Cover image of 1.2 Update

Attention Soldiers,

Reinforcements have arrived! Just when you thought the frontline was reaching a stalemate, the Arma Reforger 1.2: Reinforcements update brings a host of new assets, features, and improvements that will assist you in your battlefield combat readiness.

AI Driving

Until now, only humans could operate ground vehicles in Arma Reforger. AI soldiers can now drive, navigate road networks, and avoid obstacles, opening up a world of possibilities for both cooperative and competitive gameplay. AI can also lay down suppressive fire with vehicle weapons, decide which crew member should man the weapons, and reassign a different crew member if the gunner is down.

AI Commanding

Take command of your fellow soldiers! Now, you can direct AI comrades to move to different waypoints, halt, lay down suppressive fire, heal one another, follow the squad leader, defend objectives, and get in and out of vehicles. These fundamental commands will allow you to utilize AI soldiers as weapons on the battlefield and more effectively carry out operations across the islands of Everon and Arland. Learn more about our implementation of AI commanding in our latest Dev Report.

Defensive Helicopter Weapons

Transport helicopters in Arma Reforger have been somewhat vulnerable since 1.0, especially when landing. We've installed mounted weapon turrets on the UH-1H and Mi-8MT to lay down suppressive fire and protect themselves against enemies. This upgrade is sure to change the dynamics of the battlefield, as helicopters are no longer just RPG fodder but a formidable threat to infantry and vehicles alike.

Flares, Explosive Charges, and Bayonets

This update introduces three key combat assets that will completely augment nighttime combat, battlefield sabotage, and close-quarters combat:

  • Flares - Until now, the cover of night has been all-encompassing, with no effective way to increase visibility without significantly compromising your position. We've added underbarrel grenade-launched flares to the game, allowing you to tactically illuminate wherever you fire them.

  • Explosive charges - The US and Soviet factions have both gotten their own explosive charges with detonators, opening up possibilities for sabotage, ambushes, and other explosive tactics on the battlefield. With both timed fuses and detonators, explosive charges will surely shake up engagements across the islands of Everon and Arland.

  • Bayonets - With attachable bayonets for all three factions, close-quarters combat has become even more deadly. Silently attack with an element of surprise or defend yourself against attackers in close proximity when the fight comes to you.

New Weapon and Assets

The Soviet arsenal has gotten another weapon! Introducing the AKS-74U - a lightweight, shortened variant of the AK-74 well suited for close-quarters combat. It's the perfect complement for an AT or medic loadout, allowing soldiers to specialize in their roles without compromising firepower.

In addition, new pilot suits and gloves expand your options for authentic kits for in-game factions, reinforced by multiple new soldier roles, including US and Soviet special forces units placeable by the Game Master.

New Game Master Features

Two of the most requested waypoint features for Game Master are now in-game!
 

  • Cycle waypoints allow you to make cyclical routes for AI soldiers. Previously, AI could just be sent from point A to B. With cycle waypoints, you can loop their patrol route indefinitely, making it easier for a Game Master to set up a scenario and create a more immersive environment for the players.

  • Linking waypoints allow you to link waypoints with entities. For example, you can now make a waypoint that tells AI to enter a particular vehicle or destroy a specific object. This added level of control will give you more options for creating scenarios and leading thrilling Game Master sessions on the fly.

And finally, the civilian faction is now available in Game Master mode. You can now utilize civilians in your operations and spawn them with randomized loadouts with percentage chance values for which gear they will receive.

Inventory Improvements

The inventory has received a massive overhaul, greatly improving functionality and performance. Inventory replication has been refactored, addressing performance issues caused by the previous system. Drag-and-drop has been improved, and the entire inventory UX/UI has received a cosmetic overhaul. We think the new inventory is a significant upgrade and hope you enjoy the new interface!

New AI Firing Behaviors

Next time you engage an FIA squad, you'll probably notice that AI soldiers can more accurately suppress your position thanks to our updated AI firing behaviors! In addition to suppressive fire being an AI command, AI will use suppressive fire to cover and suppress an area with both bullets and indirect fire grenades. They will also more quickly suppress suspected enemy positions if attacked and will do so for longer.

In addition, firing timing logic has been completely redone to achieve more natural firing patterns and allow the AI to better regulate the firing rate during different combat situations.

Deployable Radio Rework

Deployable radios have gone through several iterations already, and the latest version brings more to the table than ever before. Now, deployable radios can be refilled with supplies and use supplies in their immediate vicinity. Instead of abandoning a deployed radio that has run out of spawns, you can refill it with supplies to enable more spawns. This also means that radios cost 200 supplies, as they come loaded with 100 supplies worth of spawns. In addition, Game Masters have the option to switch between three different types of budgets for radios (unlimited spawning, supply usage, and limited spawn tickets), and a new use action visible to the owner of the radio allows for spawning with loadouts to be disabled.

Additional Features

Finally, we have three new features that address issues identified by our community:

  • Vehicle unflipping is now in-game, so you can get out of a bind more easily if you accidentally overturn your vehicle. However, be aware that the feature often requires teamwork, just as it would in the real world.

  • Copilots can now take over the controls of a helicopter if the pilot is incapacitated.

  • The "get-in/get-out" refactor addresses several issues with vehicles. Now, opening the door and getting into a vehicle are two separate actions. This means no more repeatedly opening and closing helicopter doors; now, you can get in or out of any vehicle while leaving the door open. As a part of this factor, vehicles without roofs that go careening through the air and flip over can also eject passengers, and passengers exiting vehicles traveling at speed can be seriously injured by doing so.


1.2.0.70 Changelog

Assets

  • Added: UH-1H and MI-8MT (Armed Transport versions)

  • Added: AKS-74U and AKS-74UN

  • Added: M9, 6Kh4, and Sa-58 bayonets weapon attachments

  • Added: M112 demolition block with M34 detonator

  • Added: TNT block with KPM-3U1 detonator

  • Added: 40mm UGL flares (white for Soviets; red, green, and white for US)

  • Added: Pilot survival vests

  • Added: US pilot, woolen, and leather gloves

  • Added: IIFS backpack

  • Added: Ushanka hat

  • Added: UH-1H and Mi-8 machine gun magazines into Arsenal

  • Added: 6B2 vest to the FIA Arsenal, as some of their soldiers use it

  • Added: Support for Open Bolt weapons

  • Added: Ushanka hat for civilian faction

  • Added: Several new soldier roles and groups have been added to US, Soviet and FIA factions

  • Added: Variants of load-bearing systems for US and Soviet officers and platoon leaders have been added

  • Tweaked: Lights on UAZ452 were dark from afar

  • Tweaked: PKMT on Mi8 now uses 2Ball1Tracer magazine instead of 4Ball1Tracer

  • Tweaked: Inventory preview of M60D mag

  • Changed: Replaced the USSR radio in the FIA catalog with the FIA radio

General

  • Added: Ukrainian localization

  • Added: Vehicles - Unflipping interaction

  • Added: Vehicles - Toggle handbrake interaction to allow passengers to operate it while there is no conscious driver

  • Added: Vehicles - Ability to push vehicles

  • Added: Vehicles - Riding the clutch when moving off from a halt

  • Added: Vehicles now take damage when falling into water

  • Added: Commanding menu allows you to send orders to your group

  • Added: Commanding orders can be bound to the quick slot menu

  • Added: Visualization of commands in the world

  • Added: Added handwear slot

  • Added: Ability to switch control of aircraft between pilot and copilot seats

  • Added: Opening and closing doors on vehicles is now separated from getting in and out of vehicles

  • Added: Turrets - Unconscious gunners will elevate guns on pintle mounts while falling

  • Added: Improved ejecting from moving vehicles

  • Added: Realistic application of external forces on exposed occupants of vehicles experiencing unintended orientation changes

  • Added: Game option to enable/disable HUD elements

  • Added: Grass flattens under tripod turrets

  • Added: Ability to automatically adjust collimator brightness by environment light

  • Added: It's now possible to add attachments to a weapon via drag and drop from the arsenal

  • Added: Reload equipped weapon in inventory via drag and drop

  • Changed: Inventory visualization and operation was heavily polished

  • Changed: Weapon obstruction is now animation driven instead of IK driven and changed to 3 phases approach where there is more room for the character to shoot

  • Changed: Enabled player movement while using morphine, tourniquets, and bandages on the upper body

  • Changed: Reworked entire character damage implementation to use the new damageEffects system

  • Changed: Optimized destruction OnFilteredContact

  • Changed: MultiPhaseDestructibles no longer collide vs other static entities

  • Changed: Updated localization

  • Changed: Increased the incendiary effect on destruction of fuel tank being destroyed on trucks

  • Changed: Made all extremities (hitzones further away from center of mass) less likely to bleed

  • Changed: Optimization of processing colliders data in Hit Registration System

  • Changed: Field manual illustration for Commanding

  • Changed: Changed position of interior fan for Mi-8

  • Changed: Visualization of Commands in QuickSlots

  • Changed: Added blending between grenade locomotion and idle in the prone position

  • Tweaked: Optics - Increased vignette intensity

  • Tweaked: Helicopter engine startup time increased to 2 seconds, consistent with interactions

  • Tweaked: Medical and rearming kits now fit into smaller backpacks

  • Tweaked: Passengers can interact with all vehicle lights when pilot/driver is unconscious, dead, or not present

  • Tweaked: Moved lock controls user action to both sticks for pilot and copilot

  • Tweaked: Helicopter turret reload durations to be more equal, around 8 seconds

  • Tweaked: Vehicle emissive light surfaces

  • Tweaked: Removed offsets on the passengers and navigator idle compartments that break the get-in animations

  • Tweaked: Sway - Minimum sway set back to 33%, allowing for slight misalignment while the player is rotating in place; increased maximum sway speed up to 3.6

  • Tweaked: Sway - Increased steepness for more meaningful speed regulation; reduced vertical angular bob

  • Fixed: Freelook no longer follows gun elevation

  • Fixed: Damage - M151 could not be set on fire by shooting damaged fuel tank with tracerless kinetic projectiles

  • Fixed: Vehicles - S105 front lights emissivity with dipped and beam lights

  • Fixed: S1203 wheels damage setup

  • Fixed: Possible character clipping through doors and gates

  • Fixed: Turret-mounted weapons now support burst and semi-automatic fire modes

  • Fixed: Arresting handbrake (double-tap space)

  • Fixed: M60 was sometimes forced pointing downwards after deployment

  • Fixed: Vehicles - Gear shifting controls locked while shifting to or from neutral or reverse

  • Fixed: Weapons - Weapon input context was active while unequipping, sometimes causing reload instead of applying health items

  • Fixed: Weapons - NSV optics reticle was rotated incorrectly when gun was placed on a slope

  • Fixed: Hitreg issues with unconscious character

  • Fixed: Severe hit registration issues when a character was getting in/out of the vehicle while server has low fps

  • Fixed: Turret reload state got stuck when reload elevation is outside of stance specific bounds

  • Fixed: When a player places mine, as long as he has more in his inventory, they will remain assigned to that quick slot

  • Fixed: Players can no longer get in the back of transport trucks if it has supplies and vice versa

  • Fixed: Attached GP-25 grenade launcher would not work correctly with zeroing

  • Fixed: Vehicles - Machine gun is stuck in quickbar after exiting machine gunner seat

  • Fixed: "Remove casualties" action missing on some vehicles

  • Fixed: Switch seats animations to the Mi8 front turret

  • Fixed: Character would not go to sitting animation when closing doors from inside of a vehicle without char animations

  • Fixed: Previously incorrect condition for locking seats when entering them, allowing 2 chars to enter 1 seat

  • Fixed: Character pose in turret and its replication and replication of aiming in turret

  • Fixed: Teleporting from a child object of a vehicle would choose the incorrect door

  • Fixed: Starting a new CommandVehicle on server when a player reconnects leading to desync in vehicle state

  • Fixed: Binding the correct door when entering a vehicle consisting of multiple parts

  • Fixed: Character moves with vehicle while getting in

  • Fixed: Character gets stuck on Get In after surviving a Get In interrupted by vehicle deletion

  • Fixed: Obstructed door can lead to character teleporting high up on roofs and such

  • Fixed: If the Get Out animation started, character can continue exiting into geometry

  • Fixed: Kicking dead characters out of vehicles would not work and would desync the door state

  • Fixed: When getting into the helicopter as a navigator player no longer gets stuck, also fixed alignment points when getting in or out the Mi8 helicopter

  • Fixed: User action inconsistency of get in, get out, open, and close door on various vehicles

  • Fixed: Character could get stuck if mashing X during Get In

  • Fixed: Character no longer gets stuck when entering the gunner seat on UH-1H. Replaced compartment seats on the UH-1H cargo seats prefab for compartment door reference

  • Fixed: Character clipped through the roof when getting in and got stuck inside the vehicle of UAZ-452 ambulance as a doctor or patient

  • Fixed: Door opening no longer gets stuck when getting out from the rear doors of M997 ambulance

  • Fixed: Opening/ closing doors from inside as driver/codriver no longer makes the character rotate in their seat

  • Fixed: Re-exported switching seats and idle poses for copilot/pilot of UH-1H

  • Fixed: Submunition spawns twice when submunition has RplComponent

  • Fixed: Pilot and copilot seat position type variable was switched

  • Fixed: Optics illumination toggle wasn't working on 2D sights

  • Fixed: Mine placement range was too short

  • Fixed: Chat could still be used while disabled in Interface settings

  • Fixed: Supplies - vehicle transfer via drag and drop was not always registered

  • Fixed: Supply boxes in inventory didn't take into account stacked supplies

  • Fixed: Radio frequency display values in various field manual pages

  • Fixed: Incorrect ammo type icon for rocket launchers in equipped slots

  • Fixed: Issue where you would get duplicate regen effects after removing the tourniquet after bleeding was stopped

  • Fixed: Misplaced character after switching seats from turrets

  • Fixed: Character teleports out of vehicles that are upside down

  • Fixed: Aiming angles snapping in first person camera when exiting vehicles. Character rotating before closing the door when exiting vehicles, instead of after.

  • Fixed: Localization for deployable spawn point loadout switch

  • Fixed: Twitching in character locomotion when holding backwards and then left-right

  • Fixed: Getting stuck when switching seats between two entities

  • Fixed: If during get out, the exit point is obstructed, the character stays inside the vehicle

  • Fixed: Wrong seat type broke animation when getting into the left passenger seat of S105 

  • Fixed: Cancelling exiting a vehicle would not reset the character position to the seat

  • Fixed: Desynced anims after getting kicked and joining back into a vehicle

  • Fixed: Unable to join a server until unrelated downloads are finished

  • Fixed: Removed offsets on various vehicles that break the get-in animations

  • Fixed: Missing get-in locator for the S1203 mesh

  • Fixed: Exit positions for nested turrets

  • Fixed: Character correctly positioned into tripod turret. Hands correctly attached on proxy too

  • Fixed: Character couldn't exit turrets, which were spawned inside the world layer

  • Fixed: Camera angles resetting after performing vehicle actions even if we stayed in freelook

  • Fixed: Cannot start get in/get out while someone else is opening/closing door

  • Fixed: Desync when two characters manage to start entering a vehicle at the precisely same frame

  • Fixed: Switching seats no longer gets character stuck when in the middle of the animation of sitting up or down

  • Fixed: TSH400g explosive is no longer stretching the arm when prone turning, also M112 was missing an IK pose in the prefab

  • Fixed: Applying turret passenger position for as long as we're in transition from Locomotion

  • Fixed: Rendering artifacts on inventory items

  • Fixed: Sidestep offset to not make character step on sandbags when moving in turret nest

  • Fixed: Characters in helicopters going back to idle pose after dying

  • Fixed: UGL zeroing is now properly aligned in the prone stance

  • Fixed: Fixed haybales destruction

  • Fixed: Wrong buffer in weapons graph inspection causing bad offset

  • Fixed: Improper third-person camera position in some cases after leaving a vehicle

  • Fixed: Ammo_127x108_APIT_BZT44 not correctly behaving like a tracer projectile

  • Fixed: Mi-8 passenger compartment issues

  • Fixed: USSR field hospital had no interaction point for supplies

  • Fixed: Notification for being unable to command now appears properly

  • Fixed: Bug where toggling auto-hover on helicopters sometimes would not work

  • Fixed: ADS persisted after the operator left the compartment

  • Fixed: Turret exit snapping

  • Fixed: Sway was too strong while walking slowly

  • Fixed: USSR and FIA AI no longer attack their own deployed radios

  • Fixed: First-person view camera going under the ground in prone turns after interacting with vehicle doors

  • Fixed: Slow-moving missiles on client

  • Fixed: Freelook on RB preventing switching firing modes while in ADS

  • Removed: Exit Game button removed on Consoles

  • Removed: Decimal numbers by radio frequencies

  • Removed: Attaching explosive charges to players who were in the vehicle

Playable Content

  • Added: Any spawn point can now use supply costs when a player is spawning

  • Added: All rank budgets are now supported by Free Roam Building

  • Added: Road network initial state data for Conflict and CombatOps maps that takes into account pre-placed objects

  • Changed: Deployable radios/tents now have the option to change respawn budget types between supplies, spawn tickets, or no respawn cost

  • Changed: Conflict - Radio message notifying about a player volunteering for a specific objective is now audible only for the volunteering player

  • Changed: Conflict - Supplies are no longer generated more rapidly when the stored amount is low

  • Changed: Conflict - Some objective names now better correspond with the surrounding location names

  • Changed: Conflict - Deployment with a saved loadout is now allowed only on bases with an armory

  • Changed: Modding: Entity catalog now supports getting Inventory item UIInfo to quickly obtain the name and description of the item it entity catalogs

  • Changed: Rank limitation to Requesting AI and building living area compositions has been changed to Sergeant

  • Changed: US field hospital composition no longer contains a large amount of supplies

  • Changed: Conflict notifications are now controlled by Notification Interface settings

  • Changed: Conflict - FIA supply caches now replenish their storage much quicker

  • Changed: Light vehicles like jeeps and UAZs are no longer available from the Heavy maintenance point

  • Changed: The cost of the heavy maintenance point was increased to 350

  • Tweaked: Combat Ops - Hideout spawn items, added flares and AK-74U

  • Tweaked: Checkpoint and machine gun nest editable composition

  • Fixed: Conflict - Objectives should now properly reflect the current base owners (resolving missing objectives or incorrectly uncompleted ones)

  • Fixed: Conflict - Respawn icon will no longer appear on bases low on supplies

  • Fixed: Weapons in arsenals are now refunded at the correct rate when you add or remove attachments

  • Fixed: Combat Ops - Intel item now has a name and description

  • Fixed: Intel in Combat Ops can no longer be duplicated by loadout saving at an arsenal with the intel in the players' inventory

  • Fixed: Arsenal loadout saving for faction only is no longer possible if you interact with a loadout that is of a friendly faction

  • Fixed: It was possible to respawn on a lost base

  • Fixed: Improved performance after selecting a faction in conflict role selection menu

  • Fixed: Combat Ops - Deliver Ammo/MedicalSupplies/Ammo task finishes itself as player approaches it

  • Fixed: Conflict - Radio signal was not working on Conflict North and South scenarios

  • Fixed: Field hospital was lacking supplies

  • Fixed: Combat Ops Everon - Boris' hideout vehicle de-spawned on approach when it should not

  • Fixed: Tutorial - Capturing course could not be completed

  • Fixed: Conflict - Incorrectly rotated bunker on the Arland map

  • Removed: Conflict - Pre-built but unusable antenna installation on Arland

Game Master

  • Added: Civilian faction was added to the game for Game Master mode; including Civilian arsenal, characters, and marking civilian vehicles as part of the Civilian faction

  • Added: Attachable faction task and waypoints to entity

  • Added: Cycle option that can be used with waypoints to create loops

  • Added: Randomized civilian, civilian dockworker, civilian businessman, US soldier, USSR soldier, and FIA soldier to Game Master

  • Added: Game Master can change the arsenal game mode in run time, restricting the available items to conflict items only or unrestricted

  • Added: Game Master is now capable of enabling and disabling supplies on entities with supplies usage as well as globally

  • Added: Game Master can now enable and disable certain arsenal types separately. Giving the ability globally and on entity to enable/disable arsenal boxes and weapon racks, arsenals of vehicles, and arsenals of gadgets

  • Added: Game Master can now set the spawn cost supply multiplier for spawn points when supplies are enabled. Setting a value anywhere between 0 to 4 times the default value

  • Added: Ability to add single items to the arsenal blacklist, preventing players from saving their loadout if the item is in their inventory

  • Added: Game Master can now set arsenal loadout saving settings to be friendly faction items or to the specific faction only

  • Changed: Supplies are disabled by default in Game Master

  • Changed: Reduced default Game Master abandoned entities cleanup time from 60 to 30 seconds

  • Tweaked: Character speed set to 100% on Game Master control taken

  • Tweaked: Preview entity component to render active slots of meshes only

  • Fixed: Rare cases where Game Master neutralizing/lighting-on-fire entities gave a player a (team)kill

  • Fixed: Spawning a group into a neutralized entity would spawn orphan characters instead of a new group

  • Fixed: Teleporting players in paused GM would break their animations

  • Fixed: Defend Waypoint was replaced by Suppress Waypoint in living quarters

  • Fixed: GM delay caused by preloading that caused group not to be set

  • Fixed: AI waypoints have no budget associated

  • Fixed: Character gets stuck if, during paused GM, they get moved into a vehicle, then out, and then back into the vehicle

  • Fixed: Character stuck after being teleported into a vehicle by Game Master and then trying to exit through an obstructed door

  • Fixed: Cycle waypoints not working on server

  • Fixed: Get Out waypoint localization

  • Fixed: Waypoints and tasks can be attached to more entities now

  • Fixed: Get Out appearing in living quarters

Stability

  • Changed: Prevented scheduler from ticking when replication is in the loadtime state, and the busy handler thread is removing and creating nodes

  • Fixed: Crash on server when a character attempts to enter a vehicle without a VehicleAnimationComponent

  • Fixed: Crash when removing damage effects

  • Fixed: Crash when entering a compartment with no PositionInfo set

  • Fixed: VME on SCR_ResourceContainer.Clear 

  • Fixed: VME with MultiPhaseDestructibles colliding with terrain

  • Fixed: VME avoided when canceling Get In waypoint mid-activity

  • Fixed: Crash caused by simultaneous system registration/un-registration in turret component

  • Fixed: Inventory crash on processing already deleted items

  • Fixed: Crash when trying to access invalid storage manager after hierarchy delete

  • Fixed: Crash because of NULLPTR doorInfo when teleporting characters into vehicles

  • Fixed: Fixed the fix for crashing by fixing characters not correctly teleporting into turrets when moved there via GM

  • Fixed: Crash upon destroying a helicopter with a stuck occupant

  • Fixed: Game would freeze when a player equipped the mine

  • Fixed: Crash in animation sampling in model-space

  • Fixed: Crash when a character dies in a vehicle

  • Fixed: Crash when a vehicle gets destroyed

  • Fixed: Dedicated server crash when loading scenario with AIs

  • Fixed: Crash on exiting world while debugging in Workbench

  • Fixed: VME in case GetInWaypoint misconfigured

  • Fixed: VME when giving get in command to burning vehicle

  • Fixed: Possible crash from setting formation displacements

  • Fixed: Potential crashes for incorrect updates of roadparts and concurrent addition of roads while rebuilding

  • Fixed: Crash during pathfinding when start/end road is missing 

  • Fixed: Crash when modifying roads

  • Fixed: VME in ScenarioFramework Area during initialization

  • Fixed: Crash due to a race condition between the main thread and busy handler thread in the scheduler

  • Fixed: Non-reproducible crash with the projectile simulation system

  • Fixed: World Editor - Vector tool crash

  • Fixed: Workbench - PrefabPreview - Crash caused by opening an invalid entity prefab

  • Fixed: Possible crash in DoorComponent

  • Fixed: Possible crash on task destruction

  • Fixed: Possible crash when vehicle parents didn't have proper physics but were moving

  • Fixed: RoadNetwork rebuild could freeze the entire game

AI

  • Added: AI can drive vehicles now

  • Added: AI can be recruited to a player group and commanded

  • Added: Better obstacle avoidance

  • Added: Group's ability to issue suppressive fire orders to its members; overall improvements to suppressive fire behavior

  • Added: Usage of suppression fire in combat

  • Added: Usage of vehicle lights at night

  • Added: Soldiers learned to adapt intensity of suppressive fire based on estimated threat

  • Added: Usage of illumination flares at night

  • Added: AI driver disables hazard lights when entering new vehicle

  • Added: Ability to set vehicle speed for AI via script

  • Changed: Reduced AI accuracy against poorly illuminated targets. Now, at night, AI accuracy is lower unless the target is illuminated by a light

  • Changed: Rewrite of agent's firing times patterns, added the ability to define soldier/group fire rate

  • Changed: Pathfinding failure of leaders not transferred to the group

  • Changed: Invoke move to location only when there's a significant distance

  • Changed: AIs close doors behind them when entering vehicles

  • Changed: If no AIWorld is present or there's issues when creating/modifying move handlers, notify through logs

  • Changed: Enlarged agent radius for vehicles navmesh from 2m to 2.6m

  • 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: Moved Obstacle Avoidance out of character and added it to car as well

  • Changed: AIWorld default min road width, updated checkpoint bridge points

  • Changed: disableNavmeshStreaming CLI param now accepts array of navmesh project names

  • Changed: ChimeraAIGroup is considered inactive if it doesn't have any active agents

  • Changed: GetOut command now applies to the position of the vehicle the AI is in

  • Changed: Hazard lights are now used only for stuck movement results; auto-disabling of hazard lights for players has been fixed

  • Tweaked: AI detection time coefficients. Now detection time is a bit bigger

  • Tweaked: Road Network - Rework navlink insertion

  • Fixed: Looking around fixed in defend behavior

  • Fixed: AI turret operator in a car wasn't looking forward when moving to a waypoint

  • Fixed: Get Out waypoint not working

  • Fixed: Incorrect roadblock data generated

  • Fixed: AIs choose wrong positions before starting the enter action on vehicles

  • Fixed: AI get in vehicle now clears reservation of compartment at the end of the actual get in instead of at the request

  • Fixed: APCs PID setting for sharp turns

  • Fixed: AIs getting stuck while kicking their dead friends out of vehicles

  • Fixed: Disconnected navlinks at Levi base

  • Fixed: Get in now waits for full compartment occupancy

  • Fixed: Partial exit of vehicle when only part of group gets stuck

  • Fixed: Road network links didn't work well with narrowed roads

  • Fixed: RoadNetwork may contain duplicate points near crossroads

  • Fixed: BaseRoad.GetPoints() returning invalid vectors

  • Fixed: Precomputed road network data didn't work on packed data 

  • Fixed: Pathfinding would stop working sometimes

Controls

  • Added: Hint on how to cancel the toggled freelook

  • Added: Simple switch weapon action to alternate between primary and secondary weapons (can be bound in the Weapons category)

  • Added: Ability to rebind radial quick slots menu

  • Added: Action to toggle focus regardless of being in a vehicle or unarmed

  • Added: Aim Down Sights (ADS) toggle lean actions, canceled when exiting ADS, in Character bindings

  • Changed: Default binding for low ready changed from C Hold to LShift Down, LS Hold to LS Click

  • Changed: Reload action input restricted while the weapon is being inspected or while gadget is selected

  • Changed: Player ADS sensitivity multiplier handling moved to script so that it can be blended by ADS progress

  • Changed: Sight magnification use WeaponOpticsZoomIn and WeaponOpticsZoomOut instead of single WeaponChangeMagnification

  • Tweaked: Quick slot selection keys show the selection bar until released

  • Fixed: Weapon was being fired whenever player tried to unequip gadget while sprinting by LMB/RT

  • Fixed: Holding Left Trigger 100% briefly resets toggled ADS in weapons and turrets

  • Fixed: Toggle lean actions were not reliable

  • Fixed: Right stick aiming with turrets was significantly slower than with personal weapons

  • Fixed: Aim sensitivity behaves differently on Retail vs _Internal

  • Fixed: AI aiming was using FOV input scaling and mouse/gamepad sensitivity of player

  • Fixed: ADS sensitivity multiplier was not functional

  • Fixed: Missing ability to unbind "Zoom in" and "Zoom out" actions from Alt + Mouse Wheel

Multiplayer

  • Added: Refactored Inventory Replication, usage of new Replication Layers to lower the amount of streamed data related to hierarchies, mainly inventory

  • Added: A new safeguard has been made to combat griefers that vote kick an entire server. A new voting cooldown system has been implemented. When a player joins a server, they cannot initiate a vote kick until they have been in the server for a set time. When a player initiates a vote kick, they cannot initiate another vote until a cooldown is finished. There is a grace period for when a server just started/restarted, allowing kicking of players without a cooldown if the players join the server within that time.

  • Added: Vote cooldowns have been added for starting a vote to become Game Master and when starting a vote to remove a Game Master

  • Added: Players who are on the admin list but are not logged in as admin can no longer be kicked via player vote

  • Added: Option to ban/unban by player name

  • Added: Ban/unban supports spaces in player names (eg.: #ban create "Name with space" 1000)

  • Changed: Moved HitRegistrationManager to HitRegistrationSystem

  • Changed: Turret angles are now transferred as 16-bit instead of 8 for additional precision

  • Fixed: When connecting, player could see weapons and backpacks on characters in vehicles

  • Fixed: Toggle loadout spawning user action not showing for deployable radios on a dedicated server

  • Fixed: Character sideways anims don't work when getting out of water on remote proxy

  • Fixed: Some network operations could get assigned to the wrong channel and cause stalls

  • Fixed: Shooting from turrets stops replicating to other clients after the gunner reloads a fully discharged magazine

Audio

  • Added: Projectile traveling sounds for rockets and UGL grenades

  • Added: Dynamic reverb based on roomsize

  • Added: SCR_ShellSoundComponent which allows playing sounds from projectiles once they have been fired. (Requires a SignalsManagerComponent and a BaseMoveComponent or one of its children

  • Added: Compartments can have a unique name for slot mapping

  • Added: Glove sound variations for different hand-related actions

  • Added: New bullet impacts for cars

  • Added: New bullet impacts for armored vehicles (including audible penetration when inside)

  • Tweaked: Removed obsolete/faulty subSonic sound definition on flares

  • Fixed: Sound events playing twice in inertia animations

Scenario Framework

  • Added: Option to set the amount of supply by ScenarioFramework action

  • Added: Possibility to set a name for inventory items added by Scenario Framework

  • Added: Possibility to set a scenario-specific variable

  • Added: Possibility to play a single-line dialogue

  • Added: Possibility to have generic tasks not tied to any entity

  • Added: Filter by faction for GetArrayOfPlayers and GetClosestPlayerEntity getters

  • Added: Action Based On Conditions that can execute other actions

  • Added: Decrease Logic Counter action

  • Added: Ability to cancel or prioritize AI waypoints

  • Added: Ability to select multiple AI slots for one AI action

  • Added: Ability to add waypoint to AI by name

  • Added: VoiceOver Play Sequence action

  • Added: SlotTrigger that has now generic purpose

  • Added: User Action event listener

  • Added: GenericTask Sample scenario

  • Added: Possibility to set if the action should be removed on completion.

  • Added: ScenarioFramework action to set max autonomous distance for an AI group

  • Added: Sample world with Waypoints for AI

  • Added: Repeated Task sample world

  • Added: Improved Spawn Object Action activation type settings and checking

  • Added: Action Delete Marker

  • Changed: Increment/Decrease Logic Counter action has counter name as optional attribute if action is attached to desired counter

  • Changed: SlotTrigger renamed to SlotPlayerTrigger to retain existing behavior used in community content

  • Changed: Separate classes in different files

  • Changed: Simplified getters for certain Actions

  • Fixed: Intel item got stuck in the air when dropped from character/vehicle

  • Fixed: Garbage Manager deletes Task entities when it should not

  • Fixed: Logic Counter not calling OnIncrease actions when reaching the desired count

  • Fixed: Activation type for slots is not properly handled

  • Fixed: Trigger discrepancies and clean-up

  • Fixed: Trigger init issues

  • Fixed: Action Spawn Objects issues when sublayers had randomization in-place

  • Fixed: Show Debug Shapes During Runtime doesn't work correctly outside of Workbench

  • Fixed: Repeatable spawn is not working correctly with infinity

  • Fixed: Plugin Spawn Point invoked when it should not be

  • Fixed: InitParentLayer returned false instead of true when it was successfully initialized

  • Fixed: Unhandled behaviors when ScenarioFramework components are deleted

Workbench

  • Added: Cinematic Tool - Different glyphs for keyframes based on interpolation used

  • Added: Cinematic Tool - Keyframes snapping

  • Added: Cinematic Tool - Duplicating and renaming tracks

  • Changed: Cinematic Tool - Layout improved

  • Changed: Expose to editor minimum water depth value for marking navmesh

  • Changed: Increased walkable climb check when applying navmesh rules to connection making

  • Tweaked: World Editor - Transformations of rigid body geometries (Coords + Orientation properties) are now editable using gizmo in scene

  • Tweaked: UI elements of RoadNetworkBuilderTool. Diag cleanup and diag ids for roads

  • Fixed: Cinematic Tool - Depth of field track was not working in-game

  • Fixed: Crash when manipulating curves in Particle Editor

  • Fixed: Map generation for maps that are offset from 0

  • Fixed: Crash when deleting roadnetwork manager

Modding

  • Added: Set/GetBaseRotation method for TurretComponent

  • Added: New Get In Get Out API on CompartmentAccessComponent

  • Added: "Count" script API parameter to selected Inventory operations to process multiple with one call

  • Added: Health items and bullets have their custom damageEffects added and configured on their prefabs

  • Added: CompartmentDoorInfo can now clearly mark fake doors, and knows whether it is open or being used

  • Added: CompartmentDoorReference for when seats in a child CompartmentManager need to use door from the parent CompartmentManager

  • Added: ComputeStruckHitzones, function that fills an array with all hitzones that should get damaged by a particular BaseDamageContext

  • Added: HitZoneContainerComponent.GetAllHitZonesInHierachy returns hitzones contained on that hitzone container and its children

  • Added: DamageManagerComponent::FilterContact used to discard contacts that don't meet the requirements

  • Added: DamageManagerComponent::OnFilteredContact alternative to DamageManagerComponent::EOnContact only called when FilterContact returned true for that contact

  • Added: GetParentHitZoneContainer for HitZoneContainerComponent

  • Added: BaseLightManagerComponent.GetEmissiveSurfaces

  • Added: Ability for turrets to use weapon optics (no PIP)

  • Added: M23 ammobelt UVs are animated by the SCR_AnimatedBeltComponent

  • Added: Methods to SCR_Enum for retrieving next and previous enum values even from modded enums

  • Added: RepairSmokeHandlingConfig.conf which has default definition for smoke removal when vehicle is repaired; thus new and modded vehicles that don't inherit from Vehicle_Base.et should use it for the initial setup of SCR_VehicleDamageManagerComponent.m_RepairConfig

  • Added: RigidBody component template in Ammo_Rocket_Base.et, same GUID as Ammo_Rocket_PG7VM.et

  • Added: RigidBody component template in Ammo_GrenadeLauncher_Base.et, same GUID as Ammo/Ammo_Grenade_HE_VOG25.et

  • Added: SCR_CharacterControllerComponent.ComputeHitReaction in script, so the hit effects can be customized

  • Added: New logic has been added to editable entity components to allow for Variant of prefabs when a prefab is spawned (by editor or, for example, as a player character)

    • This means that Characters can have random variants. It can even be set up to ignore the original prefab, such as in the randomized characters that can be placed in Game Master. Additionally, the variant randomization is not limited to characters. Any editable entity can be randomized, though by default, they are not as it is more performance-heavy. When creating a composition, one can add entities with variants to the composition; running the "Create / Update selected editable entity" tool will automatically tick true the "Randomize Variants" bool on the EditorLinkComponent. Every entity in the composition is checked to see if it has a variant. Randomization of entity variants when spawning an entity can be achieved with the new variant of the GetGame().SpawnEntityPrefab() function.

  • Added: Functionality of placeable items that can also be attached to other objects (e.g. check M112 explosive charge)

  • Added: Better visual feedback when it's not possible to insert an item into a storage.

  • Added: Ammo type indicators for magazines and grenades, visible in the item slots and hints.

  • Added: Gadgets - WeaponNoFireTime attribute to prevent weapon fire while gadget is selected

  • Added: Getter for sights position, front, and rear point PointInfos

  • Added: SCR_Math3D static method GetRelativeLocalTransform, able to create relative transform between two BaseGameEntity members of same hierarchy. E.g. use is in 2D and PIP sights (moved to SCR_EntityHelpers)

  • Added: Disclaimer for modding about damage over time API in SCR_ExtendedDamageManagerComponent.c

  • Added: Turrets can now use grass flatten components

  • Added: Script API GarbageSystem.GetTrackedEntities() for modders.

  • Added: Density and penetration resistance of material's ballistic info affects damage output - the higher, the less damage is dealt

  • Added: Script callback for light state changes in light manager

  • Added: Now you can also specify some init speed coeffs for which you want to generate precise data, so they are not interpolated.

  • Added: TurretControllerComponent API for ADS states: SetWeaponADS, SetWeaponADSInput, GetWeaponADSInput

  • Added: Vehicles - Shifting RPM curves in car controller debug

  • Added: Ability to change arsenal game mode allowing items to be available in specific game modes. Game Master arsenal is unrestricted, and all items are available

  • Added: Vehicle doors can specify if they require a specific graph to be bound to character to be opened/closed

  • Added: Scripters can disable SPACE canceling loitering via disableInput parameter on StartLoitering

  • Added: Glass emissive material bases for different content setups

  • Added: Initial set of functions for the RplNode API

  • Added: Script API for getting the node of BaseRplComponent

  • Changed: HitZoneContainerComponent.GetAllHitZones now only returns hitzones contained on that hitzone container.

  • Changed: All character-related scripts listening to bleeding invokers and events have been reworked to use damageEffects API

  • Changed: Damage - SCR_DamagePassRule now handled in SCR_HitZone and SCR_DamageManagerComponent, using HijackDamageHandling

  • Changed: Renamed EFireState to SCR_EBurnState

  • Changed: Weapon attachment costs for arsenals are now separately calculated. Allowing modders to add the base value to all weapons regardless of the attachments and the attachment separately in the catalog lists and they will be counted up together

  • Changed: Renamed the projectile effect BaseDamageEffect to ProjectileDamage

  • Changed: Weapon obstruction parameters were changed so they allow to control new 3-phase approach

  • Changed: Disabled supplies usage for the MPTest world

  • Changed: SCR_ArsenalManagerComponent::ARSENALLOADOUT_COMPONENTS_TO_CHECK variable is now filled by SCR_ArsenalManagerComponent::GetArsenalLoadoutComponentsToCheck method. This makes this part of the code more moddable

  • Changed: Weapon_Base.et now has WeaponAnimationComponent

  • Changed: Inventory layouts have been reworked, and their scripts have been updated accordingly

  • Changed: User Action - Added default compartment definition (value 0 which equals to default value for driver/pilot compartment) to config files for light user actions

  • Changed: Gadgets - In SCR_FlashlightComponent renamed m_LenseArray to m_aLenseArray so prefabs that use this functionality will need to be updated

  • Changed: Gadgets - Gadgets that are attached to SCR_EquipmentStorageSlot will be informed when that slot occlusion changes by triggering SCR_GadgetComponent.OnSlotOccludedStateChanged (bool occluded)

  • Changed: Inventory - Visible storage slots have to disable UseVirtualInventoryReplication (ref: check FlashlightSlot in Jacket_M70_base prefab)

  • Changed: Base Game mode now has all components to have arsenals working in the world. This might cause duplicate components if the components were added manually

  • Changed: Added Explosion damage and changed config used by explosion impulse effect in Warhead_Shell_HE.et

  • Changed: Weapons - Turrets ADS camera position prefers SightComponent's "Sight Position" over now obsolete TurretComponent "Camera ADS Attachment"

  • Changed: Gadgets - Marked in SCR_GadgetComponent method CanBeToggled as obsolete since it will be replaced by GetUseMask

  • Changed: LightSlot now saves ParentSurface attribute as name instead of index. Prefabs might need re-saving

  • Changed: Damage diags to see HitZone health has been moved to GameCode->Damage->Type of damage info

  • Changed: Moved GetAncestorToLocalTransform() to EntityUtils

  • Changed: Optics - Separate RegisterInputs and HandleSightActivation, HandleSightDeactivation methods for scripted sights components

  • Changed: Now clearing damage history when it becomes redundant

  • Changed: Radio coverage calculation is now handled by SCR_RadioCoverageSystem. Please update your Conflict base prefabs with SCR_CoverageRadioComponent to ensure correct functionality. This component also sets up the Main bases in Conflict via the "Is Source" toggle.

  • Tweaked: Scope prefab inheritance of character modifier attributes

  • Fixed: Damage - SCR_DamagePassRule ignored root damage manager if hitzone struck was already in root damage manager

  • Fixed: Entity catalogs of the same type now merge correctly on init

  • Fixed: Weapons - Turrets without ADS camera attachment no longer lag behind gun rotation, as long as they have SightPosition defined in SightComponent

  • Fixed: SCR_ResourceSystem::RegisterContainer and SCR_ResourceSystem::RegisterDynamicComponent now only register on authority

  • Fixed: DamageManagerComponent OnFrame isn't called when activated

  • Fixed: CharacterControllerComponent SetWeaponNoFireTime was not functional

  • Fixed: GetAncestorToLocalTransform() failed on non-BaseGameEntity owner

  • Fixed: JsonLoadContainer not reading back root-level entries correctly

  • Fixed: DotDamageEffects work at half the speed

  • Fixed: Broken regen and added improved API for canBeHealed

  • Fixed: Spawning a character through DefaultOccupantName does not attach the vehicle graph and makes the character stand in the vehicle seat

  • Removed: Having DamageManagerComponent::EOnContact exposed to script could result in too many calls and performance issues.

  • Removed: Damage - SCR_DamagePassRule no longer supports damage over time

  • Removed: Damage - SR_DestructibleHitzone attribute m_fPassDamageToParentScale is obsolete and is no longer supported

  • Removed: HitRegManager.et, HitRegistrationManager.c, and all references in the layers for the worlds

  • Removed: Optics - Unsupported attributes of SCR_2DOpticsComponent and SCR_2DSightsComponent

  • Removed: CharacterInputContext::SetVehicleCompartment, ::GetVehicleCompartment, ::SetVehicleAction, ::GetVehicleAction. To get the compartment character, use CompartmentAccessComponent

  • Removed: Optics - Obsolete attributes from 2DSightsComponent: m_fRecoilScaleMax, m_fRecoilTranslationTarget, m_fRecoilScaleTranslation, m_sLayoutResource

  • Removed: Gadgets - CanBeToggled() method from SCR_GadgetComponent

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