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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. Changelog:


  • 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


  • 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


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

  • Fixed: Jittering of Collimator sights


  • Removed: Custom stylesheet option


  • 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)


  • 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


  • 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


  • 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


  • 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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