radial menu is not displayed if it's empty

Modding

  • Added: Users can now specify contributors when publishing their addon

  • Fixed: Jittering of Collimator sights

Workbench

  • Removed: Custom stylesheet option

Workshop

  • Changed: Addons from -addonsDir parameter now take priority over addons from the Workshop

  • Fixed: Delta Patching for addon updates

  • Fixed: Infinite loading when downloading addons (partial fix) (#T174245)

Stability

  • Fixed: Crash when loading multiple JSON structures at once

  • Fixed: Terrain Editor - Crash when trying to import invalid/unsupported PNG

  • Fixed: Online: Downloading addon on Xbox crash fix

  • Fixed: Server browser crash - ImageScale::Download

  • Fixed: Stack overflow when the player created a new group and was already spawned

Editor

  • Fixed: Editor's Notifications positions fixed

Enfusion Blender Tools 0.9.9 Changelog

Model Quality Assurance

  • Added: Convention check for material names

  • Changed: Planarity, convexity, and non-manifold checks exposed to GUI

  • Tweaked: Mesh validators can be now assigned with a dedicated button, instead of automatic assignment during the reporting process

  • Tweaked: Conventions & Mesh topology checks now have their own operator (button in GUI)

  • Tweaked: UVs check is done on all objects not only LODs(_lodx)

  • Tweaked: Both reports check only selected objects

Materials Workflow

  • Added: Support for exporting materials to Workbench and editing shader materials

  • Added: MatPBRTreeTrunk and MatPBRTreeCrown shader

  • Added: MatPBR2Layers shader

  • Added: Emissive texture type(EM) + NTC

Terrain

  • Added: Terrain chunk can be now sent from World Editor to Blender, modified, and send back to World Editor

  • Tweaked: ASC terrain file import performance improvement

TXA Exporter

  • Fixed: Issue with random deleting of Armature object

  • Fixed: Issue with wrong clean up of duplicated Armature used for applying scale

  • Fixed: Switching between actions when exporting multiple takes (actions)

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 reconnecting to the server are missing ArmaVision and Building interface rights. The only way is to disconnect from the server and connect back

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

  • Players reconnecting to the server are not joining the group where they were and need to rejoin the group

  • Players can soft-lock themself when joining a server with a mod that they reported. They need to cancel the mod report in the Workshop to be able to join the server

  • 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

  • The game can crash when the download fails due to a lack of storage space

  • 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

  • Game master budget desynced between different GM clients

  • Players are unable to cancel Report to Author while joining a server with the reported mod

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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