Attention Soldiers,
We've updated the Steam and Xbox versions of the game today, September 14th. This is a Major Update.
Creating the most authentic and immersive experience has always been a key priority for the Arma Team, and our next Major Update builds on that desire. You can expect reactive birds, insects, and lush ocean waves. Everon also features 13 interconnected hiking trails, competing with 1500+ line markers, trail maps, and hiking signposts. See for yourself in this atmospheric trailer that encompasses the enhanced environment of Everon and Arland.
It is not just the environment that got an improvement, you can look forward to a host of bug fixes, optimizations, and stability improvements, such as fixed crashes when downloading an addon on Xbox or when trying to host the game from a client.
0.9.9.97 Changelog
Game
Added: Everon - New power plant location
Added: Everon - Tourist trails
Added: Everon - Set of recreational props
Added: Everon - Flavor update (murals, posters, notice boards)
Added: New color variants of Church_01
Added: New variants of cargo containers
Added: Ocean simulation synchronization
Added: Ambient bird flocks triggered by noise in the surroundings
Changed: Everon - Satmap updated
Changed: Increased saline bag effect from 30 to 90 seconds
Changed: Map markers configured.
Changed: Squad marker - players' own squad now has higher opacity than others
Changed: Squad marker info layout has squad leader nickname marked with an icon
Changed: Squad marker refresh rate to 10 seconds
Changed: Squad leader markers are now clickable and display group info on hover
Tweaked: Blending of ADS state in different situations
Tweaked: Damage application of missiles when hitting vehicles
Fixed: Performance issues with spawned animals resolved
Fixed: Player now remains authenticated after the game mode reset - the server was showing fewer players in the server browser
Fixed: Player reconnection message does not indicate FAIL with authentication
Fixed: ArmaVision Camera was visible on a map which allowed players to exploit it as a map marker
Fixed: HUD Manager's Layer Handlers didn't register themselves to HUD Manager upon initialization
Fixed: Base supplies are no longer deducted for pre-built services when loading a save
Fixed: Game Master budgets desynchronizing for clients
Fixed: Newly joined Game Master Clients have the wrong budget information
Fixed: Arland base couldn't be captured because of defender FIA AI being spawned inside of a fuel tank
Fixed: Fixed a bug where a turret could keep shooting after the character in it became unconscious
Fixed: 2D Optics - Binoculars overlay stuck on screen when exiting free building mode
Fixed: 2D Optics - Non-illuminated reticles may become translucent
Fixed: Multiple issues with nametags
AI
Changed: AI simulation was spread through multiple frames by default
Fixed: Navmesh Server should run only when using Workbench.
Multiplayer
Fixed: Streaming of player-controlled entity could be broken (#T174981)
Fixed: Current muzzle not correctly replicated
Visuals
Added: Ambient Insects
Added: Shore waves effect
Added: Tessendorf foam accumulation
Added: Particles - Emissivity curve
Added: Per-effect particle collision presets
Added: Particle lights - world-space relative y-translation
Added: Particle light shadows
Changed: Forest Generator now supports partial regeneration
Tweaked: Particle emissivity multiplier - better behavior for LV < 0
Tweaked: Particles - Better behavior of emissivity map
Modding
Added: ParticleEffectEntity is now replacing SCR_ParticleEmitter
Added: BaseWorld::GetTimeSlice script API
Added: Ability to disable AIGroup/AIAgent from script and code
Added: Particles API getters/setters support for Max LV param
Added: Dynamic marker example class with documentation
Changed: Separate replication from ParticleEffectEntity to an inherited entity ReplicatedParticleEffectEntity
Changed: DamageManger requires RplComponent now
Fixed: Crash when there is no effect position in MuzzleEffectComponent
Fixed: Crash when there is no effect position in MotorExhaustEffectComponent
Workshop
Added: Downloading calculation of size between version patches
Added: Author block/report cancel when joining a server
Tweaked: Workshop - download speed optimization
Fixed: Crash when addon download fails due to CRC check or corrupted SHA
Fixed: Workshop - download may freeze if the connection is unstable
Fixed: Exiting the game during mod download corrupts said mod and redownloading shows download progress exceeding 100%
Fixed: Interrupted add-on download fails after continuing
Fixed: Various download issues
Fixed: Xbox Workshop - Download is aborted if the addon cannot fit
Enfusion Blender Tools
Fixed: Batch FBX export no longer adds leaf bones
Stability
Fixed: Compartment occupant was cleared too early leading to a server crash later
Fixed: Crash that happened when destructible entities had HandleDamage called with non-valid damage types
Fixed: Crash when trying to host the game from the client
Fixed: Crash when download fails due to lack of storage space
Fixed: Workbench crash with EquipedLoadoutStorageComponent
Fixed: Crash caused by improper handling of controls
Fixed: Linux server crash with gamecode::EntitySlotInfo::DetachEntity
Fixed: Crash when meleeing a fire hydrant. DamageContext's lifetime could expire, resulting in a crash.
Fixed: Game crashes when opening server details in quick succession
Fixed: WB crashes if it starts with broken scripts
Fixed: Crash when downloading addon on Xbox
Fixed: Crash in fur material when fullscreen mode changes and the game project is not loaded
Fixed: Crash when rendering BlurWidget without source render target set
Fixed: Crash in JsonApi during script recompilation in Workbench
Fixed: Rare crash in the underwater effect
Fixed: Underwater crash for worlds with no ocean material
Fixed: Crash when destroying entities with a Damage manager and no rpl component
Audio
Added: WaterDepth signal
Added: Dedicated sounds for explosions in water
Known Issues
Game:
Incorrect faction player count in the Deploy Menu
Players sometimes cannot join already existing groups on the server after they connect
All vehicles will disappear after 10 minutes of not using them
Some buildings/compositions can be built without a proper obstruction check making these buildings/compositions unusable
Deleting objects/fortifications does not reimburse supplies when it was built from a supply truck but deleted from the camp's freebuilding mode
Respawning on the radio in the vehicle will not allow players to use gadgets
AIs can teleport behind the wall if they are not able to get there normally
Players can get stuck in a tripod turret if they fall into an unconscious state and get healed
Players in a gunner position can't capture bases
Characters in the turrets sometimes start drifting away creating a surrealistic portrait of a man with really long arms holding a turret
Persistent Sprint and Aiming Down Sights controls do not register properly when using a controller
Looking at the player spawn while someone is spawning will make his name not show until you turn around
The character will spasm a little while he is sprinting and reloading at the same time
Sometimes a character will not be able to use weapons or items if he falls from the vehicle after moving items between his and the vehicle's inventory
Game Master:
Deleting all dead bodies and destroyed vehicles with the GM can lead to the kick of all GMs from the server
Workaround: Delete entities in smaller batches
Entity filters in GM do not work properly
Using a lightning strike with GM that has a character placed in the scenario will not do anything
GM needs to delete his character or change the keybinding for the lightning strike
Workshop:
After enabling a previously disabled add-on, included missions are not displayed in the "Scenarios" tab until the game is restarted
Xbox: The player isn't informed about full addon storage
If the player reports a mod and tries to join the server that has that mod reported, he is unable to progress toward the dialog that shows up on the screen
In order to join the server, he has to open the Workshop tab and cancel the report from it or double-click twice on the name of the mod to get past the UI dialog
Warning:
Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs.
Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts.