Attention Soldiers,
We updated the game on both Steam and Xbox.
Arma Reforger version 1.2.1 brings long-awaited features from the roadmap and other improvements, quality-of-life tweaks, and more.
Suppressors
Soviet and US factions can now equip suppressors to their main assault rifles. The AK-74 and the AKS-74U can now equip the PBS-4 while the M16 and the M16 Carbine use the Mark 3 suppressor. The reduced sound of your weapon and the masked muzzle flash can significantly help to conceal your position from the enemy.
Increased Grass Render Distance
The maximum distance at which grass stops rendering has been doubled from 150 meters to 300 allowing for increased visual fidelity and more engaging combat at a distance.
Server Queue
No more repeated refreshing of the server browser! Join a queue and simply let the game connect you to the server when a space opens up.
Other Notable Improvements and Changes
Weight matters! Keep an eye on the amount of equipment and ammo in your loadout as overencumbrance now affects your speed and sprinting capabilities. Capturing enemy bases has been improved with the ability to dismantle services. When you are actively capturing, you can now take down enemy services, such as the antenna, which will prevent the enemy from spawning near you. Now, you can also change flashlight colors to prevent the enemy from detecting you at night while still being able to see close by.
Read the full list of changes, tweaks, and fixes below!
1.2.1.169 Changelog
Assets
Added: New skinning on all heads, allowing animation of faces
Tweaked: Collision material of M151A2 and M998 (seats were impenetrable)
Tweaked: Obstruction on Mi-8 side doors
Tweaked: Šárka 1203 yellow variant now correctly uses yellow interior material
Tweaked: Metal parameters of the SSh-68 helmet to decrease strength
Fixed: Basebody_Male_Head_01 assigned materials and tweaked assigned materials in CharacterHead_Preview prefab
Fixed: Character can get stuck halfway between attaching to vehicle on client if you manage to invoke user action first frame after previous one ended
Fixed: Mi-8 APU leaking light
Fixed: Turtle neck was clipping with neck
Fixed: SpherePointGeneratorPreview.et had incorrectly named default variable.
Fixed: Weapon switching was missing from turrets
Fixed: AKS-74U collider
Fixed: Duplicated furniture in House_Village_E_1I02
Fixed: Invisible user action of M997 ambulance
Fixed: Pilot switch seat context position
Fixed: Mi-8 navigator pose when the engine was turned on
Fixed: Position of dovetail slot on AKS-74U
Fixed: Uncovered FIA and CIV variants of UAZ-469 did not eject rear passengers when flipped on the roof
Fixed: Vehicles were catching fire from API & tracer rounds very easily
Fixed: Vehicles - Door were closed but visually opened after interrupting get out animation with movement input
Fixed: Vehicles - Machine gun was stuck in quickbar after exiting machine gunner seat
Fixed: Vehicles - UAZ front wheels sunk in surface
Removed: Testing variant of M70 jacket
Playable Content
Added: New Tutorial scenario
Added: Players are now able to disassemble enemy structures in conflict as long as they are capturing the corresponding base
Added: Capture and Hold game mode and scenarios are now part of the base game
Changed: Conflict: Base icon no longer shows respawn cooldown after being seized in case of insufficient radio coverage
Changed: Conflict: FIA supply caches now replenish their storage depots faster
Changed: Conflict: Notifications are now controlled by Notification Interfacesettings
Changed: Capture & Hold: Area stays captured and is not cleared when a player leaves the area
Changed: It's no longer possible to deploy on a Mobile Command Unit with a custom loadout
Tweaked: Combat Ops: Added flares and AKS-74U to hideouts
Fixed: Combat Ops: Garbage Manager deleted Task entities when it should not have
Fixed: Combat Ops: Deliver Ammo/MedicalSupplies/Ammo task finished itself as player approached it
Fixed: Conflict: Infinite XP by unloading supplies
Fixed: Conflict: Radio signal was not working on Conflict North & South scenarios
Fixed: Conflict: One of the US starting vehicles in Morton HQ would spawn in the ocean in smaller Everon scenarios
Fixed: Low performance after selecting a faction in conflict role selection menu
Fixed: It was possible to respawn on a lost base
Fixed: Players received XP for transporting AI units
Fixed: Chat window was not visible on scenario restart of Combat Ops
Fixed: Disassembling compositions did not reset the base budget after save loaded
General
Added: 7 new achievements
Added: Language switching in edit boxes
Added: Reporting of players with inappropriate behavior
Added: BallisticTable::GetAimHeightOfProjectileAltitudeFromSource that computes aim height compensation for a target with different altitude than the shooter for ShellMoveComponent projectiles
Added: Inventory Slot icon for carried objects
Added: Collimator sights can now be used as vehicle sights
Added: NoParent camera for 3rd person vehicle
Added: Vehicles now take damage when falling into water
Added: Compartments are now at risk of being ejected when vehicles are damaged by large explosions or collisions
Added: Destruction for Freezer_01 asset
Added: Destruction for ScaleMedical_01 asset
Added: Turrets can now be controlled from within other compartments (unmanned turrets)
Added: Portion of blast damage is delivered without trace at close range
Added: Ability for explosions to pass through surfaces depending on material
Added: Sniper rifle magazines to Arsenals
Added: Minefield sign preview image
Added: Additional animation events Event_Vehicle_CanFinishAction to the OpenDoorOut animations
Changed: Settings menu MainMenu tile replaced by Icon in the account bar
Changed: Settings: Moved "Use 2D optics" to "Video" section
Changed: Settings: Moved "Use software cursor" to "Video" section
Changed: VON now shows enemy players' names
Changed: Increased the incendiary effect of destroyed fuel tanks on trucks
Changed: Heavy explosives such as AT mines deliver significantly more damage
Changed: Increased force with which players push and pull flipped vehicles
Changed: Improved intractability of userAction contexts on all M16 and AK variants
Changed: Door retrying opening/closing after collision, timer reduced from 2s to 1s
Changed: Helipads now use the entire helicopter to calculate the repair and refuel action distance
Changed: Character now doesn't land with gravity disabled
Changed: Clients can no longer change DamageEffect values and call certain functions
Changed: Detonators are moved into the explosive category in Arsenals so they are together with the Explosive Charges
Changed: Group description and name now reset on leader leave
Changed: Climb-down animation no longer abducts your camera whenever you make a step down from a low-height object
Changed: Starting weapon inspection now cancels ADS (Aim Down Sights)
Changed: Explosives: Order of the action for arming and picking up the item
Changed: Explosives: The order of action when inspecting a detonator that has connected charges
Changed: Field Manual Page: Interactions
Changed: Field Manual Page: Suppressor
Changed: FPS limit set to 30, 40, or 60 FPS now works with a 120Hz monitor
Changed: Grenade throw can now be interrupted by vehicle actions
Changed: Player group invite is now a multiline notification. This change fixed sticky notification issues with clipping, button icons, and background.
Changed: Disabled objective opening with a shortcut when the map is open
Changed: The player list voting dropdown menu now fits the text properly
Changed: Commanding quickslots now are looking similar to other active quickslots
Tweaked: Readded animations of get in and get out for the M923A1 cargo passengers that was removed during the GIGO refactor
Tweaked: Color of the Šárka 105 lights
Tweaked: Changed vehicle buffer save binding name from FullBody to FullbodyGadget
Tweaked: Attachable entity types for waypoints and tasks
Tweaked: Uncovered CIV and PKM variants of UAZ469
Tweaked: Ural and M923A1 character animations
Tweaked: Helicopter turret camera pitch/yaw effect reduced to 10%
Tweaked: Main menu changed the textures of the tiles to more polished and color-graded ones
Tweaked: Bleeding starting values adjusted to changed damage effect values
Tweaked: When a turret reload is canceled with the magazine still inside, it will display the magazine
Tweaked: Clear weather
Tweaked: GarbageSystem not collecting discarded grenades
Tweaked: ChurchSmall ladder's exit point was one bar too high
Tweaked: Lowered wood kinetic resistance so that 7.62x39 is still able to penetrate 60mm thick doors
Tweaked: Further improvements to the WeaponInfo HUD
Tweaked: Notifications now correctly show that a player is killed by the Game Master (GM)
Tweaked: Collim_AP2k ADS time so it's on par with ADS time on M16 with iron sights
Tweaked: HDR darkness/brightness limits, target brightness + shutter limits by weather cycle
Tweaked: First step in zeroing of Vz. 58 to 330 m
Tweaked: Vehicle character animations for Ural 4320, UAZ-469, Šárka 105, Šárka 1203, M998, M997, and M1025
Tweaked: Fueltank_02 hitzone on Ural 4320 prefab
Fixed: Xbox: Mouse sensitivity options weren't available if a keyboard was used prior to entering the menu
Fixed: Vehicles: Unflip occasionally exerted huge negative force depending on movement or rotation speed
Fixed: Shared animation variables did not get copied immediately when SyncWithCharacter was called, instead of waiting until their first change.
Fixed: Reconnecting into a character using a turret misplaced the character
Fixed: Milliradian rangefinding text in the Field Manual now corresponds with its new image
Fixed: Gadgets: It was not possible to select gadgets such as the map while in turret ADS
Fixed: AI soldiers spawned by other players were recruitable
Fixed: Unflipping actions were too optimistic with the number of players required
Fixed: M72A2 rear sight clipping when aimed at certain angles
Fixed: Random selection of time and weather followed the same pattern
Fixed: Unconscious death animation made the characters inside the vehicle jump up from the seat
Fixed: Unconscious state of Mi-8 navigator was using death animation instead
Fixed: Player was unable to join a server until unrelated downloads were finished
Fixed: Blur on inventory item slot turned off when item was locked
Fixed: Quickbar would get incorrectly resized when items of size other than 1x1 were assigned to quick slots 6-10
Fixed: Player would get duplicate regeneration effects by removing tourniquet after bleeding was stopped
Fixed: Doors were visually closed when vehicle with open door was loaded
Fixed: Driver and codriver would get ejected to the roof when killed inside the vehicle
Fixed: Uninjured characters could be healed
Fixed: Character would float in crouch stance
Fixed: Water erasers rendering
Fixed: Getting out of a helicopter mid-flight sideways teleported the character toward the ground with no damage
Fixed: First-person-view camera in prone turned randomly after interacting with vehicle doors
Fixed: Time to end ragdoll was using wrong default value
Fixed: TurretADSHold had 250ms delay instead of instant (-1)
Fixed: Projectile simulation did not stop when game was paused
Fixed: Optimized healing DOT greatly by only healing hitzones that are still damaged
Fixed: PIP Scopes - Division by zero when equipping different weapons
Fixed: Infinite loop when fire would try to damage random hit zone
Fixed: Ladder animations for entering and exiting ladder from sides were not rotation independent and were not triggering when direct exit was available
Fixed: Interior windows had wrong interior material on glass
Fixed: Inventory hint displaying of title and text
Fixed: Flares did not appear for JIP players
Fixed: Ammunition transferred from Arsenal occasionally ended up on the ground
Fixed: Pinewood Lake physical layer set properly to Water
Fixed: Explosive charges were garbage collected from player inventory or storage containers
Fixed: Explosive charges would remain attached to the slotted parts of the vest when player would equip that vest
Fixed: Character teleported under terrain when they exited some flipped vehicles
Fixed: Character raised weapon when vaulting in lowered stance
Fixed: Hints were not shown even when enabled in Interface settings
Fixed: Highlights on storage depots no longer ignore equipment storage components when searching for free slots
Fixed: Gadgets: Compartment restrictions for gadget types did not remove gadget from hand because they waited for animations
Fixed: Gadgets: It was possible to equip shovel in vehicle
Fixed: Guard tower setup that allowed for entering and exiting using points on sides at the top of tower ladder
Fixed: Gadget of the same type would be equipped if player would try to put away such gadget using shortcut while having more than one in their inventory
Fixed: Drawing on top of some markers would open their respective menus
Fixed: Drawn lines on the map would scale improperly when zooming in or out
Fixed: Gunner actions were missing on doors for clients
Fixed: Adjusted stance sometimes did not work in ADS
Fixed: When teleported out of a fast-moving vehicle, the character was not ragdolling
Fixed: Resetting of inputs when occupant dies or goes unconscious
Fixed: Incorrect recoil translation was applied to the camera while ADS of turret-mounted weapons
Fixed: M1025: Gunner "remove casualty" interaction was sometimes missing
Fixed: Characters were getting stuck when dismounting the camouflage net turret on a slope
Fixed: Mine explosions couldn't trigger a chain explosion due to low damage caused by other mines
Fixed: Passengers were stuck when getting into the Mi-8
Fixed: Cutting the bottom of Czech language privacy policy
Fixed: JIP group name blocking
Fixed: keybinds in Item > Radio and Helicopter Movement Field Manual pages
Fixed: WeaponUI was partially cut off
Fixed: Interrupting weapon reload didn't cancel weapon animation
Fixed: Entering UH1H for the second time got character stuck
Fixed: Unreliable changing stance from prone using dynamic stance input
Fixed: When in turret, character would sometimes have different poses based on the height of the handle
Fixed: When getting into M151A2 left back seat from outside, the text said "Switch seat" instead of "Get In"
Fixed: M21 AP magazine contained FMJ ammo instead of AP
Fixed: RPK tracer magazine wasn't full of tracer rounds
Fixed: M21 tracer magazine didn't use tracer rounds
Fixed: Interrupt grenade throwing when opening/closing vehicle door or getting into vehicle
Removed: Obsolete mags for UH1H
Removed: Decimal numbers in radio frequencies
General Controls
Added: Official support for TrackIR
Added: Gameplay setting to enable or disable default freelook in aircraft while using controller, useful for rebinding the right stick
Added: Gameplay setting for additional focus intensity while using PIP sights
Added: VON: Action to cycle squad/platoon transceiver. Default: Caps Lock 2x
Added: Keybinding: Ability to have platform-specific bindings
Added: Ability to adjust magnification sensitivity curve in controller settings. 0% disables scaling with FOV, 100% means linear reduction compared to reference 1x FOV
Added: Control hints indicating that currently held item can be inspected
Changed: VON: Unified action to toggle long-range radio, acts as toggle both on gamepad and on keyboard. Default: Ctrl + Caps Lock
Changed: VON: Simplified and improved consistency of keyboard and gamepad controls
Changed: Weapon: "Safety" changed from Delete to Shift + V Hold
Changed: Helicopter: Engine stop default binding changed to Ctrl + R
Changed: Switch optics changed from Ctrl + Mouse Wheel to Mouse Wheel Click while aiming - modifier is no longer feasible for default binding due to collision with adjust stance/lean and exclusivity
Changed: Illumination changed from Ctrl + Mouse Wheel to Mouse Wheel Hold while aiming
Changed: Automatic ADS focus is paused during freelook
Changed: Toggle bipod default changed to V Hold
Tweaked: ADS automatic focus suppression by freelook depends on the freelook angle
Fixed: Keybind hints would not show correct keys after binding was changed
Fixed: Hints would show incorrect keybinds if action was not bound to a key
Fixed: Freelook on RB prevented switching firing modes while in ADS
Fixed: VON: Radio state was changing when switching between controller or keyboard/mouse
Fixed: Item: Gadget cancel did not interrupt lower priority actions if bound to same buttons
Fixed: Weapon: "Switch weapon" action did not handle turrets properly, couldn't switch weapon on BTR-70 turret with default control scheme
Fixed: Weapon: "Switch weapon" action did not allow switching from grenade or sidearm if first slot was empty
Fixed: Helicopters did not leave ground assist mode if collective was assigned to analog input
Fixed: Some helicopter bindings were not possible to be rebound correctly. Please reset your bindings in case of cyclic forward/back action malfunction.
Fixed: Improved autohover altitude control to reduce flaring
Fixed: FreelookUp and FreelookDown did not respect vertical inversion option
Removed: VON: Removed actions to toggle radio, only proximity voice chat can be toggled now
Removed: VON: "Select direct/radio talk" and "Toggle radio" actions as part of VON control consistency improvements
Gamepad
Added: Controller preset menu
Added: Updated and Legacy control schemes
Added: RB 2x: "Toggle focus"
Added: Inventory: View + D-Pad 1x/2x: Alternate selection combo for slots 4-10, and ability to bind orders to slots 5-10 using D-Pad 1x/2x
Added: Character: LS/RS while aiming down sight: "Toggle lean left/right while aiming"
Added: Weapon: Y: 1x "Switch weapon", 2x "Slot 3"
Added: VON: Action to cycle squad/platoon transceiver. Default: LB + B
Added: Ability to bind to Menu button, if press or combo is pressed and released within 750 ms timeout
Changed: "Toggle perspective" 3PV changed to Menu Hold
Changed: "Toggle editor", "Game master ping" changed to View + Y
Changed: Modifier for common game mode features combos like Groups, Player list, Tasks, Vote, Hints moved from Menu to View
Changed: Interaction: "Perform action" from Y to X
Changed: VON: "Push to talk" LB Hold is restricted to radio, unless disabled or not present
Changed: VON: "Toggle voice" moved from LB+B to LB Click and now supports only direct talk
Changed: VON: Unified action to toggle long-range radio, acts as toggle both on gamepad and on keyboard. Default: LB + A
Changed: Inventory: Direct bindings for weapons removed from View + XYAB, please use Switch weapon on Y 1x/2x
Changed: Inventory: Increased radial quick slots menu capacity from 6 to 7 items
Changed: Inventory: "Inventory" and "Quick slots", "Quick slots (radial)" from View to D-Pad Right
Changed: Inventory: "Commanding" from View + LB to D-Pad Right + LB
Changed: Inventory: "Open gestures menu" from View + RB to D-Pad Right + RB
Changed: Inventory: "Unequip" from View + D-Pad to D-Pad Right + A
Changed: Inventory: "Drop" from View + D-Pad to D-Pad Right + B
Changed: Inventory: LB/RB is now reserved by opened container if there are multiple pages, so radio will not be broadcast while traversing arsenal
Changed: Item: "Put away" from Right Trigger to Y
Changed: Item: "Inspect" from X Hold to Y Hold
Changed: Item: "Inspect turn" from X Click to Y Click
Changed: Item: "Use item" from X to Right Trigger
Changed: Item: "Flashlight", "Flashlight Toggle" from D-Pad Left to D-Pad Up
Changed: Item: "Compass" from D-Pad Up Hold to D-Pad Down 2x
Changed: "Adjust stance" and "Adjust lean" modifier changed from RS to Hold A
Changed: Weapon: "Reload" requires initial delay on gamepad to prevent accidental usage when picking up items
Changed: Weapon: "Cycle fire modes" from RB Click to D-Pad Left
Changed: Weapon: "Select grenade launcher" from RB + A to D-Pad Left Hold
Changed: Weapon: "Safety" changed to LS + D-Pad Left Hold
Changed: Weapon: "Lower weapon" from RB + B to Left Thumb 2x
Changed: Weapon: "Raise weapon" added to Left Trigger as well
Changed: Weapon: "Rest weapon" changed to A Hold
Changed: Weapon: "Toggle bipod" default changed to A Hold
Changed: Weapon: "Melee" changed from RB+LB to RS, available while not aiming
Changed: Grenade: "Repin grenade" from X to Y
Changed: Optic: "Switch weapon optics", "Toggle illumination" from RB+Y to RB+A
Changed: Optic: "Zoom in", "Zoom out" requires RB modifier consistently with Alt + Mousewheel
Changed: Turret: "Turret next weapon" changed to D-Pad Left
Changed: Vehicle: "Start engine" and "stop engine" from X to Y
Changed: Vehicle: "Lights" and "High beam lights" moved from D-Pad Left to D-Pad Up, freeing D-Pad Left for advanced controls in future
Changed: Helicopter: Freelook not forced on gamepad by default so it can be controlled with Right stick
Changed: Helicopter: Cyclic moved from LS to RS to accommodate for pilot controlled weapons like FFARs or bombs
Changed: Helicopter: Antitorque moved from LT/RT to LS Horizontal, freeing triggers for weapon controls
Changed: Helicopter: Collective moved from X/A to LS Vertical
Changed: Helicopter: Wheel brakes moved from LS+A to A
Changed: Helicopter: "Taxi lights" and "Landing lights" moved from D-Pad Left to D-Pad Up, freeing D-Pad Left for weapon controls in future
Changed: Helicopter: Engine start default binding changed to Y Hold
Changed: Helicopter: Engine stop default binding changed to Left Stick Down + Y
Changed: Switch optics changed to D-Pad Right Click while aiming
Changed: Illumination changed to D-Pad Right Hold while aiming
Changed: Removed map cursor fade out/recenter mechanic when using a controller
Fixed: Some actions were not reset with "Reset All" on gamepad
Fixed: Actions with special gamepad preset could not be rebound on gamepad
Fixed: When using a gamepad, the map cursor could go outside of the visible area
Fixed: When using the map, the cursor could have an offset depending on the resolution
Removed: Item: "Wristwatch" from D-Pad Up 2x
Scenario Framework
Added: Action Restore Layer To Default can optionally affect randomization
Added: Actions on leaving/entering/finishing Trigger
Added: Custom task finish condition, custom Trigger Condition to check an array of generic conditions
Added: Debug menu suite with Tasks, Areas, Layer, Action, Logic, Plugin, and Condition Inspector
Added: Defend waypoint presets, Suppress, Deploy Smoke, and Animation waypoint
Added: Faction-switched objects and faction key aliases
Added: Action to set a vehicle cruise speed
Added: Action to set a signal
Added: Condition based on damage state of given entity
Added: AI Action Change Attached AI
Added: Action Delete Marker
Added: Action to Change Task Title or Description
Added: Action to randomly activate other actions
Added: Get Array Of Entities Getter
Added: Multiplayer support for Voice Over actions
Added: Sample world with Waypoints for AI
Added: Scenario Header Debug Areas and Dynamic Spawn attributes
Added: Slot Task as a debug option
Added: Possibility to set map markers as indelible by user
Added: Conditional action and distance between entities condition
Added: Hints can now show keys assigned to a specific actions
Added: Logic operators and the ability to apply them for Activation and Finish conditions
Changed: ScenarioFramework is a game system now
Fixed: IsMaster condition null pointer
Fixed: Task Clear Area sometimes could not be finished
Fixed: Tasks broke after Save & Load
Fixed: Unhandled behaviors when ScenarioFramework components got deleted
Fixed: VoiceOver not working on entities without RplComponent
Fixed: Dynamic Despawn improperly affected AI driving in a vehicle
Fixed: AI group members were spawning underground or clipping into objects
Fixed: Random Order did not work for AI Cycle Waypoint
Fixed: Save and Load was not working
Stability and Performance
Added: Missing kick code in kick dialog
Changed: Registering and unregistering projectiles for simulation to improve stability
Tweaked: Optimization of memory allocation process in a some places
Fixed: Crash in animation sampling in model-space
Fixed: Refund action error
Fixed: Callsign manager error
Fixed: Player XP Handler error
Fixed: Crash when interrupting getout from vehicle
Fixed: Crash when resetting reload in turret
Fixed: Loiter None error
Fixed: Crash when adding damage with no type
Fixed: Crash on character collision when AIWorld is not present
Fixed: Crash on exiting world while debugging
Fixed: Crash on loading save on server
Fixed: Crash when there was no game world when deleting a character animation component
Fixed: Crash when wrong compartment name was given
Fixed: Deadlock when changing character collision shape
Fixed: Potential nullpointer in bloodOnClothesSystem
Fixed: Game would freeze when player would equip a mine
Fixed: Potential nullpointer in AnimatedAmmoBeltSystem
Fixed: Crash when modifying roads
Fixed: Related Assert on bird update
Fixed: Crash on enter the edit mode
Fixed: Dedicated server crash when loading scenario with AIs
Fixed: Crash in AIFlockUpdateSystem if anyone takes a RefPtr to a bird entity
Fixed: Possible crash on vehicle x vehicle avoidance
Fixed: Crash caused by deleted consumable calling SetAlternativeModel
Fixed: Crash in AIBirdManagerComponent when a soundmap had 0 columns
Fixed: Crash on exit cause by navlinks
Fixed: VME when connecting to a terminated session
Fixed: VME with MultiPhaseDestructibles colliding with terrain
Fixed: Server crash when client started getting into a vehicle that is immediately deleted.
Fixed: Rare RoadBlockManagerCrashes
Fixed: Possible VME in spawn protection component
Fixed: Possible null pointer on task destructor
Fixed: PremiumCheckRequest pointer was not nulled upon completion
Fixed: Prevent crash when avoidance is active
Fixed: A very rare crash when an in-world instance was applied to prefab
Fixed: Crash when reconnecting after a stall in a vehicle
Fixed: VME when interacting with action that has missing UIInfo
Fixed: Callback is now static to prevent crashes
Fixed: Crash related to MapMarkers, Map Markers not appearing if not visible on MapOpen
Fixed: Possible crash in TurretControllerComponent
Fixed: Potential crash when no weapon component was found
Fixed: GPU crash fix in clutter mask
Fixed: Client crash when AI gets unstreamed while mounting a turret
Fixed: Crash after streaming out a vehicle but not passenger
Fixed: Crash when taking control from a non-pilot compartment
Fixed: Idle character physics optimization didn't work well with compound objects
Fixed: Possible crash when a deleted entity would queue a damage state change
Fixed: Several server crashes related to InventoryStreamingSystem
Fixed: Extended loading check of modded scenario
AI
Added: Obstacle avoidance to base movement component
Added: Commanding - DangerEvent OnContact with player
Added: ObstacleAvoidance shouldn't exceed infinity now
Added: AI Danger event to clear the area where a composition is about to be built
Added: AI finds the most appropriate medic, taking into account subformations and distance
Added: AIDangerEventWeaponFire - Support for reaction to suppressed gunshots
Added: Scripted danger event types, UnsafeArea danger event
Added: Soldiers learned to adapt intensity of suppressive fire based on estimated threat
Added: Optional functionality to NavmeshQuery to favor non-straight path (for basic AI flanking)
Added: When attacking and investigating AI will avoid choosing the straightest or shortest path, but will favor a flank
Added: AIExtraMoveParams class with script interface with optional movement parameters
Added: Additional Heal icon for Commanding menu
Added: Add attribute to AIWaypoints for Y-Precision
Added: Navmesh: Mark as destructible around multiphasedestructibles
Added: Possibility to set vehicle speed for AI from script
Changed: AIComponentEntity also takes into account its owner when setting its AIAgent
Changed: AITaskMoveInFormation evaluates if agent goes to its future or current formation location and its speed based on the tolerance set on the task. AITaskMoveInFormation decides how much distance the formation position is projected on the subgroup's path
Changed: AITaskMoveToWaypoint now takes into account Y-axis completion precision
Changed: Added .meta file generation for RoadNetwork state files
Changed: Added default values for AITaskMoveInFormation
Changed: Change from vertex to triangle intersection detection for roadblocks and other minor improvements
Changed: Regenerated AI ballistic tables for various rounds after changes to ballistic properties
Changed: Road network rebuilding also modifies the width of the road to prevent splitting roads when possible
Changed: Road width modifications changed to be targeted to certain areas, instead of the whole road
Changed: When group generates a new path, its handler's movement component clears current path. If group can't move on its own, don't show movement param diags
Changed: Increased walkable climb check when applying navmesh rules to connection-making
Changed: NavmeshPath starts as Invalid instead of clear
Changed: Navmesh and roadnetwork related issues found in .ent files are remapped to the Sin by default ()
Changed: Fix the issue with Ais being recruitable by players who join in progress - missing SCR_ChimeraCharacter.c file
Tweaked: Extend -disableNavmeshStreaming CLI to specify for which navmesh it should be used
Tweaked: Detection time coefficients. Now detection time is a bit bigger
Tweaked: Driving: Higher path cost for navmesh edge
Tweaked: Navmesh max slope angle limit
Tweaked: UI elements of RoadNetworkBuilderTool. Diag cleanup and diag ids for roads
Tweaked: Increased magazine count threshold for AI suppressive fire. Now AI will reserve more magazines
Fixed: Get out waypoint should unassign used vehicle
Fixed: Get Out order in AI Commanding sometimes didn't work. Sometimes group members still stayed in vehicle, other times they tried first to drive somewhere.
Fixed: Nullpointer to instance when group in LOD 10 opens gate
Fixed: AI RoadNetwork occasionally contained double points near crossroads
Fixed: AI danger event on character contact didn't work when AI couldn't see the player
Fixed: Driving: Obstacle avoidance caused movement failure
Fixed: Driving: Roadnetwork rebuild sometimes froze the whole game
Fixed: Turret operator in a car did not look forward when moving to a waypoint
Fixed: APCs PID setting for sharp turns
Fixed: Commanded AI icon did not disappear properly
Fixed: Copy constructor of Paths registers new path to PathManager. Prevented same issue for move constructor. ChildRoads generate pathpoints with correct pointers to themselves
Fixed: Crash when calling OnQueryFinished and start/end road was missing
Fixed: Crash when deleting roadnetwork Manager
Fixed: Potential crashes for incorrect updates of road parts and concurrent addition of roads while rebuilding. Fixed potential disappearing of roads
Fixed: Took first the component's controlled agent and if it was null, tried to use the owner
Fixed: Leaks on NavmeshWorld
Fixed: NavmeshWorld_Simulate_ModificationDone took too much time
Fixed: GetOut boarding parameters stuck AI
Fixed: GetOut waypoint not working, activity had 0 priority
Fixed: Doing nothing after switching seats in the vehicle
Fixed: Perception was using a bone that no longer exists
Fixed: Birds would get stuck in the air
Fixed: Crash in PerceptionComponent::GetEntitiesExcludedFromTrace if CompartmentAccessComponent is missing on entity
Modding
Added: Skeleton rig of character; added multiple bones to heads (NOTE: Dev Hub)
Added: Ability to run custom animations using NPC graph attachment node
Added: Attribute in SCR_RespawnSystemComponent for toggling Respawn button in pause menu
Added: Gesture animations and logic for sitting on bed
Added: Mood sets for facial animations
Added: New animations for the tutorial
Added: Static script invoker to SCR_PlaceableInventoryItemComponent.c that will be triggered when a placeable entity is placed by a player
Added: Ability for UserActionContext to draw actions UI at the interaction reference point
Added: Bloody clothes enable/disable toggle for CharacterDamageManager
Added: Exposed 'float UserActionContext::GetVisibilityRange(float)' to script
Added: Inventory hints, available through same as regular hints through SCR_HintManagerComponent
Added: Scripted game mode pausing
Added: Option to lock vehicle through a script or world editor
Added: Exposed Defend Presets for Defend Waypoint in the script
Added: Modders can use Animation AI waypoint now
Added: Improved SCR_SliderComponent with new attributes: multiplier, offset, and clamp before rounding, ability to show secondary value display with separate multipliers and offset
Added: Basic trigger curve templates for fire modes and muzzle components
Added: Component to implement suppressors, bayonets, and other parameter-modifying attachments
Added: Config templates for Explosion Damage Containers
Added: ExplosionDamageContainer attributes to adjust damage and range scaling powers
Added: ExplosionFragmentationEffect attribute FragRangeScale to adjust frag effect range separately from other attributes
Added: GamepadControlAircraft API in CharacterControllerComponent
Added: Improved explosives damage balancing equations, explained in descriptions of attributes of ExplosionDamageContainer, BaseExplosionDamage, and ExplosionFragmentationEffect
Added: Increased Charge Weight impact on damage output of explosives, making large explosives more powerful
Added: SCR_Math.FixAngle and SCR_Math3D.FixEulerAngle methods
Added: SCR_ResourceConsumerMilitaryBase which is a resource consumer that is now used for all supplies-enabled military bases.
Added: SCR_ResourceConsumerServicePoint which is a resource consumer that is now used for all supplies-enabled services.
Added: SCR_ResourceGeneratorMilitaryBase which is a resource generator that is now used for all supplies-enabled military bases.
Added: SCR_ResourceGeneratorServicePoint which is a resource generator that is now used for all supplies-enabled services.
Added: SCR_ResourceInteractor::OnResourceGridUpdated which gets called when the resource grid performs an update on the interactor.
Added: SCR_ServicePointComponent::GetOnBaseRegistered which is an invoker that can be used to perform logic when a base has registered the service.
Added: SCR_ServicePointComponent::GetOnBaseUnegistered which is an invoker that can be used to perform logic when a base has unregistered the service.
Added: ScriptedSerializationSave/LoadContainer to implement custom storage formats
Added: Stop explosion trace attribute in BallisticInfo of material - determines whether surface should stop the explosion trace. Can be disabled to allow explosions through pass specific materials, for example tent or truck canopy. Attribute is enabled by default.
Added: Disclaimer for modding about damage over time API in SCR_ExtendedDamageManagerComponent.c
Added: Prefabs for new bullet types, 545x39 7U1, 556x45 M193, 556x45 M196, 762x54e 7BZ3, 9x19 JHP
Added: Setting on GameModeHealthSettings component to kill players when going unconscious if they cannot wake up without a medic
Added: More modern bullets (5.45x39 - 7N10, 7N22, 5.56x45 - M855A1, M995, 7.62x51 - M80A1, 7.62x54R - 7N13, 7N14, 9x39 - SP5, SP6) for use by community
Added: Logs that will help identify complex colliders
Added: New weapon sight base prefab which is now parent for WeaponCollimator and WeaponOptic prefabs
Added: SOUND_LOAD to SCR_SoundEvent.c
Added: SetTimer function in TimerTriggerComponent for script
Added: Threshold for vehicle speed that determines when the character ragdolls when exiting the vehicle can be set on prefab and read from script
Added: Control hints - Expanded SCR_AvailableActionsConditionData with a getter for a controller of the currently used turret
Changed: Instigator is now autogenerated and sealed
Changed: Exposed functions to manage character collider to script
Changed: Instigators now have a GM type, which is set when a GM kills or damages something
Changed: Improvement for explosion debug. Change in the way coloring works in debug
Changed: DamageManager.OnDamage had the wrong damage value. DamageManager.OnDamage now will be the same as HitZone.OnDamage for the first-struck hit zone
Changed: Adjusted penetration values of bullets to more realistic values
Changed: Renamed 556 Stanag mags to specify bullet types inside
Changed: Added singular action hint for unequipping gadgets that will use gadget name from InventoryItemComponent
Changed: All configs and prefabs using SCR_ResourceConsumer for military bases have been changed to use the new SCR_ResourceConsumerMilitaryBase
Changed: All configs and prefabs using SCR_ResourceConsumer for service points have been changed to use the new SCR_ResourceConsumerServicePoint
Changed: All configs and prefabs using SCR_ResourceGenerator for military bases have been changed to use the new SCR_ResourceGeneratorMilitaryBase
Changed: All configs and prefabs using SCR_ResourceGenerator for service points have been changed to use the new SCR_ResourceGeneratorServicePoint
Changed: Base warhead prefabs use Explosion Damage Containers config templates to improve consistency
Changed: Disabled ColliderHistoryComponet on Vehicle_Part_Base.et until optimized better, remains enabled on Vehicle_Rotor_Base.et and Vehicle_Ammunition_Base.et
Changed: Improved explosive warhead configuration patterns. Please check GUIDs of fragmentation explosion damage effects in modded prefabs
Changed: Limited reference BaseExplosionDamage attributes. Reference range for 1kg TNT limited to 50 m, damage to 65535, speed to 65535 m/s
Changed: Limited reference ExplosionDamageContainer attributes. Charge Weight limited to 10 000 000 g, Tnt Equivalent (Relative Effectiveness) limited to 10
Changed: Naming of ExplosionFragmentationEffect attributes: FragRangeFactor > FragDamagePower, FragRangeFactor > FragRangePower, added FragRangeScale
Changed: SCR_BaseGameMode and SCR_BaseGameModeComponent OnPlayerKilled and OnControllableDestroyed functions and events have been updated to send over the instigatorContextData. This data contains the information of the Victim and the Killer as well as the relation between them and if they were controlled by a AI, Player, Admin/Game Master or were a possessed AI. The logic is centralized so other functions no longer need to check the player faction and the systems now know what kind of Character was killed and was the killer
Changed: SCR_SupplySystem is now used instead of SCR_ResourceSystem in ChimeraSystemsConfig.conf
Changed: Setting Case Weight, Charge Weight, TNT Equivalent (Relative Effectiveness) or Fragment Count to negative or zero sets ExplosionFragmentationEffect DamageValue to zero
Changed: Supplies replication system now allows for derived classes of SCR_ResourceConsumer
Changed: Supplies replication system now allows for derived classes of SCR_ResourceGenerator
Changed: BaseFireMode templates added and used in vanilla weapon prefabs. Please update fire mode lists in muzzles
Changed: Character control types are now flags
Changed: CommonPhysicsComponentClass::GetPhysicsLayerMask to handle BAD_INDEX properly
Changed: SCR_PlayerController.SetGameUserSettings made static
Tweaked: Removed timeCheck in SCR_ShellSoundComponent.c
Tweaked: MPD component to accommodate new sound types
Tweaked: MPD of MetalGate_04
Fixed: 2D optics misalignment no longer depends on objective FOV
Fixed: CharacterModifierAttributes disabling option to allow equipping item in vehicle did not cause gadget to be removed from hands when getting in compartment
Fixed: ExplosionDamageContainer default layer preset Projectile was not respected as default layer preset value does not work as expected. Please use provided config templates for ExplosionDamageContainer or set layer preset to Projectile manually to prevent explosion traces from stopping at wrong layers, for example Interaction
Fixed: Gadgets - Compartment gadget type restrictions were ignored when recovering hidden gadget or getting in
Fixed: ETool inheritance of CharacterModifierAttributes
Fixed: WorldSaveItem - Loading workshop settings after ID is filled in meta
Fixed: WorldSaveItem - Download and deletion issues
Fixed: WorldSubscene component changed to WorldSubsceneComponent component in Building_Base
Fixed: SCR_AddPrefabToSelectedEntities classname
Fixed: Added missing hierarchy component to Explosives_base.et
Fixed: Static method SCR_PlaceableItemComponent.GetDistanceFromCharacter() wouldn't calculate the distance properly for SCR_ECharacterDistanceMeasurementMethod.FROM_CENTER_OF_MASS
Removed: 2D optics m_vCameraMisalignmentScale attribute is no longer necessary as its use case has been fixed
Removed: Misleading ExplosionDamageContainer's Explosion Scale display that does not update while adjusting Charge Weight or Tnt Equivalent (Relative Effectiveness)
Removed: Obsolete MaxZoomInADS API in CharacterControllerComponent
Removed: Controls: Inventory20Context removed from chimeraInputCommon.conf
Removed: SCR_BTParam.ToString() as it relied on ToString() of underlying class, which is not guaranteed to exist
Removed: SCR_WorkbenchIEntityQueryCallbackArray and SCR_WorkbenchSearchResourcesCallbackArray
Removed: Most of the obsolete GameState APIs
Removed: Obsolete WorldSaveApi
Removed: Control hints - Replaced SCR_CharacterAimingSightsDownCondition, SCR_CharacterIsInGadgetADSCondition and SCR_InVehicleTurretADSCondition with single SCR_IsCharacterADSCondition
Game Master
Added: Ability for GM (and Tutorial) to enable/disable the vehicle decommission action
Added: Get out waypoint
Added: Ability to enable/disable team kill punishment
Tweaked: Blue overlay on system when opening asset browser
Changed: Player and AI Killed logic has been changed. Game Masters, Admins, and players on the admin list will never be punished for team killing
Fixed: Cycle waypoints was not working on server
Fixed: Asset browser results string
Fixed: Delay caused by preloading that caused group to not be set
Fixed: Heal option available for GM on undamaged characters
Fixed: Canceling entity transform when leaving editor mode
Fixed: Duplicate construction truck in Game Master
Fixed: Loading GM saves on server
Workbench
Added: Add prefab to selected entities world editor plugin
Added: SCR_WorldEditorTestTool.GetSelectedWorldEntitySources() method
Added: Support for Depth Of Field Advanced effect to Cinematic Timeline
Added: WorldSaveItem - option to upload runtime created screenshot as preview
Added: exposed GetPlayerPlatformKind and GetPlayerPlatformId into script
Changed: Add Prefab To Selected Entities plugin shortcut (Ctrl+Shift+V → Ctrl+Alt+Shift+V)
Changed: When going into game mode, wrongly setup damage managers now get deleted post initialization
Fixed: ScriptEditor: Ctrl+C problem
Fixed: World editor: Vector tool crash
Fixed: Freeze in WB on entering the game mode
Fixed: Audio Editor crashing on start
Fixed: Random crashes when opening editors
Fixed: Crash of decal visualizer (if intersected entity removed after decal creation)
Workshop
Fixed: Addons could be corrupted by pausing and resuming update
Audio
Added: 3 melee voice variations for Russian voices
Added: Bounding volumes feature to SoundManager
Added: Player shots routed to separate final mix input
Added: Sound for impact effects
Added: Loading and unloading supplies from a vehicle plays a relevant sound
Changed: Impact SFX moves with vehicle
Changed: Support for rocket sonic booms
Changed: Fixed melee sounds playing twice
Changed: Weapons handling spatial factor now driven by UnderPlayerControl signal
Changed: Music manager inheritance allowing easier setup for custom missions
Tweaked: APU effect position
Tweaked: Added sound events to Mi-8 animations missing sounds
Tweaked: Breathing loudness
Tweaked: Cabin rattle sound
Tweaked: Mi-8 animation sound events
Tweaked: SimpleSoundComponent - SetEventMask not called twice when setup with OnFrame
Tweaked: Sound events for new/changed character LMG sling animations
Tweaked: Sound events for new/changed character animations
Tweaked: Sound events of M151A2 character animations
Tweaked: Sound events on some BTR-70 animations
Tweaked: Tall grass movement sounds
Tweaked: Wind sound
Tweaked: UAZ-452 character animation sound events
Tweaked: UH-1H animation sound events
Tweaked: Crash sound light / heavy crossfade
Fixed: AudioOutputState.Update not called
Fixed: Missing seat creak SFX when getting out of codriver seat
Fixed: Open door finish SFX
Fixed: Priority for tire puncture SFX
Fixed: Sound::Play() returns correct audio handle now
Fixed: Turrets clamp angle from -pi to pi instead of -2pi to -2pi, fixing normalized signals
Fixed: VON - Radio broadcast could be used in unconscious state, only proximity chat is allowed
Fixed: Interior and RoomSize signals evaluation after spawn
Join Queue
Added: Server Join Queue
Added: Server configuration parameter for Join Queue (Bohemia Wiki)
Suppressors
Added: Mark 3 and PBS-4 suppressors for M16 and AK-74 platforms
Added: Field Manual: Suppressors page texts
Added: Field Manual: Suppressors page and expanded Weapon customization page
Added: Suppressors can now be attached and detached from AK-74, AK-74N, AKS-74U, AKS-74UN, M16A2, M16A2 with M203 UGL, and M16 Carbine
Added: AI gunshot hearing is reduced for gunshots with suppressors
Added: Set up particles for suppressors and muzzle devices
Added: Muzzle attachments to faction Arsenals
Tweaked: Added proper snap point for muzzle devices on AK rifles
Tweaked: Decreased AKS-74U recoil by 10 %, increased AKS-74U muzzle brake recoil by 11.11%
Tweaked: Increased AK-74 recoil, decreased AK-74 muzzle brake recoil
Tweaked: Inventory previews of muzzle attachments
Fixed: Set proper muzzle particle effect on AKS74U/Rifle_AKS74U_base.et
Tweaked Grass Rendering
Changed: Grass rendering distance max is increased from 150m to 300m
Weapon Stats Manager
Changed: Bayonet implementation now uses weapon stats manager
Changed: Correct muzzle init speed of 7U1 - 303m/s is a speed from ASK74U and this round can be also fired from AK74 (which is baseline for 5.45 ammo). AKS74U already has 0.835 muzzle init speed coef so setting speed of 7U1 to 360m/s should result in proper behavior both on AK74 & AKS74U
Fixed: Muzzle Data wasn't properly replicated when muzzle device was detached
Common Projectile Types
Added: Ballistic tables for new bullet types, 545x39 7U1, 556x45 M193, 556x45 M196, 762x54e 7BZ3, 9x19 JHP, and all added to ammo configs
Added: Magazines for M193, M196, and M193 + M196 last 5 tracer
Added: AP, tracer, and ball magazines added for M21 and SVD rifles
Changed: Adjusted length of multiple bullets
Tweaked: Adjusted muzzle velocity, mass, and air drag of M856
Tweaked: M193 air drag used G7 BC value of 1.22. Adjusted penetration so the bullet doesn't penetrate SSh-68 (1.9mm of RHA) at 600m, which was the goal of the M855 round
Tweaked: Improved M33 ball air drag to match M2 AP ballistics
Tweaked: Slightly tweaked M61 AP mass and air drag
Fixed: M33 & M2 12.7x99mm bullets were missing the correct length parameter
Fixed: M33 ball bullet was using copy-pasted penetration values from AP round
Fixed: M855/M856 STANAG magazine prefabs and localization
Refactored Terminal Ballistics
Added: Implemented new terminal ballistics damage model (Mushrooming, Tumbling, Cavitation)
Changed: Character hit zone and head hit zone are set for the new terminal ballistics damage model
Changed: Configured all bullets to make use of the new terminal ballistics system
Changed: Flesh material will now use mushrooming, tumbling, and cavitation. The penetration damage model is disabled
Changed: Slightly reworked virtual ballistic protection logic
Changed: Split final damage calculation in ProcessHit to make CavitationDamage more effective
Changed: Stronger damage reduction when penetrating less flesh material
Tweaked: All hitzones on character tweaked damage multipliers
Tweaked: Ballistic vest strength and bleeding threshold
Tweaked: Configured all bullet types with appropriate tumbling and mushrooming settings
Tweaked: Mushrooming & tumbling properties of SP5 & SP6 bullets
Tweaked: Mass, mushrooming & tumbling properties of 7N10 and 7N22. 7N22 is now more in line with rest of AP rounds
Tweaked: Tweaked flesh.gamemat and project settings for improved cavitation, mushrooming and tumbling behavior
Fixed: Cavitation damage multiplier now increases fast bullet damage
Fixed: CavitationMultiplier was reducing cavitation damage instead of increasing it
Fixed: Erroneous penetration values on 7N13 and 7N14
Fixed: Expanded damage model for things without penetration damage model
Flashlight Colors
Added: Ability to change flashlight color while inspecting the item
Destructible Vehicle Lights
Added: Vehicle lights are now destructible and can be individually repaired like other vehicle parts
Fixed: Light volume on BTR70 high beams had wrong offset
Fixed: Saved Ural 4320 prefab that had wrong class in its emissive surface slot
Fixed: Updated old configuration of parent emissive surfaces for command box of M923A1
Over-encumbrance
Added: Hurt legs now cause harder landing animations after falling
Added: Over-encumbrance now has a larger impact on movement speed
RCON
Added: RCON - protocol command @logout to disconnect RCON client from the server