Posts Tagged ‘Combat Simulator’


Squad logo

Hi Squaddies,
The day has finally arrived. After much tribulation we present to the world Alpha 9 of Squad! It is now available via Steam so be sure to update before playing.
In addition to upgrading to Unreal Engine 4.14, this update comes packed with a whole lot of content related additions including new vehicles, map expansions, gameplay changes and balance tweaks.
For more information on some of the major new additions in this version, please take a look at our Feature Preview for Version 9 put out recently.
Version 9 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Gameplay

  • Added Minsk 400 Motorcycle, BRDM-2 Scout Car and MT-LB PKT APC to the Insurgent vehicle pool
  • Added BTR-80 APC, BRDM-2 Scout Car, MT-LB NSVT APC and MT-LB 30mm Cannon IFV to the Militia vehicle pool
  • Added BTR-82A IFV, MT-LB NSVT APC, MT-LB 30mm Cannon IFV and Ural 4320 truck to the Russian vehicle pool.
  • Added Stryker ICV to the US Army vehicle pool
  • FOB Radio Hub no longer creates a spawn point
  • Added a new FOB Deployable, the ‘HAB’, which is basically a spawn point. US Army and Russian HABs cost 500 Construction Points, Insurgents cost 350 and Militia costs 400. HABs are limited to 1 per FOB.
  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. Youll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! New experimental version of closed hatch available on the MTLB series of vehicles.
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Reduced the stamina regeneration rate by 33%.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set ‘possible’ friendly FOB locations thru the SLs map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
  • Increased head turning angle limits as passengers in vehicles
  • Added a ton of interior decoration to the HMMWVs and in the back of the Technicals

Systems

  • Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle.
  • Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics.
  • Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it’s attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Added an admin-only notification for when a developer or privileged QA member joins a server
  • Added a Crash Reporter. Now, if your game crashes or generates a crash dump, a crash reporter will appear, asking you to send the crash to us. Please do, as this helps us find and fix crashes.
  • Redid the way steering wheel hand animations are handled, resulting is a much better and more natural way to steer
  • Added some physics to the vehicle as it transitions into its wrecked state after being destroyed
  • Reduced height impact normal to try and reduce the amount of situations where players were being killed behind low cover.
  • Content is now packaged into PAK files. This should reduce loading time and increase the security of the game.
  • Tweaked player movement when going up and down stairs to be a little more deliberate
  • Updated the Easy Anticheat SDK.

UI

  • Replaced the Scoreboard with a new design and added many new points of data to track your performance during the round.
  • Added new Kit Role icons, replacing the old set
  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Restyled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
  • Added new icons distinguishing APCs vs IFVs (IFVs have a 30mm Cannon or greater)
  • Added new icons distinguishing Tracked and Wheeled armoured vehicles
  • Added new loading Splash image
  • Updated loading QuickStart guide
  • Tweaked radial menu button sensitivity to feel a better in terms of hovering over with your mouse (outer widgets were being selected too early when moving the mouse from the middle to the outer widgets)
  • Removed old Ticket Counter and Round timer as they are now integrated into the new Scoreboard
  • Optimised code for the Stamina and Jump bar, also adjusted the visual styling
  • Updated Credits

Audio

  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullethit impact sounds and flyby bullet crack sounds
  • Modified distance sounds for some explosions
  • Modified M4, AKs, SKS, KPVT fire sounds.
  • Added burning vehicle sounds
  • Added UI sounds
  • Added music tracks ‘Downtime’ and ‘Faith’ to the Main Menu music playlist

Maps

  • Gorodok has been expanded greatly, with the addition of more towns, industrial complexes and points of interest.
  • Yehorivka has had additional towns, map detailing and points of interest added.
  • Adjusted map terrain lod levels to minimize distance warping especially on Kohat. Should reduce occurrence of floating players and vehicles.
  • Added an array of additional compounds and ruined areas to Chora as well as fixing general bugs and issues. Optimization pass to reduce draw call overhead.
  • Kohat and OPFL have been completely merged down to hardened maps (some minor final steps) should see increased GPU performance especially on low end machines. Allowed us to push foliage and grass draw distance out to more acceptable levels.
  • Added Minsk Motorcycles on the Jensen’s Range Racetrack, along with additional spawn points
  • Improved behaviour of map borders on Sumari, Logar, Kohat and Chora.
  • Adjusted scale of the Bridge on Kohat and improved its collision mesh to prevent players from falling through
  • Removed all static Minsk 400 bikes from maps
  • Updated Kokan lighting on PAAS V1
  • Added a number of additional compounds to Kokan
  • Fixed a lot of doubled up static geometry occurring on some maps
  • Fixed ammo crates on Sumari ITC from being in the ground.

Bug Fixes & Optimizations

  • Fixed super dark shading on the Militia faction soldier models
  • Fixed odd player camera rotations while as a passenger in a vehicle
  • Fixed a bug where the logistics driver wasn’t getting points for dropping supplies off
  • Merged a lot of deployable statics together, improving performance
  • Heavily optimised the Weapon Cache mesh
  • Fixed engine sounds playing the incorrect sounds on low settings
  • Increased shovel detection zone size on repair stations.
  • Fixed attachment of burning and destruction effects on vehicles
  • Tweaked rocket trails and backblast effects
  • Optimized footstep dirt effect
  • Fixed a couple of issues involving shooting your own vehicle unintentionally with the turret gun on some vehicles
  • Adjusted and optimised a number of vehicle wrecks
  • Fixed chain-link fences, razor wire and regular wire fences to be penetrable
  • Fixed collisions on a number of stone-wall statics
  • Changed minimum required mipmap LOD bias to prevent .ini changes from making the minimap unusable
  • Fixed collisions issue with destroyed vehicles bouncing around like crazy and colliding with players
  • Fixed giving radial menu access depending on your deploy role instead of your current role
  • Prevented unnecessary overlap events from firing on all vehicles to improve performance on vehicles
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where ‘Use Inventory Switch Timer’ config setting didn’t persist across game restarts
  • Started hardening passes on many of the older maps, dramatically decreasing draw calls. Will continue into A10 on newer maps as they become complete.
  • Audited physmats to ensure penetration was enabled on all appropriate material types.

Modding

  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<usqvehicleseatcomponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren’t being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed “Wound” and “Die” to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!

SOURCE


logo-arma-3-review

FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update 1.68 (64-bit Executables, Ambient Occlusion Overhaul, Maintenance)
SIZE: ~10.4 GB / ~1.3 GB (depends on Apex ownership)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.66). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy166
  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible.
  • You can find the servers in the Steam library (switch the filter to “Tools”) – “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

CHANGELOG

DATA

  • Added: New Ambient Occlusion settings in Video Options
  • Added: Sounds for vehicles colliding with water (cars driving through water and planes falling into water)
  • Added: Sound for Turn In / Out actions for armored vehicles
  • Added: Titles of Advanced Hints are now structured text and can be multi-line
  • Added: The scene behind the Debriefing screen is now blurred
  • Added: A new Fuel hit point for tracked armored vehicles (so they can lose fuel)
  • Added A new Hull hit point for wheeled vehicles (so they can be destroyed on a single critical hit)
  • Added: When multiple Main Menu spotlight options are available, they are cycled automatically. Users can browse them manually using arrows.
  • Added: Showcase NATO now has an updated voice-over (with a speakerphone effect)
  • Added: After calling an artillery support, a marker with ETA is shown in the map for the caller
  • Added: Ability to set a default number of rounds for artillery. Copy this code to the init field of the artillery vehicle:
    • this setVariable [“BIS_SUPP_useDefaultBurst”,3]; //3 is the number of rounds
    • Also, if you don’t want to think about a specific number of rounds, use the default value (usually 3 rounds):
      • this setVariable [“BIS_SUPP_useDefaultBurst”,true]; //True to enable an automatic default burst
  • Added: Multi-line version UI classes RscTextMulti and RscEditMulti for use with scripted controls
  • Added: IR grenades now have a proper sound for impact with the ground
  • Added: Field Manual preview models for explosives
  • Added: Sounds when getting in and out of helicopters (incl. 3D processing type)
  • Added: Rain sounds on car surfaces while inside of the vehicle
  • Added: TypeRecognitionDistance to the sensor templates
  • Tweaked: Performance of high-caliber ammunition:
    • Armor Piercing shells are now more likely to deflect from hard surfaces
    • High Explosive shells detonate on contact
    • HEAT shells now have average deflection behavior
  • Added: Pressing the Esc key in Splendid Camera now opens the Pause Menu. To exit the camera, click on the “CLOSE” button there.
  • Added: New samples for cabine opening and closing animations on the Caesar BTT airplanes
  • Added: Configured additional existing liveries for the CH-49
  • Added: 2 scripted variants of weapon holders: GroundWeaponHolder_Scripted and WeaponHolderSimulated_Scripted (https://feedback.bistudio.com/T79535)
  • Added: Locked door keypads on Tanoa are now indicated by a red light where appropriate
  • Added: Locked door keypads on Altis and Stratis are now indicated by a red light where appropriate
  • Added: Reverse camera display for the SUV
  • Added: Flag proxies for various vehicles
  • Added: A new RscTreeSearch class for scripted creation of the RscTree with search capability
  • Added: An option to prevent spawning on dead characters in the BIS_fnc_moveToSpawnPos function
  • Tweaked: Ambient Occlusion and light maps of structures were overhauled
  • Tweaked: Some Apex data has been decrypted (Weapons, Props, Vehicles, Missions, Dubbing, Sounds, and Music)
  • Tweaked: Helpers (arrows, pointers) in the faction Showcases are not visible anymore
  • Tweaked: Collision geometries on various Tanoa structures
  • Tweaked: Decreased the range and volume of underwater mine explosions
  • Tweaked: The compositions in Showcase NATO and Showcase CSAT were updated (added objects, added an ambient Wipeout and many objects were converted to Simple Objects)
  • Tweaked: Accessing the Supports menu (0-8) now makes the menu active, which also displays a special cursor
  • Tweaked: Swimming sound assets were updated
  • Tweaked: Parachute sounds now use the SoundSet and SoundShader implementation
  • Tweaked: Footstep sound volumes are now more balanced
  • Tweaked: The black and white Orcas were changed to the ones with regular liveries in Support Katalaki
  • Tweaked: Color presets in the Game Options menu are now sorted alphabetically
  • Tweaked: The showScoretable command resets when a new Debriefing screen is created
  • Tweaked: Helicopters should now produce sounds when falling into water
  • Tweaked: The gear retraction sounds of the AH-99 Blackfoot were improved
  • Tweaked: Smaller buildings are now overall less durable than the large ones, especially against high caliber shells
  • Tweaked: Particular building hit points are now easier to destroy
  • Tweaked: All buildings now receive 25% more explosive damage
  • Tweaked: The volume for landing sounds of the AH-99 Blackfoot was increased
  • Tweaked: Appearance of the Field Manual – a tree structure is now used for topic and hint selection, and it’s possible to search in it
  • Tweaked: Advanced hints are now formatted using the unified function BIS_fnc_advHintFormat
  • Tweaked: Main Menu spotlights are now configured in CfgMainMenuSpotlight instead of RscDisplayMain >> Spotlight. The old path will still be accepted, but is considered obsolete.
  • Tweaked: Steering, internal engine, and thread sounds were updated for the FV-720 Mora, ZSU-39 Tigris, and BTR-K Kamysh
  • Tweaked: The collision sound settings of the T-100 Varsuk were improved
  • Tweaked: Config data for Simple Objects was regenerated, updated and rounded
  • Tweaked: When calling an artillery support, an option to pick the number of rounds is no longer offered when only the last round is left
  • Tweaked: Increased the volume of crash sounds for the Kajman gunship
  • Tweaked: The BIS_fnc_configPath function now has an optional strict mode
  • Tweaked: The audio configuration for quad bikes was improved
  • Tweaked: Get-in memory points on the Tempest Medical truck were adjusted
  • Tweaked: The list of planes after placing the CAS module by Zeus is now sorted alphabetically
  • Tweaked: Laser and NV Targets (strobes) are now detectable beyond view distance
  • Tweaked: The close shot sounds of the MX rifles were equalized
  • Tweaked: Compass, map, watch & radio inventory items now use more visually appealing models when placed on the ground
  • Tweaked: Functions BIS_fnc_enemyDetected and BIS_fnc_enemyTargets were refactored for better performance
  • Tweaked: Decorative ammo boxes in Showcase NATO are now invincible
  • Tweaked: Server parameter “Time acceleration” is now localized
  • Tweaked: Static Taru pods are now showing damage textures correctly
  • Tweaked: Exiting of Showcases CSAT, NATO and AAF was adjusted
  • Tweaked: Hid antennas on various vehicles while they are being transported inside other vehicles
  • Tweaked: The BIS_fnc_selectRandomWeighted function now supports a single array of items and weights ([item, weight, item, weight…])
  • Tweaked: The BIS_fnc_setHitPointDamage function now sets HitPoint damage with dependencies
  • Tweaked: Commands (move, get in, target) no longer fade out on Regular difficulty
  • Tweaked: VR entities do not bleed anymore
  • Tweaked: The BIS_fnc_moveToRespawnPosition function was improved (even in scheduled environments)
  • Tweaked: The BIS_fnc_playVideo function was improved
  • Tweaked: The config definition of ‘AirDestructionEffects’ was simplified. There is now 1 less smoke and fire effect. The remaining smoke and fire was sped up, which results in overall better visual quality.
  • Tweaked: Functions called on helicopters and airplanes on their destruction were optimized for better performance and reliability
  • Tweaked: Hit point positions in wheeled and tracked APCs and the position of hit points on the Kuma tank tracks were adjusted
  • Tweaked: Durability of armored vehicles to remove some damage inconsistencies introduced along with the addition of fuel hit points
  • Tweaked: Some of the missing UI_F sounds were added to CfgSounds
  • Tweaked: Added built-in GPS and radio into all tanks, APCs, MRAPs and boats (except rubber boats)
  • Tweaked: Turning main turrets of armored vehicles no longer starts their engines
  • Tweaked: Surface sounds of the HEMMT trucks were improved
  • Tweaked: The FuelStation_01_Pump can now be destroyed more easily
  • Tweaked: The door angle of Warehouse_03 was improved to prevent incorrect collisions with characters
  • Tweaked: Nikos (Formal) now has a weapon visible in first person view
  • Tweaked: Various improvements to the BIS_fnc_unpackStaticWeapon and BIS_fnc_packStaticWeapon functions
  • Tweaked: Collision sounds for Hunter, Ifrit, Quad bike & Offroad were increased (range)
  • Tweaked: Randomized the sounds of collisions into trees
  • Tweaked: The RPG-7 now has zeroing and a correct projectile drop (https://feedback.bistudio.com/T120528)
  • Tweaked: Sound configuration of the HEMTT trucks was improved
  • Tweaked: Boats, armored vehicles and drones now have different sound effects for rain in first-person view
  • Tweaked: The Taru Cargo pod now has an inventory for consistency
  • Tweaked: The BIS_fnc_inTrigger, BIS_fnc_findSafePos, BIS_fnc_moveIn, BIS_fnc_nearestPosition, BIS_fnc_textureMarker and BIS_fnc_textureVehicleIcon functions were optimized
  • Tweaked: The BIS_fnc_position function now returns the correct AGL position of an object
  • Tweaked: The BIS_fnc_inTrigger function now returns the distance to the 3D border when requested and its trigger height is used
  • Tweaked: The BIS_fnc_taskState function now returns “” instead of “CREATED” for undefined tasks
  • Tweaked: The BIS_fnc_taskCompleted function no longer shows an error when used on an undefined task (so the function can be used in conditions which are running before a task is created)
  • Tweaked: The starting position of the Splendid Camera now exactly matches the previous view
  • Tweaked: Cargo containers that are part of a terrain cannot be destroyed anymore
  • Tweaked: Duration configurations of several music and ambient radio files were updated
  • Tweaked: The 5.8x42mm 100Rnd Drum magazine now has only the last four rounds as tracers
  • Tweaked: The Ammo and Fuel variants of Zamak trucks now explode instead bursting into flames
  • Tweaked: Samples and audio configuration of the Wipeout plane were updated
  • Tweaked: Terrains in the main Editor Menu are now sorted alphabetically
  • Tweaked: Get in sound for the Caesar BTT plane
  • Tweaked: The getInRadius range for planes was reduced
  • Tweaked: Transitions from and to prone are now more flexible to be interrupted in unarmed stance
  • Tweaked: The Panther and Marid APCs now have Night Vision mode available for gunners and commanders
  • Tweaked: Difficulty preset changes: waypoints and commands are now hidden on veteran difficulty
  • Tweaked: Water Scooter handling and durability were improved (PiP mirrors were also added)
  • Tweaked: It is now possible to retexture the interior of the Zamak truck
  • Tweaked: Crew of the static GMG now holds the weapon properly
  • Tweaked: Dead crew of static weapons is now ejected
  • Tweaked: The shot and closure samples of MX rifles were improved
  • Tweaked: Suspension of the Caesar BTT plane is now supported by PhysX
  • Tweaked: Pause Menu and Scoreboard keys are no longer hard-coded in the Respawn Screen
  • Tweaked: Difficulty Settings now contain more options about displaying units on the map
  • Tweaked: The crew of the Blackfish VTOL can now see their crewmates’ aiming directions
  • Tweaked: Switching from combat pace to a sprint is now more fluent
  • Tweaked: The “popup” and “popdelay” variables can now be set directly on each pop-up target individually and will override global settings
  • Tweaked: The maximum fording depth of many vehicles
  • Tweaked: Dates in some scenarios were adjusted
  • Tweaked: A GPS item will only be added to Time Trial competitors if the slot isn’t already full
  • Tweaked: It is now possible to change liveries on the Orca Black & White variants through the Virtual Garage
  • Tweaked: The initial position detection in Time Trials was improved
  • Tweaked: Field of View in aircraft is no longer scaled according to their speed
  • Tweaked: The deflection of 30 mm MP shell used by the main gun of the Kamysh was slightly decreased
  • Tweaked: Waypoints are now permanently visible on Regular difficulty once again (https://forums.bistudio.com/topic/188661-difficulty-overhaul/?page=9#comment-3150342)
  • Tweaked: Speed coefficient for mud surfaces
  • Tweaked: The function parameters for all faction showcases were adjusted
  • Tweaked: Compositions in the Sea area in Showcase NATO were improved
  • Tweaked: Rabbits, snakes and fish are no longer bleeding
  • Fixed: Zeus could not see newly created respawn vehicles correctly in some cases
  • Fixed: Swimming would make no sound
  • Fixed: Vaulting would not make any sound in some cases
  • Fixed: ‘Alpha’ and ‘Beta’ menu color presets had incorrect values
  • Fixed: Some footstep sounds could be heard behind the player (https://forums.bistudio.com/topic/199866-166-audio-issue-with-footsteps/)
  • Fixed: The whiteboard in Showcase CSAT was displaying incorrect Intel about the caliber of the T-100 Varsuk
  • Fixed: The Apex Protocol Main Menu spotlight was shown every time, even when Apex was not installed
  • Fixed: A-143 Buzzard and a few other vehicles were missing collision sounds
  • Fixed: Y-32 Xi’an was missing collision sounds
  • Fixed: PAPI lights
  • Fixed: RscDisplayMultiplayer had two default buttons
  • Fixed: Overlapping of mute buttons with a scrollbar in the map
  • Fixed: Many buildings and objects were not available for placing in Zeus Game Master scenarios (https://feedback.bistudio.com/T120145)
  • Fixed: The vertical placement of props was improved
  • Fixed: Incorrect position of the character hands after loading a loadout which didn’t have a weapon in the Virtual Arsenal
  • Fixed: Brake sounds were missing on several surfaces for the HEMMT trucks
  • Fixed: Pacific CSAT characters were sometimes using an English voice-set
  • Fixed: In dynamic groups, there was a chance the wrong parameters would be sent to BIS_fnc_removeScriptedEventHandler
  • Fixed: Changes set by the Weather module were not applied instantly
  • Fixed: A video was still playing after clicking on one of the main menu spotlights and returning back
  • Fixed: The Campaign menu title bar was darker than other menus
  • Fixed: There was “Attempt to override final function” message spam in the RPT file
  • Fixed: The animation freeze at the start of Firing Drills and End Game scenarios was not reliable on sloped surfaces
  • Fixed: Switching from / to unarmed animations caused characters to slide
  • Fixed: Crouching and standing up from crouch sometimes wouldn’t work after pressing the crouch button
  • Fixed: Going prone with a launcher equipped during combat pace movement was immediate and seemingly missing an animation (https://feedback.bistudio.com/T116732)
  • Fixed: Sling-load assistant was not functioning properly
  • Fixed: The sound of falling shells was removed from the starter pistol
  • Fixed: Burst fire from Slammer LMGs sounded like just one shot instead of a burst
  • Fixed: Pacific variants of NATO Autorifleman and AT Soldier had incorrect vests in their loadouts
  • Fixed: Offroad_02_F had an incorrectly aligned rear mirror (https://feedback.bistudio.com/T119225)
  • Fixed: Some parts of the AFV-4 Gorgon were not included in its hiddenSelection (https://feedback.bistudio.com/T119594)
  • Fixed: Pacific variants of static weapons could not be assembled (https://feedback.bistudio.com/T119296)
  • Fixed: UGL sights of the SPAR16 GL rifle were unfolded when on a character’s back
  • Fixed: The BIS_fnc_unpackStaticWeapon function was not working properly
  • Fixed: The kbTell command would not work properly if the BIS_fnc_kbTellLocal function was called with the parameter denying the direct channel (channel = true)
  • Fixed: Quadbikes would behave as submarines when driving through water
  • Fixed: The velocity of static GMG ammo was incorrect (http://feedback.arma3.com/view.php?id=27469)
  • Fixed: Some weapons were missing sounds of cases falling on the ground
  • Fixed: The Prowler would behave as a submarine when driving through water
  • Fixed: The MH-9 had inconsistent FFV view limits
  • Fixed: Missing SFX samples for vehicle UI actions (refuel, rearm, repair)
  • Fixed: JIP players could be killed when respawning far from their FOB, due to an incorrect area limit in the End Game scenarios
  • Fixed: Entering the Splendid Camera would reset the fog settings
  • Fixed: Entering a sub-display (e.g. the Configure screen) from the Respawn Screen could cause the display to get stuck until a respawn was performed
  • Fixed: Blackfoot gunners didn’t have a crosshair when using DAGR missiles
  • Fixed: Tempest trucks now have correct UV mapping for mirrors
  • Fixed: The AK12 had a bullet in its magazine after the last round was fired
  • Fixed: The Options could not be closed using the Esc key from the Respawn Screen
  • Fixed: Closing a sub-display (e.g. Video Options) from the Respawn Screen could cause all other displays to be closed as well
  • Fixed: The Strider MRAP now has smoother Picture-In-Picture feeds for its Gunner and Commander
  • Fixed: The Group Management title background would use an obsolete color
  • Fixed: The CAR-95-1 weapon had an incorrectly configured bipod (https://feedback.bistudio.com/T122239)
  • Fixed: The Intel icon could be misplaced in End Game scenarios if placed above or under the water surface (e.g. sheds on the shores)
  • Fixed: The Phase indicator was not visible in the Respawn Screen in End Game scenarios
  • Fixed: Seize scenarios would end seconds after starting with not respawn limit set
  • Fixed: Wrecks of the Wipeout and Buzzard airplanes were levitating
  • Fixed: Pop up error when a teammate is incapacitated while having the Group Manager open
  • Fixed: Returning to the Main Menu from the Scenarios or Multiplayer menus would lead to an FPS drop while playing the Main Menu video tiles
  • Fixed: The weapon UGL crosshair was not visible when crouching in combat pace
  • Fixed: Showcase Gunships would not fail if the player survived a crash landing (both on ground and in water)
  • Fixed: Showcase Gunships scenario flow would break if the helicopter touched the water and then immediately ascended again
  • Fixed: Export of parent classes from GUI editor didn’t work because of a missing “GUI_styles.hpp” file (https://www.reddit.com/r/armadev/comments/5pwvwr/missing_eden_files/)
  • Fixed: Helicopters would have trouble landing if their occupants were killed meanwhile in Showcase Firing From Vehicles
  • Fixed: Hitting the button to close the Splendid Camera in the Pause Menu would also prompt about leaving the game in the multiplayer environment (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=867#comment-3144508)
  • Fixed: Transport variants of the HEMTT truck now have fixed mirrors; characters no longer appear in them when they are getting into the vehicle
  • Fixed: The Caesar BTT plane would refuse to take damage when crashed
  • Fixed: The RPM indicator in the Caesar BTT plane was not working properly
  • Fixed: AI would refuse to shoot at air targets with some types of ammunition (9x21mm, .45ACP, .50BW, 5.56×45, 5.45×39, 7.62×39, 5.8×42)
  • Fixed: Players could end up back inside the helicopter after being inserted in Showcase Firing from Vehicles
  • Fixed: 35mm shells would not explode on hitting the Hummingbird in some cases
  • Fixed: Going prone from sprinting with a launcher had an unnecessary stand up transition (related to https://feedback.bistudio.com/T116732)
  • Fixed: Going prone from kneeling with a launcher caused an unnecessary stand up transition
  • Fixed: Going into the inventory with a binoculars would cause a transition to rifles (related to https://feedback.bistudio.com/T120382)
  • Fixed: Some weapons were missing the “baseWeapon” config attribute (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3141143)
  • Fixed: The optics view on the static HMG could clip with the tripod (https://feedback.bistudio.com/T120662)
  • Fixed: The Bobcat’s spare wheels would heat in thermal vision when the vehicle was moving around
  • Fixed: It was not possible to open the Pause Menu while in the Respawn Screen using the Pause key in some cases
  • Fixed: The Mk17 was heating in thermal vision when firing a primary weapon
  • Fixed: The cockpit glass of the Buzzard plane was too fragile
  • Fixed: Weapon switching from launcher to rifle was not working properly while sprinting / combat pacing
  • Fixed: Weapon switching from launcher to sidearm was not working properly while sprinting / combat pacing
  • Fixed: The commander and gunner of the FV-720 were clipping through the turret ring (https://feedback.bistudio.com/T74854, https://feedback.bistudio.com/T76233, https://feedback.bistudio.com/T81983)
  • Fixed: There was an infinite animation loop caused by closing the inventory while removing a sidearm as the only weapon
  • Fixed: The Firing Drills freezing mechanic did not behave well under some circumstances
  • Fixed: JIP players did not see groups if coming from a scenario using Dynamic Groups and joining another one
  • Fixed: The NVS had an incorrect inventory icon
  • Fixed: Apex owners could get their vehicles stuck in sand (https://feedback.bistudio.com/T120992, https://feedback.bistudio.com/T120992)
  • Fixed: Flag proxies on several models (more Intel)
  • Fixed: The Respawn Timer was not visible after saving and loading a scenario in multiplayer
  • Fixed: The rail covers of the Rahim are now hidden when an appropriate slot (side or bottom) is filled with an attachment (https://feedback.bistudio.com/T84605)
  • Fixed: The BIS_fnc_unitPlay function was not serialized and would break when a scenario was loaded (if it was saved during a unit play scene)
  • Fixed: The BIS_fnc_unitPlay function was not compatible with Dedicated Servers
  • Fixed: Occlusion and alpha sorting of the Airport_01_terminal_F building (https://feedback.bistudio.com/T123379)
  • Fixed: Hiding the interface in Arsenal did not hide the background of said icons
  • Fixed: NV Targets (strobes) were detectable by sensors other than Night Vision
  • Fixed: It was possible to get auto-zeroing against air targets with the APFSDS ammo
  • Fixed: The Xi’an VTOL was not able to take off vertically with minor damage
  • Fixed: Rotating in prone while moving caused kneeling in some cases (https://feedback.bistudio.com/T123369)
  • Fixed: Cars could get stuck on wooden bridges on Tanoa (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3153369)
  • Fixed: UAVs at the airport were moved to a different position to prevent crashing with the plane piloted by autopilot in Showcase CSAT
  • Fixed: Passengers of the Support variants of Zamak trucks would clip through their seats
  • Fixed: The SVD periscope camera was overly sensitive when moving vertically
  • Fixed: Taru pods were missing icons in the Virtual Garage
  • Fixed: The Respawn Screen did not support scenario-specific respawn messages
  • Fixed: Disconnected players would still count towards the loadout limit in the Respawn Screen
  • Fixed: Players could respawn onto the [0,0,0] coordinates when respawning on a position that was being removed
  • Fixed: Hands of Offroad gunners were stretching unnaturally while aiming to the sky
  • Fixed: The Syndikat MB 4WD had visual customization working incorrectly
  • Fixed: Trying to adjust stance while being unarmed had unexpected results (mainly because there are no adjusted stances when being unarmed)
  • Fixed: Players could not respawn into a specific type of vehicle when one of its kind was destroyed

Eden Editor

  • Added: An ability to access the Field Manual from the Eden workspace (Tools > Field Manual)
  • Added: In the Advanced Hints system, it’s now possible to access default variables (i.e. %1 to %10) in custom arguments
  • Added: All task modules now have a “Show Notification” attribute, allowing them to add / update a task without on-screen notifications
  • Added: A “Parent Task ID” attribute was added to the “Create Task” module
  • Added: A new group attribute controlling whether the group should be automatically deleted when empty
  • Added: When no player is present for an Eden Editor preview, Splendid Camera is opened by default
  • Added: The mod filter in the Asset Browser now shows mod icons
  • Tweaked: The default size of structured text (ctrlStructuredText) now matches the size of plain text (ctrlStatic)
  • Tweaked: Behavior of the ‘Center on Selected’ function in the Eden Editor (the F key by default). It now works with layers (the position of the first entity found in the layer is used) and the camera is no longer moved when only an empty layer is selected.
  • Tweaked: Terrains in the ‘Select Terrain’ dialog are now sorted alphabetically
  • Tweaked: The current terrain is now auto-selected in the Eden Editor dialog
  • Tweaked: Current terrain is now auto-selected in the ‘Select Terrain’ dialog in Eden Editor
  • Fixed: Moving the camera to a comment (i.e. pressing ‘F’ when a comment is selected) didn’t work
  • Fixed: Pacific variants of NATO AT Rifleman and Autorifleman had incorrect Eden Editor preview images
  • Fixed: Offroad (Repair) had an incorrect Eden Editor preview image
  • Fixed: The BIS_fnc_inTrigger function did not work properly when applied on an ellipse with B size larger than A size
  • Fixed: Eden Editor attributes which were using combo interfaces (e.g. a drop down menu) didn’t have the current value selected by default in some cases
  • Fixed: Drop down menus with a sound preview in the Eden Editor (e.g. trigger music) did not react to mouse input in some cases
  • Fixed: Editing the loadout of characters with pre-filled backpacks (e.g. medic or AT specialist) would always restore the contents of the backpack

Apex Protocol (potential spoilers)

  • Fixed: The subtitles for conversations playing over the radio in Apex Protocol would display even if the players dropped their radio and couldn’t hear them
  • Fixed: In the Apex Protocol lobby, players would end up with the leader’s squad XML info instead of theirs
  • Fixed: The “Investigate the Drone” task could break in some cases in the Apex Protocol scenario
  • Fixed: Script error in the Apex Protocol campaign lobby when changing the respawn options
  • Fixed: Players were unable to use the ladder on the water tower at the Toronto objective in the Keystone scenario
  • Fixed: There were some incorrect names for new respawn positions in the End Game scenario
  • Fixed: Container doors were visibly open to the host but closed to clients in the Firestarter scenario
  • Fixed: Players couldn’t climb the water tower at one of the variants of point New York in the Keystone scenario
  • Fixed: A quad bike getting damaged by an object composition in the Warm Welcome scenario
  • Fixed: There was a missing string when only one respawn ticket was available in the Keystone scenario

The East Wind (potential spoilers)

  • Tweaked: MacKinnon’s crashed Hunter is no longer being held up by its left rear-view mirror in the Drawdown 2035 scenario
  • Fixed: The progress of the Signal Lost scenario could get stuck
  • Fixed: Script error upon rendezvousing with the surviving NATO units in the Situation Normal scenario
  • Fixed: AI would have trouble driving the extraction Zamak out of the town in the Wet Work scenario
  • Fixed: Players could engage the enemies in the town without them engaging him in the Wet Work scenario
  • Fixed: Players could get damaged by McKinnon’s Hunter
  • Fixed: The player could use the Save & Exit option during the opening cutscene of the Air Superiority scenario
  • Fixed: Vehicles would move incorrectly in the Moral Fiber scenario
  • Fixed: There was no 3D task indicator for getting in a vehicle in the Moral Fiber scenario

Prologue (potential spoilers)

  • Fixed: The Kajman helicopter would sometimes catch fire during the final cutscene of the Damage Control scenario
  • Fixed: Standing enemies would sometimes crouch when killed in the Reality Check scenario

ENGINE

  • Added: 64-bit Executables
  • Added: Dynamic Simulation
  • Added: New TurnIn and TurnOut Event Handlers (firing when hatches are opened / closed; parameters: [vehicle, person, turret path])
  • Added: Tactical Pings are now shown on the 2D map as well
  • Added: Tactical Ping markers can now be placed through the map interface
  • Added: A new IsRemoteExecutedJIP script command
  • Added: New vehicle sound parameter for opening / closing the hatches: “soundTurnIn”, “soundTurnOut”,”soundTurnInInternal”, “soundTurnOutInternal”
  • Added: New “engineTemp”, “wheelsTemp” and “turretGunTemp” vehicle animation sources
  • Added: A new crosshair difficulty option (to disable the crosshair and crew aim indicator in vehicles; CCIP is visible only in optics)
  • Added: A new terrainIntersectAt script command
  • Added: A new enableWeaponDisassembly script command
  • Added: New setFlagAnimationPhase and getFlagAnimationPhase script commands
  • Added: A new isSimpleObject script command
  • Added: Support for randomly generated values based on a seed (random command)
  • Added: A new “BuildingChanged” mission Event Handler
  • Added: Missiles now support sub-munitions. Previously, such feature was reserved only for CfgAmmo classes with simulation “shotSubmunitions”. Now “shotMissile” works with it as well. See https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit for more details.
  • Added: Support for destroying objects without effects (e.g. explosion, fire, etc.)
  • Added: Script variables are now available for Simple Objects
  • Added: A new “cameradir” MFD source
  • Added: Support for huge pages via the “-hugePages” command-line parameter
  • Added: Support for an EnableHugePages function for DLL interfaces
  • Added: Support of huge pages for the TBB4 memory allocator
  • Added: Sub-munition ammo type randomization (https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit)
  • Added: It is now possible to transport non-vehicle objects in vehicles (via scripting only)
  • Added: A new “featureType” config parameter replacing “featureSize
  • Added: A new setFeatureType script command (parameters: 0 – disable, 1 – object is always visible to object view distance, 2 – object is visible to terrain view distance, the limit is 500 for terrain / static objects and 200 for dynamic objects including config features and auto features (flying helicopters, airplanes))
  • Added: A new Deleted Event Handler
  • Added: A new typeRecognitionDistance sensor parameter
  • Added: New PAPI lights configuration (new parameters: VasiLight >> light >> cone, slope, angleLimitH, angleLimitV; check the class “CfgVehicles >> Land_Runway_PAPI >> VasiLight” from the config viewer for more Intel)
  • Added: New MFD options:
    • For text: “sourceLength”, “sourcePrecision”
    • For scale: “NeverEatSeaWeed”: 1 – will show “N,E,S,W”, 2 – will show “N,NE,E,SE,S,SW,W,NW” in the heading scale
  • Added: Support for (helicopter) drones to output a ‘fake’ RPM value (for SFX e.g.)
  • Added: Support for the abs command in simple expressions
  • Added: A new “Activate Mine” action
  • Added: A new parseSimpleArray command to parse a string output of an extension into an array
  • Added: An alternative syntax for the callExtension command
  • Added: A new “nightRangeCoef” parameter to enable the influence of day and night on visual sensors
  • Added: Heading for camera feeds
  • Added: A new “hasUnderbarrel” weapon animation source
  • Tweaked: The disassemble action is now available for vehicles with dead crew (e.g. static weapons)
  • Tweaked: The impact origin of ragdolls being triggered is now more precise
  • Tweaked: AI drivers of tracked vehicles should now drive more reliably in specific cases (less zig-zagging in high speeds, low-speed turning around)
  • Tweaked: The submunition trigger distance is now also affected by the target distance
  • Tweaked: The BuildingChanged mission Event Handler is now triggered even when a building is repaired
  • Tweaked: setRank and setUnitRank now work for all clients
  • Tweaked: AI following a path should now be more precise
  • Tweaked: The InventoryOpened EH did not provide info on what containers were opened for dead bodies (https://feedback.bistudio.com/T81559)
  • Tweaked: The setDriveOnPath command now removes duplicate points (improves finishing the path for AI drivers)
  • Tweaked: Divers should now properly change weapon ammo when leaving water
  • Tweaked: The total amount of groups was increased by a factor of 2
  • Tweaked: Vehicles without waypoints should no longer start their engines at the beginning of scenarios
  • Tweaked: In one of the older presets, players were able to change weapon via the context menu to a weapon which they were already holding
  • Tweaked: Collisions with attached objects have been disabled
  • Tweaked: The MFD “numberEach” in source “scale” can be zero to disable text
  • Tweaked: CfgDisabledCommands entries no longer need to be listed in lowercase in order to work properly
  • Tweaked: A target assigned by a UAV’s turret was visible on the Sensor Overview
  • Tweaked: PhysX objects movement and collision precision were improved
  • Tweaked: The “maxFordingDepth” parameter can now be negative on cars and tanks (cars are measured from the center of the BBbox, helicopters need a positive value as they’re measured from the land contacts)
  • Tweaked: The minimally required speed for airplane taxiing has been lowered
  • Tweaked: Enemy detection by plain sight is now limited by the object view distance
  • Tweaked: The Killed, MPKilled and EntityKilled Event Handlers were extended with a damage effect value
  • Tweaked: Location getVariable and Task getVariable now support a default value
  • Tweaked: Script commands setHit, setHitIndex and setHitpointDamage now accept an optional parameter that allows partial object destruction without destruction effects
  • Tweaked: Dashed lock icons are now used whenever a target is not in a sensor’s line-of-sight
  • Tweaked: When a variable space is null, getVariable will return a default value (instead of null)
  • Tweaked: The enableEnvironment script command was extended to allow separate control over ambient life and ambient sound (https://feedback.bistudio.com/T117789)
  • Tweaked: The speed of vehicles commanded to move should now be smoother
  • Tweaked: The default probability of sub-munition ammo is now 1
  • Tweaked: The Dammaged Event Handler is now extended with the hitPart index and hitPoint name parameters
  • Tweaked: The HandleDamage Event Handler is now extended with the hitPoint name parameter
  • Tweaked: The enableEnvironment command was improved (https://feedback.bistudio.com/T79082, https://feedback.bistudio.com/T117789, https://feedback.bistudio.com/T116778, https://feedback.bistudio.com/T84272, etc.)
  • Tweaked: The getEnableEnvironment command was renamed to environmentEnabled
  • Tweaked: The lineIntersectsSurfaces command was rounding passed values incorrectly
  • Tweaked: The lineIntersectsSurfaces command was extended with an optional parameter (allowing to return the same object intersections)
  • Fixed: Parachutes would not collide with objects attached to roadways
  • Fixed: There was a typo in the objectDistaceLimitCoef and viewDistaceLimitCoef parameters
  • Fixed: The isRemoteExecuted and isRemoteExecutedJIP commands were not working properly in some cases
  • Fixed: Reading of the “enableParallax” parameter in MFD HUD was not correct
  • Fixed: Aiming down the iron sights with a lowered weapon would behave inconsistently
  • Fixed: UAVs would switch weapons despite the player having manual control over them in some cases
  • Fixed: Sorting of text parts of MFDs was incorrect
  • Fixed: A potential memory leak when using the detach script command in multiplayer
  • Fixed: Setting a Control or Display variable to nil would not properly undefine the variable
  • Fixed: It was not possible to unhide an object hidden via an attribute or init script in some cases
  • Fixed: The server browser overflowed with data could discard some of it in some cases (making mod signature checking delayed or canceled)
  • Fixed: Crash (to desktop) connected to AI driving
  • Fixed: fadeRadio would affect playMusic
  • Fixed: The “animate” parameter of the animateSource script command was not correctly passed to remote clients
  • Fixed: It was not possible to connect to a Linux server once it loaded too many addons (https://feedback.bistudio.com/T117183)
  • Fixed: Potential fix for a Crash To Desktop (https://feedback.bistudio.com/T123029, https://feedback.bistudio.com/T120839)
  • Fixed: disableTI/NVGEquipment would not change the game state immediately
  • Fixed: The createSimpleObject command would create an object out of any string
  • Fixed: Inventory weight of loaded magazines was doubled (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=862#comment-3147196)
  • Fixed: Free Content Licensed DLC scenarios could not be started (e.g. TT1)
  • Fixed: Initial exposure of PiP scenes (first frame)
  • Fixed: Fleeing of vehicles unable to hit their targets was incorrect
  • Fixed: ListBox and ListNBox controls allowed to select only the first 7 items
  • Fixed: Server crash cases
  • Fixed: ComboBoxes would appear empty when expanded after all their items were removed
  • Fixed: AI infantry would flee when unable to engage
  • Fixed: Mortars controlled by the AI could not shoot more than one round at a time
  • Fixed: Crash when triggering a Tactical Ping
  • Fixed: Incorrect turret elevation text in the HUD
  • Fixed: Weapon switching actions between a rifle and a launcher were not working correctly (https://feedback.bistudio.com/T123301)
  • Fixed: Using the setUnitPos command with Careless behavior would force units to look through their iron sights
  • Fixed: The Titan AA/AT lock was randomly broken (https://feedback.bistudio.com/T123086)
  • Fixed: The lineIntersectsSurfaces command behaved incorrectly when using the primary LOD on its own
  • Fixed: Weapon attachments could still work when switching from a FFV position to non-FFV one
  • Fixed: The forceSpeed command value was not saved along with scenarios
  • Fixed: AI orders to repair a vehicle would loop infinitely (https://feedback.bistudio.com/T120612)
  • Fixed: Crash when changing unit grouping in the Zeus interface
  • Fixed: Crash connected to broken animations
  • Fixed: AI drivers would move to the corner of the VR terrain on their own
  • Fixed: Potential crash when deleting characters
  • Fixed: Crash connected to weapon resting (https://feedback.bistudio.com/T123657)
  • Fixed: Armored vehicles would not attack targets properly on Dedicated Servers
  • Fixed: Planes controlled by AI were unable to lock a target
  • Fixed: Framerate drop when opening a map in several mods (https://forums.bistudio.com/topic/160288-arma-3-stable-server-166-performance-binary-feedback/?do=findComment&comment=3161290)
  • Fixed: Custom face wear of AI soldiers would reset after loading a scenario
  • Fixed: Using the setObjectViewDistance command would also modify Video Options settings
  • Fixed: The camera was facing in the opposite direction in the “Loadmaster” position in Tarus when remotely controlling an entity
  • Fixed: The isRemoteExecuted command would not work as expected in some cases
  • Fixed: Gunship / UAV gunner optics were shaking when the pilot maneuvered an aircraft in multiplayer
  • Fixed: Players could not deny playing the Prologue when there was another instance of the game running (e.g. a Dedicated Server)
  • Fixed: AI vehicle gunners would continue shooting at a target even when it hid behind an obstacle
  • Fixed: Players could be trapped in a vehicle with disabled simulation in some cases
  • Fixed: UAV gunner optics were shaking when the FPS was low
  • Fixed: Weapon Info and Stance Indicator could not be switched in the difficulty settings
  • Fixed: The Score table tab did not show the Disconnect message box properly in the Debriefing Screen
  • Fixed: A rare crash when switching from the main menu to a campaign selection and back
  • Fixed: It was not possible to open the drop-down menu of the UAV terminal and Artillery Computer in some cases
  • Fixed: Several issues with the Dynamic Simulation on Dedicated Servers
  • Fixed: The Car “Hull” indicator behaved incorrectly
  • Fixed: the TurnIn/TurnOut Event Handlers would return [] for the driver turret (instead of [-1])
  • Fixed: Vehicles would start braking too late and could miss their waypoints
  • Fixed: Potential crash when the game is closed with a score table open
  • Fixed: The Respawn Menu would not work correctly after saving and loading a scenario in multiplayer
  • Fixed: The image type of a squad.xml logo was not checked in all cases
  • Fixed: AV pilots / drivers could open their inventory
  • Fixed: Potential crash when moving out of a vehicle in multiplayer
  • Fixed: The shotInstigator command would return an incorrect value if the vehicle commander used Manual Fire
  • Fixed: Tasks were not visible in the debriefing when a player died and had Team Switched before
  • Fixed: AI would ignore orders when the player was giving them from within a vehicle
  • Fixed: The minimap would not show UAVs
  • Fixed: Crash when accessing a not-yet-created UI
  • Fixed: Incorrect parsing of mission and map name from the Steam server response
  • Fixed: Airplanes controlled by AI had trouble taking off from most airfields on Altis
  • Fixed: The -enableHT parameter was not handled properly in some cases
  • Fixed: The “Showcasing” Steam Achievement could be unlocked without completing Showcase End Game

Eden Editor

  • Added: Engine support for sub-categories in the attribute system
  • Added: A new dashed line marking the probability of presence when dragging entities
  • Added: A new activation type for triggers (detected any player)
  • Added: A new “AttributesChanged3DEN” Event Handler (called when moving / rotating objects)
  • Added: A new “Dragged3DEN” Event Handler for entities (fires when an object is dragged in the Eden Editor either by widget or by mouse)
  • Fixed: The rotation arrow would point in the incorrect direction when rotating a group after rotating its group leader
  • Fixed: The drop down menu of a combo box could overflow a parent’s control group
  • Fixed: Selecting an item in the Asset List would cause its icon to flash at the [0,0,0] coordinates
  • Fixed: A change in a Logic’s area shape would revert after coming back from previewing / restarting the scenario
  • Fixed: Object rotation via the area scale widget did not fire the “attributesChanged3DEN” event
  • Fixed: Placing a group in a vehicle above the group limit could result in placing an empty vehicle with group outside of it (https://feedback.bistudio.com/T120533)
  • Fixed: Forcing a group into a formation would not work if some units were deleted from the group before
  • Fixed: Characters could be moved to the corner of the terrain after a scenario preview
  • Fixed: Searching by mod in Groups mode did not work correctly
  • Fixed: Objects were sometimes moved out of their layer when their type was changed
  • Fixed: The multiplayer lobby in the Eden Editor scenario preview would not display position names of vehicle crewmen
  • Fixed: Ambient animals were missing in Scenario Previews

LAUNCHER

  • Added: An ability to select the game platform (32-bit or 64-bit). On 64-bit systems Launcher will start 64-bit version of the game by default.
  • Added: Checks for compatibility of mods (or precisely its game extensions) with the selected platform
  • Added: When subscribing to a mod in the server browser, users are informed if the mod is platform-specific
  • Added: Hiding 32-bit/64-bit specific options based on the selected platform
  • Added: Support for the -hugePages startup parameter
  • Added: The “Patrol” game type was added to the server browser
  • Added: A message in the server details informing the user when some information about mods or signatures can be transmitted from the server
  • Added: Command line parameters -win32 and -win64 that will force a game platform when started with the -noLauncher parameter
  • Tweaked: Performance was improved for users with a large amount of mods
  • Tweaked: Replaced the mechanism for the retrieval of the Workshop mods list to an alternative API to work around the issues with incomplete lists
  • Tweaked: The memory limit for 32-bit executables on 64-bit Operating Systems is increased from 2047 MB to 3071 MB
  • Tweaked: Added mouse hover effect and tooltip for notification bar buttons
  • Tweaked: BattlEye messages are now properly wrapped on the BattlEye page
  • Fixed: Some elements in the News list could display excessive white space around them
  • Fixed: Potential crash of the server browser after receiving invalid data
  • Fixed: Mods from the ‘Unsupported by the server’ list ignored the ‘Keep loaded’ option and were omitted when starting the game
  • Fixed: Incorrect label text in a dialog subscribing mods while importing a preset
  • Fixed: Crash when repairing mods while Steam is offline

SERVER

  • Updated: Stand-alone Windows Dedicated Server (1.68)
  • Updated: Stand-alone Linux Dedicated Server (1.68)
    • Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    • Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    • Try adding -mod=curator;kart;heli;mark;expansion;dlcbundle to your arma3server.exe shortcut

SOURCE



enlisted.net


logo-arma-3-review

Game Update 1.66 (Footsteps Audio Overhaul, Tactical Ping, Maintenance)
SIZE: ~10 GB / ~1.6 GB (depends on Apex ownership)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.64). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy164
  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible.
  • You can find the servers in the Steam library (switch the filter to “Tools”) – “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2016 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

CHANGELOG

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eft-logo

Dear friends! We are glad to announce the release of update for alpha version of Escape From Tarkov, in which we introduce to you online mode of the game, the new graphic components, weapon mastering leveling, ammo-dependent weapon wear rates, and much more!

– Network play in test mode.
– Character leveling in local and online play
– Weapon mastering leveling in local and online play
– Added the feature of item examination (consecutively with addition of in-game handbook)
– Added SMGs: PP-91 Kedr, PP-91-01 Kedr-B, PP-9 Klin

Graphical changes:

– Improved shaders with PBR features
– Ambient light portals (improved indoor lighting)
– Improved daylight cycle change lighting
– New SSAO
– Contact ambient obscurance
– New tonemapping
– Eye adaptation
– Improved SSR (screen space reflections)
– New color correction
– Improved performance characteristics

Join the alpha testers of Escape From Tarkov now!

Уважаемые друзья! Рады сообщить о выходе масштабного патча, с вводом которого в альфа-версии Escape From Tarkov появился онлайновый режим, новая графическая составляющая, мастеринг оружия, коэффициенты его износа и многое другое! Добавлено:

– сетевой режим в режиме тестирования.
– левелинг персонажа при локальной или онлайн игре;
– прокачка мастеринга оружия;
– коэффициенты износа оружия от патронов;
– нововведение! изучение предметов (впоследствии будет добавлена внутриигровая энциклопедия);
– пистолеты-пулеметы ПП-91 “Кедр”, ПП-91-01 “Кедр-Б”, ПП-9 “Клин”.

Графические нововведения:

– улучшенные шейдеры c добавлением особенностей PBR;
– ambient light portals (улучшенное освещение в помещениях);
– доработанное и улучшенное освещение неба в полном цикле смены дня и ночи;
– новый SSAO;
– contact ambient obscurance;
– новый tonemapping;
– eye adaptation;
– улучшенный SSR (screen space reflections);
– новая цветовая коррекция;
– было переработано и улучшено большинство материалов и текстур персонажей, оружия, объектов;
– была произведена оптимизация растительности и террейнов;
показатели производительности – наоборот – улучшились.

Работа продолжается! Вступайте в ряды альфа-тестеров Escape From Tarkov! Участвуйте в конкурсах эмиссаров и получайте ключи доступа в альфу!

 



Squad logo

The hype train has arrived! A monthly recap and Version 8 in one go!


Alpha Version 8 is now released.

After hitting one of Squads biggest milestones with the introduction of vehicles in Alpha Version 7, we could finally focus on doing an optimization pass on the core systems now that all the underlying wires are connected. This was a team wide effort, with a lot of micro-optimizations quickly building up to a level of performance that the team is proud to present to the players.

That is not the whole story though! We added a few treats to add more spice to the current gameplay and quite a few quality of life improvements alongside the main focus which was optimization.As more content and features are added, we’re able to better pace the game to where we eventually want to go.

These changes have to be implemented over time so the player base has a chance to adjust and adapt. This has been the trend for for the entire life cycle of Squad, and this patch is no different. We are steadily slowing things down so there is more time to breathe and those engagements feel more significant.

Version 8 is now available via Steam[joinsquad.com] and below is a full changelog. Major Changes

Optimization Pass

We’ve done a major optimization pass over almost every single system in Squad. We’ve improved collision and physics performance, graphical and GPU performance, multithreaded major pieces of the game such as animations and vehicle updates, and many more performance improvements.

Additionally, Effects have had a wholesale overhaul after some detailed profiling on both Intel and AMD machines. Optimization of shader implementations and a detailed pass over configs and best practices gave us a 10x improvement in performance of effects. This should greatly improve reliability of frame rate in large firefights. There is still a bit of work to do but the results we’ve seen are already worth the effort.

As always, we will continue to improve the performance and optimize the game with every patch.

New Vehicle Variants and Assets

Added improvised rocket artillery variant of the technical for both Insurgents and Militia factions.

This vehicle is hard to aim and use effectively, especially without the aid of a forward spotter and communication between driver, gunner and observer. Rocket artillery technicals can only be found in small numbers on large maps such as Yehorivka, Kohat and Chora.


They are worth 20 tickets on destruction and have a respawn timer of 18 minutes, so stay out of trouble!


Added a HMMWV variant that has the remote controlled weapon station CROWS on top, with an M2A1 mounted on it. This will provide much better protection for the gunner as he is safely inside of the vehicle, with magnified optics on his .50 cal machine gun. Be mindful of the long reload time. They are worth 20 tickets on destruction.

Added NSV heavy machine gun emplacement (Russians are sometimes right!) to the Russian faction. Firing at a blitzing 700 rounds per minute, this HMG is certainly a force to be reckoned with. It comes in both tripod and bunker form. Build cost is unchanged from the placeholder they have been using up until now.

Added a forward facing shield to the Dshk machine gun. This can be found on both the deployable as well as the vehicle mounted version. There are still unshielded versions available for those that prefer greater visibility over front facing protection.


Updated Weapon Mechanics

Penetration

Added experimental environment penetration for heavy machine gun calibers.We will be watching closely, if all goes well expect small arms to get a similar treatment in the future.

Low Stamina Sway

Added penalty to weapon sway when you have low stamina. The lower the stamina the worse the sway will get. Be aware of your movement in hostile territory.

Slightly increased visual suppression effects across all weapons.

Lighting & Post Processing

We have done a huge lighting pass on all the maps in order to unify the quality and look of the game. Each map now has at least two lighting scenarios using custom skyboxes in order to provide variety and to help players identify gameplay layers more easily. Some key areas such as Fools Road tunnels got a complete overhaul as well, using lighting to help direct players. Additionally, our post processing has been unified to ensure effects such as bloom, ambient occlusion and lens flares are enhancing all our maps.


In the future we will continue to push our lighting tech further but in this pass we had to be careful not to work against our main focus for this update, optimization.

Main Menu

Server Browser

We’ve dramatically improved the Server Browser, switching to an asynchronous update method where results are streamed in as they come in. We’ve also improved the sorting, so that server entries are sorted immediately upon being added to the browser and fixed a number of issues where the server browser would show incorrect results or fail to refresh..

Graphics Menu

Our new programmer Zak, with some help, has vastly improved the Graphics Menu, improving a number of options and simplifying some of the more complex choices in the menu.

We’ve also spent some time to auto detect a number of settings that were previously exposed, as we’ve found that incorrectly setting them would negatively impact users performance.Finally, we’ve added a few tooltips to explain what each option does to help users better understand the performance impact of changing certain graphics options.

We also added a button that will clear out your cached user settings, just in case something goes horribly wrong.

Changelog

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logo-arma-3-review

Launching Arma 3 Apex was a big moment in our project; July’s expansion was the most significant milestone since our original release, in 2013. In the months that have followed, we’ve been thrilled to see our players exploring and expanding upon the new content, features, and – of course – splendid new terrain, Tanoa. Meanwhile, our team has been busy.

Focusing upon both post-release support and looking ahead to the next stage of development, there’s been much evaluation, discussion, and – ultimately – the formation of a high-level plan. Now, we’d like to share our goals, highlight key updates, and talk a bit about how we’ll continue to support a mature platform in the context of planning for the future.

VISION

Infantry gameplay has long been at the heart of our development. Although it remains the backbone of our sandbox, we also recognise that there are several other avenues to explore. By expanding upon combined-arms content and features, we aim to create fascinating new opportunities for our community, and attract new players looking for a gateway to a massive military experience.

We’re also looking to make longer-term investments (significant free updates, for everyone) that, we hope, help Arma 3 to continue to serve as platform for our community for years to come. To balance this effort – plainly speaking: to fund our project – we’ve prepared a number of premium packages and free updates, which translate our vision into real development.

GOALS

JETS DLC

Next year, air superiority jets will fight for control over our simulated skies. More details are forthcoming but, for now, we can confirm this package will be supported by a free platform update, with radar / sensor improvements as its stand-out feature. By adding more depth to threat detection and tracking, we aim to improve gameplay across the entire sandbox.

‘ORANGE’ DLC

This year, we opened a new studio in Amsterdam, The Netherlands. With the goal of gradually building up experience, work has started on a small project, codenamed ‘Orange’. While the exact direction isn’t final, we’re very much interested in exploring an interesting and unique perspective on the battlefield. It’s shaping up to be a valuable, innovative addition to the platform!

MALDEN FREE DLC

June 22nd, 2017, will be Arma’s 16th anniversary. We plan to mark the occasion with a free DLC, featuring an island familiar to veterans of our series: Malden. Starting out as a small passion project, Malden 2035 re-uses many vanilla structures, vegetation, etc., to recreate this classic terrain. There’ll be an announcement related to this work in the coming weeks.

TAC-OPS DLC

Later next year, we aim to present players with a package of playable content: ‘tactical operations’ that focus upon challenging, replayable and authentic military gameplay, which makes the best use of our sandbox. This development is an opportunity for us to learn how to continue to support the platform, fund our project, and offer valuable new experiences for our players.

TANKS DLC

We round off this roadmap with an ambitious goal: overhauling the experience of armoured combat in Arma 3. This package will follow our well-established model: a set of premium assets, which bring something new to the sandbox, supported by platform improvements and additions for everyone, for free. We encourage our community to share their own wishes on the topic, too!

PLATFORM

Traditionally, instalments in the Arma series enjoy a long tail of support and, in turn, sustain an active player-base. Arma 3 stays true to this vision. Aside from the major releases outlined above, we’re also assembling a robust tools roadmap to better serve our content creators. Furthermore, we’ve identified several new ‘platform’ improvements not yet associated with specific updates.

To provide a few examples: later this year, we’ll publish 64-bit executables to Dev-Branch; work on a full singleplayer conversion of the ‘Apex Protocol’ co-op campaign starts soon; Tanoa structures will gradually receive additional ruins / interiors – and its splendid audio fidelity will be extended to all terrains. Naturally, we’ll discuss these things (and more!) in greater detail soon™.

Associated development is planned, too. We’ll continue to provide / expand public samples and documentation. The Arma 3 Units service will enjoy some modest UX improvements. Work with our partners on experimental ports is set to continue, too. Although this roadmap seeks only to provide a high-level outline for now, we hope you’ll agree, there’s much to look forward to!

FUTURE

This is now our third post-release roadmap. Along the way, we’ve gained a lot of experience about what works well, and what doesn’t. For example, we know that developing across multiple studios is tough! In part, multiple packages help us to manage that risk, grow experience in autonomous teams, and, ultimately, add value to the platform in a sustainable way.

We’re also looking beyond Arma 3. Indeed, some of the team have already moved onto new projects in support of the development of our next engine, ‘Enfusion’. We aim to find a way to both invest in the future, and serve the diverse needs and passions of our existing community. With this roadmap, we hope to strike that delicate balance.

RESOURCE 

RU Translate 




Squad logo

Hi Squaddies,

The day is finally here. Vehicles have arrived. It has been a long road for everyone on the development team, and especially you, the player. But finally one of our long awaited features is ready to roll out. Besides this, our programmers, production artists, mappers, testers and support staff have all been hard at work producing other content that will certainly make Version 7 one of our biggest and most ambitious patches yet.

Version 7 is now available via Steam and below is a full changelog.

For a quick summary of the major changes, please read our previous news post HERE.[joinsquad.com]

Changelog

Gameplay

[media.joinsquad.com]

Vehicles have been added to the game. Please familiarize yourself with what you will encounter on the battlefield.

[media.joinsquad.com]

Starting map tickets have been increased across the board by about 150-200 tickets. This gives more room for a comeback and to accommodate vehicle losses.

Vehicles have a respawn timer from 3-6 minutes from the time that the vehicle is lost. Vehicles with weapons on them have a respawn timer of 6 minutes. Note that some vehicles on some maps have no respawns and are a one time use only.

Losing a vehicle will result in a potentially heavy ticket loss (4-30 tickets!!). Protect and repair your vehicles!

If a vehicle flips over, it will catch on fire to get it off the map. This will take a while, and your team will be without an asset for a while. Pay attention to where you drive.

New System: Vehicle Claiming
[media.joinsquad.com]

Overview: The squad vehicle claiming system in its first iteration will function primarily as a way to strengthen the role of the Squad Leader and eliminate the ability of players to go rambo and take a vehicle without any responsibility for its usage. The system is entirely passive but also considered an advanced system.

Only SL will interact and be notified as to the claim states.Only a Squad leader may claim a vehicle. The SL claims the vehicle by attempting to enter the vehicle or by approving a vehicle claim on his minimap made by members of his Squad.

He will get one of several messages depending on the vehicles current claim condition.

  • “Only Squad Leaders may enter unclaimed vehicles.” – You are not an SL.. Nice try!
  • “You must have the Squad Leader role to claim a vehicle.” – Go get an SL kit
  • “Must have at least 3 members in your Squad to claim vehicles.” 3 members – 1 vehicle can be claimed 6 members – 2 vehicles can be claimed 8 members – 3 vehicles can be claimed
  • “Must have at least 2 squad members nearby to claim a vehicle.” Much like our FOB and Rally Point systems you need to have your Squad with you to claim a vehicle. (2 additional members) Vehicles can also be approved for claim by approval on the minimap by a Squad Leader
  • “Unable to enter due to another Squad’s claim on this vehicle.” This vehicle is already claimed. Please try a different vehicle or radio for a ride.
  • “Vehicle Claimed.” – Great Job! Your Squad can now enter the vehicle and have a happy battle!

In addition, a squad leader can claim a vehicle by approving a claim made by his Squad members.

If 3 squad members are near an unclaimed vehicle and the Squad has claimed slots available they can request a claim by attempting the enter the vehicle.They will be notified to Radio their Squad Leader for approval. Squad leaders can open their minimaps and approve the claim. (provided they have a claim slot available)

Active VS Passive claims and how it affects your Squad.

The system maintains a chain of possession of claimed vehicles through Active Claims (You have a squad member actually in the vehicle) and Passive Claims (Your squad claimed and used the vehicle but currently have no members of your squad occupying a vehicle seat)Active Claims always give you complete control over the vehicle seats and the driver position. Players not in your squad cannot enter the driver seat of your actively claimed vehicle (but they can enter the other seats). In order to maintain an active claim you must have a squad member somewhere in the vehicle.Any Squad member may also bump a friendly from an occupied seat by switching to that seat. (via the F keys)

Passive Claims are maintained even when the vehicle is not manned. Your Squad members can enter and exit the vehicle freely and the driver seat will still remain locked to the owning Squad. However.. A passive vehicle can be claimed by another Squad Leader provided he has the ability to do so. (This can be done in person via attempting to enter the vehicle or remotely via a group of 3 squad members)

We all know there are good reasons and bad reasons for losing and/or choosing to lose a vehicle. We want to reward the good reasons and punish the bad ones. Here are some messages relating to dropping off your vehicle you will encounter.Additional Mechanics: There may be a good reason to want to unclaim a vehicle and we are providing a number of methods to do that.

  • Drop off the vehicle at a FOB.
  • Drop off the vehicle at a Main Base.
  • Coordinate another Squad Leader to take over your claim.

As with any experimental system.. A lot will be changing as we get testing feedback and we will continue to refine and improve it.

[media.joinsquad.com]

Spawning, Supplies and Logistics

[media.joinsquad.com]

  • Rally Point cooldown timer is now 2.5 minutes. 2 minutes if placed too close to enemies. Rally Point needs a fellow squad member within 8m to place (was 5m).
  • Forward Operating Bases no longer have an active spawn point when initially deployed.
  • Forward Operating Bases gain an active spawn point after having been placed for 5 minutes. (Unless visited by a friendly supply truck
  • Losing a Forward Operating Bases Radio now results in a 20 ticket penalty (was 10).
  • Passive supply rate has been lowered to 1 per second.
  • A FOB can now hold a total of 2000 Supplies and 1000 Ammo.
  • Forward Operating Bases get an active spawn point if a friendly (loaded) logistics vehicle comes close to the radio. Bypassing the 5 minutes of waiting time.
  • Bringing a loaded logistics truck to a Forward Operating Base and unloading supplies near the FOB radio will deposit 1000 supply points and 1000 ammo points to the base. Logistics technical will supply a base with 500 of each rather than 1000.
  • You will need to press the “Unload Supplies” button (Default “Q”) to unload supplies. Once a logistics vehicle has unloaded its supplies at a FOB the space in the graphical representation of the supplies goes away. You will need to restock the vehicle again to perform another resupply action. Drive to your main base supply depot to pick up new supplies.

[media.joinsquad.com]

Kit Changes

  • Binoculars removed from all medic kits.
  • Change to the rate that Fire Support kits unlock at. They now unlock one slot for each 3 squad members you have. Was 2 slots at 4 and an additional at 8. Riflemen classes should be a bit more frequently seen now.
  • US medic kit now has an M4 with a red dot sight.
  • US LAT kit now has an M4 with a red dot sight.
  • US ironsights rifleman now has a foregrip on his M4A1.
  • Marksman kits with SVD now has 6 magazines instead of 4.
  • Russian kits that previously had the AKS-74M now has the AK-74M.
  • Insurgent RPG Gunner kit now has the AKMS instead of the AKS-74U.
  • Russia and Militia gets access to an additional scoped rifleman at 8 squad members.
  • Adjusted the limits of the AK74 Fighter kit for insurgents. Now limited to 2 rather than 3.
  • Reduced the number of colored smoke grenades carried by the Squad Leader kits. Now has 1 of each color rather than 2. Still carries 2 white smoke grenades.
  • Added HEAT rounds to all RPG-7 kits and adjusted the number of Fragmentation rounds as well. Militia and Insurgents carry 2 Fragmentation rounds and 2 HEAT rounds. Russia carries 1 Fragmentation and 2 HEAT rounds.
  • Added Designated Marksman kit for the US Army. The kit has the M110 DMR and an M9 with an additional pistol magazine like the other DMR kits. Kit unlocks at: 5 squad members and 10 team members, limited to 1 per squad.
  • Added Scout kit for Insurgents and Militia. The kit contains SKS as the primary weapon and also has a set of binoculars. This kit is perfect for scouting and directing fire. Kit will get more toys in the future ;) Kit unlocks at: 3 squad members and is limited to 1 per squad.
  • Added a limited alternative Fighter kit for Insurgents. The kit contains a AKS74 with 1p78 optic. Kit unlocks at: 8 squad members and is limited to 1 per squad.
  • Added limited alternative Fighter kit for Insurgents. The kit contains a G3A3 as the primary weapon. This rifle has better range and more stopping power than your standard AK rifles. Kit unlocks at: 4 squad members, and another one at 8.
  • Added alternative Squad Leader kit for Insurgents. The kit contains a G3A4 as the primary weapon. This rifle has better range and more stopping power than your standard AK rifles. Kit unlocks at: 6 squad members.
  • Added Raider class for Insurgents. The kit contains the PPSH-41 as the primary weapon and RKG-3 anti tank grenades. This kit is perfect for causing mayhem up close. Kit unlocks at: 6 squad members and is limited to 1 per squad.

Weapon Handling
[media.joinsquad.com]

  • Weapons now move more dynamically when you perform rapid twists and turns. This makes sight alignment take ever so slightly longer.
  • Weapons with a foregrip have less vertical recoil than weapons without (M4 variants, PM md. 63 and AMD-65). Additionally it also has a faster sway pattern to simulate the pressure applied.Lastly they have an ever so slightly quicker ADS time than a weapon without.
  • Weapons with underslung grenade launchers similarly have less vertical recoil due to the added weight out front. Furthermore these front heavy weapons have slightly more sway.
  • Minor tweaks to M4 recoil to compensate for the very high rate of fire.
  • RPG-7 and M72 has lowered deviation to make hit percentages similar to real world expectations.
  • HMGs such as the M2 and Dshk are now able to sustain fire for a longer time without overheating, but cools off at a slower rate.

Deployables

  • Added vehicle repair depot deployable. Costs 400 supply points and slowly and passively repairs vehicles in a radius around it.
  • Hesco/sandbag bunkers are now reduced to 300 supply points.
  • Hesco walls are now reduced to 200 supply points.
  • Single hescos are now 50 points.
  • Sandbag walls now cost 50 supply points rather than 100.
  • Added C sandbags to Insurgents and Militia. 50 points.
  • Added a new Pillbox-style Sandbag Wall that has firing ports.
  • Sandbag Walls are now stackable again.
  • Razor wire now cost 25 supply points.
  • M2A1 on tripod is now 350 supply points.
  • Dshk heavy machine gun on tripod is 350 supply points.
  • Concrete barriers are now 50 supply points.

[media.joinsquad.com]

Vehicles

Not all weapons will be able to damage all vehicle types.

Most vehicles in the game will be able to take about 2 hits from an RPG-7 HEAT round, M72 LAW or RKG-3 grenade. The exceptions are the technicals who can take about 1 and a few bursts of rifle fire to top it off. The other exception is the BTR that will be able to take roughly 3 rocket hits.

The BTRs main 14.5mm cannon will be able to easily chew through all vehicles before it. The gun has Magnification that can be switched with the 1 and 2 Number keys.

Heavy machine guns such as the M2 and the Dshk will be able to damage all current vehicles fairly easily. Some vehicles are more resistant than others, expect anywhere from a 1/3rd to almost a full belt of .50 cal ammo to be needed, depending on the vehicle you are firing at.

Rifles and infantry weapons are split into three categories.

7.62 Caliber weapons will be able to damage bring down soft skinned vehicles such as the technicals and trucks. Expect to spend up to several hundred rounds to reduce a healthy vehicle to a useless hunk of metal. Weapons in this category include everything from 7.62×39, such as the AKM, up to the 7.62x54R of the SVD.

5.56/5.45 Caliber weapons will be able to do light, and significantly less damage to technicals and trucks. You will need the determination of your entire squad to take down a fresh vehicle with just your hand weapons. Examples of these calibers are the M4 and the AK74 series of rifles.

Pistol calibers have no effect on a vehicle’s health whatsoever. Conserve this ammo for self defense.

Fragmentation grenades. Hand grenades, the RPG-7s fragmentation grenade and the GP-25s fragmentation grenades do little to no damage on vehicles. They are only able to slightly damage unarmored technicals and trucks. Use the proper explosives for the job!

There is one exception to the fragmentation grenades. The US 40mm grenade launcher utilizes the HEDP rounds which are somewhat effective vs soft skinned vehicles. They will be able to damage all vehicles in the game, but at a significantly reduced rate as the armor of the vehicle increases.

There are currently no indicators of your vehicle’s current health in the field. So keep track of what you have been fighting and return to base or a FOB to get fixed up and rearmed at a repair depot.Keeping your vehicle operational will give you a great advantage.

Damage Effects

[media.joinsquad.com]

Unlike most games, vehicle damage effects are not tied to a specific % of health. In Squad, effects such as a vehicle being on fire, doesn’t necessarily mean that the vehicle is about to die.

Several weapons have a chance to light vehicles on fire. As a vehicle is closer to getting on fire, the vehicle will start smoking in an increasingly more dramatic way. Once a vehicle is on fire (visible flames) the vehicle as well as all of the occupants will take a light amount of damage every second until the flames die out by themselves or the vehicle is destroyed.

The TL:DR version of the weapons that adds chance for a vehicle to catch on fire is as follows (in descending order):

  • (Most Powerful) RPG-7 HEAT rounds / M72 LAW / RKG-3
  • 14.5mm Armor Piercing Incendiary rounds from the KPVT on the BTR-80
  • US 40mm HEDP rounds from the M203
  • M2 and Dshk HMGs

Penetration

First step on a long road ahead for projectile penetration! Depending on what weapon you are using and what vehicle you are shooting at, there is a possibility that your rounds can penetrate the hide of the vehicle and damage the passengers inside, at a greatly reduced level.

The higher the caliber of your weapon, the more damage you will do to the occupants of the vehicle. If you can penetrate it in the first place.

Vehicles such as the HMMWV and the BTR-80 are immune to all infantry firearms and can only be penetrated by .50 cal or larger. The remaining vehicles can be penetrated by infantry rifle calibers.

Systems

  • Players now move slower when moving along inclines and up stairs. The speed reduction is governed by the type of material you are traversing.
  • Acceleration into a full sprint has been decreased by half.
  • Addition of a Walking Animation while ADSing.
  • Addition of a prone movement animation while moving around in Prone.

UI

  • Order and Enemy markers will appear in 3D space for a brief amount of time when initially placed to the Squad of the Squad Leader who placed it.
  • Order markers (Construct, Move, Defend, Scout, Attack, etc) can now only be seen by the squad.
  • Enemy Spotted markers (vehicles, infantry, etc) can be seen by the team.
  • Each squad is allowed 1 action marker and 3 spot markers at a time. As you place new markers the older ones will be removed.
  • Crowdfunding backers have now been added to the credits list.
  • When creating a squad, the SL will be given a squad leader kit. They will then be taken to the Roles screen so they can exchange it for another version of the SL kit.
  • When joining a squad, the player will be taken to the Roles screen so they may choose their kit.
  • Updated the map flags to be higher quality and new designs for the Militia and Insurgents.
  • Kits are now grouped in appropriate sub groups at the ammo crate.
  • Redesigned the FOB Status Widget and fixed a few cases where it wouldnt show up when it should.
  • The ammo counter widget now displays a rough estimate of the rounds you have in your magazines, including the one in the gun.
Art

 

  • Added PPSH-41 submachine gun.
  • Added G3A3 battle rifle.
  • Added G3A4 battle rifle.
  • Added SKS semi-automatic carbine.
  • Added RKG-3 anti-tank grenade.
  • Added M110 SASS designated marksman rifle (rifle has placeholder optics).
  • Added PG-7V HEAT anti-tank rounds to the RPG-7 launcher.
  • Added Dshk heavy machine gun emplacement for Insurgents and Militia.
  • Added the AKMS back to the game.
  • Removed the AKS-74M.
  • Updated textures on base AK-74 models.
  • Added M1151 HMMWV
  • Added Technical
  • Added M939 transport and logistics truck
  • Added Ural 375D transport and logistics truck
  • Added BTR-80 APC

Maps

  • Added new map Yehorivka to the map rotation.
  • Added Night version of Chora
  • Added Infantry layers for most maps
  • Added Dusk version of Gorodok
  • Added more details to Sumari Bala
  • Added one of each vehicle type and variation to Jensens Range. All of them are enterable with no requirements. 30 second respawn timers on them.
  • Added a racetrack to Jensens Range

Modding

  • Added a function to the Radial Menu, IsMarkerVisible, that can be overriden and used to hide markers
  • Moved Ragdoll behavior to a component on Soldier and added a number of methods to control the ragdoll state. This should allow modders to put the soldier into a ragdoll state at any time, rather than only when incapacitated.
  • SQPawn now switches the team of MapIconWidgets, so the team state should always be correct.
  • Added new Ruleset function VehicleDestroyed.

Before we sign off, there’s one last thing we want to share.

We are extremely excited to be able to share the first trailer for Post Scriptum: The Bloody Seventh. The first full scale conversion for Squad under development currently.

Congrats to Periscope Games[postscriptumgame.com] for taking this huge step into the public. We are very proud of your work so far and look forward to lending our support.



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Celebrated with a launch trailer, Bohemia Interactive today released the much-anticipated Apex expansion for Arma 3. For the first time ever in the series, players are deployed to a South Pacific war zone, reinforced with new vehicles, weapons, and gear to overcome the challenges of a hostile foreign terrain.

As reflected by the expansion’s name, Arma 3 Apex[arma3.com] represents the pinnacle of over 15 years of Arma development. It builds upon the series’ signature large-scale authentic combat gameplay, where movement, shooting, and teamwork truly matter – and introduces fresh opportunities for all types of combat operations.

The key features of the Arma 3 Apex expansion are:

  • New terrain
    The 100 km² South Pacific island archipelago Tanoa, containing varied locations ranging from rainforest jungles, cities, shanty towns, a sugar cane factory, a mine, an industrial port, a volcano , and more.
  • New armed forces
    A new faction of local Tanoan criminals and ex-paramilitaries called Syndikat, NATO & CSAT special forces, Pacific expeditionary units, and the Gendarmerie local law enforcement agency.
  • 13 new weapons
    A mix of classic and modern firearms, thermal-masking uniforms and headgear, backpacks, NVGs, and a weapon optic.
  • 10 new vehicles
    New vehicle classes: VTOL aircraft and Light Strike Vehicles – and more new vehicles such as the UCAV drones, RHIB, 4WD Offroad Car, Propeller Plane, and Water Scooter.
  • Co-op campaign
    Take on the role of a NATO CTRG special operator in the 1-4 player “Apex Protocol” co-op campaign. Connected to the events in the original Arma 3 “The East Wind” campaign, the co-op campaign consists of 7 highly replayable missions, featuring a drop-in/drop-out multiplayer structure, and the difficulty scales up or down based on the number of players.
  • Additional Apex content
    A selection of existing Arma 3 weapons and vehicles repainted in a South Pacific camo pattern, new character appearances: Tanoan and Chinese, new radio protocols: French, French-English, and Chinese, new environment assets and props for content creators, a Tanoa Zeus Game Master scenario, 3 new End Game scenarios, 13 new Steam Achievements, and the Arma 3 Apex official soundtrack.

On the road to Apex, Bohemia Interactive released several free platform updates for Arma 3. The highlights of these updates include a major audio-visual upgrade, a 3D scenario editor , a new server browser and enhanced mod handling in the Launcher, Quick Play, vehicle-in-vehicle transport, weapon switching, spectator mode, and many user experience enhancements, such as a new main menu, a new default control preset, and more.

Arma 3’s Creative Director, Jay Crowe:
“With Arma 3 Apex, there’s never been a better time to get into the series. Built upon a diverse, open platform, the expansion offers up a multiplayer-focused set of content, complimented by some great new additions to our arsenal, all set in the truly splendid backdrop of Tanoa – a fresh experience of combat, and an exicting new sandbox for our dedicated community.”

Arma 3’s Project Lead, Petr Kolář:
“We’ve been focused on Arma 3 Apex for over two years, and it’s incredibly satisfying to finally see all of that hard work come together. Tanoa is without doubt one of the best terrains in the Arma series, providing an experience that we can only refer to as a “green hell”. Together with the new vehicles, weapons, uniforms, accessories, and of course the co-op campaign, we are certain this will keep players engaged in combat for a long time. I’m extremely proud of what the team has achieved. This really is the Apex in Arma 3’s development journey.”

Arma 3 Apex is now available for purchase on Steam for 29.99 EUR / 24.99 GBP / 34.99 USD. If you are new to Arma 3, but want to enlist for the complete experience at the best price, you can pick up the Arma 3 Apex Edition for 59.99 EUR / 44.99 GBP / 69.99 USD.

For more intel on the Apex expansion, please visit the official web page at www.arma3.com/apex – where you can find a complete overview of its content and features. To keep track of all the latest news and updates, be sure to follow Arma 3 on Facebook, Twitter, YouTube, and Steam.

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ACTIVITY: Game Update: 1.56 (Eden Update, Eden Editor, Combat Audio, Launcher-Based Server Browser, Fonts)
SIZE: ~1.8 GB / ~694 MB

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider defragmenting your HDD after downloading large updates.
  • A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.54). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy154
  • This update does not apply to the experimental Linux and Mac port betas at time of writing. We’ll be updating those as soon as possible.
  • You can find the servers in the Steam library (switch the filter to “Tools”) – “Arma 3 Server” (based on your OS, it will download the Windows or Linux version).
    • Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
    • NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.
  • In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q. or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

 

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