Bohemia Interactive has released a new update for Arma Reforger, which includes plenty of new updates, including weapons, features, vehicles, and more. Players can now play as the guerilla resistance faction and collaborate to liberate the island in a new scenario called Combat Ops: Everon.
Arma Reforger is the gateway to Arma 4, as Bohemia Interactive continues working on the title in the hope of creating the best milsim experience. We’re about to see what’s coming next soon, but having a major update such as this talks about their efforts.
In a blog post, the developer has revealed the full changelog, which can be found just below:
Combat Ops: Everon
On the island of Everon, the local resistance has been beaten into submission by the invading Soviet forces – but they will not accept defeat sitting down.
In this game mode, join the FIA and collaborate with up to 5 friends to liberate the island of Everon. Players can battle it out against improved AI in a dynamic scenario that offers a different experience every time. Raid camps, destroy objectives, seize arms, and break the enemy’s stranglehold on the island.
Combat Ops: Everon
On the island of Everon, the local resistance has been beaten into submission by the invading Soviet forces – but they will not accept defeat sitting down.
In this game mode, join the FIA and collaborate with up to 5 friends to liberate the island of Everon. Players can battle it out against improved AI in a dynamic scenario that offers a different experience every time. Raid camps, destroy objectives, seize arms, and break the enemy’s stranglehold on the island.
New Weapons
All three factions have received new weapons, reworked models, and upgraded weapon variants. Introducing the all-new US M16A2 Carbine, enhanced optics for both US and Soviet factions, and an expanded arsenal for the FIA, which now includes the UK-59L machine gun, NSV turret, and even an armed UAZ.
Civilian Assets
The FIA now has a selection of civilian clothing to help conceal themselves and build their guerilla resistance. Join their cause and cruise around the islands in style with the ล รกrka S1203 and S105, two civilian vehicles based on popular Czech automobiles from the 80’s.
AI Improvements
This update has introduced two crucial improvements to AI behavior making non-human players more formidable adversaries on the battlefield. They now demonstrate improved tactics like seeking cover from fire and employing smoke grenades when aiding downed comrades. These new behaviors are very noticeable in-game, and we think you will find your AI opponents (and teammates) to be much more effective combatants.
Lighting Improvements
Lighting both indoors and out has been significantly improved. Overall, the lighting is more vibrant, which is especially noticeable during the picturesque sunrises and sunsets of Arland and Everon. New clouds with more authentic and variable shapes cast more explicit shadows in cloudy weather. In addition, the lighting coming into buildings from the outside is more explicit, and foliage obstructs sunlight much more naturally, even from a distance.
Gameplay Improvements
A plethora of new fixes, tweaks, and enhancements have been integrated. Below are some key improvements aimed at boosting your gameplay experience:
- Radios must now be deployed to spawn on them – This limitation requires you to strategically deploy radio backpacks to prepare for offensive maneuvers.
- Fast travel is now limited to deployed radios – While it used to be fun to teleport across the map at will, the previous implementation of fast travel detracted from the game’s realism and immersion. Now, strategically deploying radios is crucial.
- Living quarters can only spawn a set number of AI – “Living quarter spam” is no longer an issue as the number of AI per base is now limited. Not to mention, spawning AI costs a decent amount of supplies.
- Spawning at bases under attack takes longer – Defenders can no longer quickly and repeatedly spawn into a base being captured, which previously gave them an unfair advantage and made capturing bases extremely difficult.
- Supplies spawn more slowly and are capped at lower amounts in bases – Logistics is more important than ever, and if your team isn’t running supplies, you will find it even more difficult to gain an advantage and hold your points.
We hope you enjoy the latest update to Arma Reforger. Please read the full changelog below for a detailed breakdown of all the new additions, changes, and tweaks.
1.1.0.34 Changelog
Assets
- Added: M16A2 camouflaged variants
- Added: M16A2 carbine
- Added: Carry handle red dot sight
- Added: AK-74N assault rifle
- Added: RPK-74N light machine gun
- Added: NSV heavy machine gun and 6T7 tripod
- Added: 1P29 rifle scope
- Added: PGO-7V3 launcher scope
- Added: SPP scope for NSV machine gun
- Added: UAZ-469B armed vehicle, version with PKM and version with UK-59
- Added: KLMK oversuit
- Added: KZS blouse and pants
- Added: SSh-68 helmet with KLMK, netting, and KZS cover
- Added: UK-59L machine gun
- Added: TAZ83 blouse and pants
- Added: RF-10 radio backpack for FIA
- Added: Orlik watch for FIA
- Added: Civilian clothes – denim jacket, turtleneck sweater, pants, suits, raincoat, hats
- Added: Civilian items to FIA Arsenal
- Added: Civilian vehicle ล รกrka S1203
- Added: Civilian vehicle ล รกrka S105
- Changed: M203 grenade launcher model
- Changed: M16A2 model
- Changed: M21 materials and textures
- Changed: 4×20 carry handle scope model
- Changed: GP-25 grenade launcher model
- Changed: AK-74 model
- Changed: M9 pistol model
Playable Content
- Added: Combat Ops: Everon
- Added: More defensive positions for FIA bases
- Added: Game Master can now enable and disableย supplies on entities with supply usage as well as globally
- Changed: Rank limitation for Requesting AI and building Barracks has been changed to Sergeant
- Changed: Vehicle request no longerย affected by enemy presence in the base
- Changed: FIA supply caches will no longer be depleted on session start
- Changed: The rate of progression through ranks has been significantly reduced when transporting troops by helicopter
- Changed: Requests for transportation are now limited to deployable radios positioned by the player’s group.
- Changed: The victory timer no longer fades out when the game is paused
- Changed: The rate of progression through ranks has been increased for killing enemies
- Changed: The rate of progression through ranks has been increased for deploying radios
- Changed: Vehicles requested in a base without a fuel supply point now start with only a limited amount of fuel
- Changed: Fuel supply points built-in bases no longer affect the seizing timer
- Changed: Defending radio relay stations in an enemy’s radio range now also triggers rewards for the defender
- Changed: Friendly bases will no longer generate supplies while under attack
- Changed: Increased deploy time on bases under attack
- Changed: Supplies are no longer generated more rapidly when the stored amount is low
- Changed: It’s not possible anymore to place an AI or composition when an enemy is inside the building perimeter
- Tweaked: Rules for supplies being generated in bases
- Tweaked: Supply storage placement in the vicinity of military bases
- Fixed: Building and dismantling support structures in bases now has a real-time effect on the seizing timer
- Fixed: Enemy faction can no longer observe map icon flashing when you start capturing a base
- Fixed: Wrongly calculated budgets Game Master/Free Roam Building when more players were in building mode
- Fixed: Tutorial: Take long-range radio was not available
- Fixed: Combat Ops: Support Attack in Saint Pierre could not be completed
- Fixed: Conflict: Objectives should now correctly reflect the current base owners
- Fixed: Helicopter placement was often impossible due to obstruction
- Fixed: Icons of finished or canceled tasks were still present on the map when loading a save
- Fixed: Objectives list can now be closed with the Escape key
- Removed: Respawn on non-deployed radio backpacks
General
- Added: Some of the furniture is now destructible
- Added: When walking in deep water, character tries to keep weapon above the surface
- Added: Saved loadouts are now available after a disconnection or a kick
- Added: JIP functionality for after-death deactivation of character
- Added: Character can now be forced into fall by applying enough up impulse
- Added: Player’s movement speed and stamina consumption are influenced by the slope of surface they move against
- Added: Arsenals with repair kits to Tool Racks in the world
- Added: Server restart timer to end screen
- Added: Game Master (GM) mode now allows for placing vehicles with crew and/or passengers using the toolbar buttons when placing a vehicle
- Added: Vehicle ground and water collision VFX and SFX
- Added: Free Roam Building mode is now used for requesting vehicles and AI soldiers. Possibility to command AI in base via Free Roam Building
- Added: Parallax projection for picture-in-picture (PIP) sights
- Added: Rotor collision particles and sound effects for helicopters
- Added: Static compositions are blacklisted from Game Master asset browser and are only available at specific places in world
- Added: All weapons have a tailored depth of field intensity when using Bokeh
- Added: Spawning with loadout takes the cost of the entire loadout
- Added: Synchronization of physical weapon drop
- Added: ScreenShake for occupants effect when crashing any vehicle
- Added: Game Master now supports Replicated Visibility setting where if enabled, when the visibility of an Game Master Entity changes, it is replicated to all Clients
- Changed: Vehicle inventories have been changed. Items have been updated, and some vehicles now have arsenals with specific items
- Changed: Optimizations around InteractionHandlerComponent
- Changed: Relays now only work if the encryption matches the transmission
- Changed: Default fuel consumption multiplier reduced from 12 to 8
- Changed: Game Master Content browser now supports entries from the Entity Catalog and is used to spawn vehicles and groups in build mode
- Changed: Increased the Fuel Support Station range of fuel pumps to make refueling with larger vehicles easier
- Changed: Arsenal items in catalogs can now have separate costs for arsenal items depending on which system asks for the cost. Magazines in resupply kits, for example, will have a separate cost from magazines in arsenals to balance out use cases
- Changed: Rotors now take collision damage at lower speeds
- Changed: Inspect Casualty Widget now disappears after 5 seconds
- Changed: Vehicle ramps in the world now can repair vehicles fully with the Repair wrench
- Changed: Ragdoll simulation is now independent of server FPS
- Changed: Arsenal contents, now all weapons start without attachments
- Changed: The garbage collection behavior was adjusted to minimize the impact on gameplay.
- Items on the ground will not be removed while a player is within a 5-meter radius of it
- Vehicles loaded with at least 25% of their supply cargo capacity have twice the lifetime (40 instead of 20 minutes)
- Getting within a 25 meters radius of a vehicle will reset its lifetime to at least 5 minutes and will only start to count down once no more players are nearby (T177753)
- The Game Master clean map button no longer removes items dropped, or vehicles exited within the last minute to e.g. reduce disruption to players working on their loadout
- Tweaked: Prone weapon deployment offset of buttstock from shoulder has been changed to prevent weapon clipping into the head
- Tweaked: Unconscious ragdoll parameters, so it doesn’t end so quickly
- Tweaked: Significantly reduced secondary fire damage and removed impulses from them
- Tweaked: Increased reload time of M60 and PKM on tripods to 7.5 seconds
- Tweaked: AI perception light curves
- Tweaked: Adjusted swimming collider size
- Fixed: False positive weapon deployment positions, where the weapon would undeploy in next frame
- Fixed: Character would be teleported on top of another character if they run into each other
- Fixed: When a character enters fall and is unconscious, it doesn’t interrupt it but makes it ragdoll instead
- Fixed: When a character becomes unconscious when falling, it didn’t exit fall command
- Fixed: Freezing of game when player ejected from flipped vehicle
- Fixed: Dropping ALICE Automatic Rifleman with machine gun ammo and picking it up will place magazines outside of pockets
- Fixed: Character was slowly sliding away from the turret at certain angles
- Fixed: Character orientation in unconscious animation is now calculated using normal surface
- Fixed: Particles were not paused anymore
- Fixed: Character can no longer fall through small gaps
- Fixed: Character doesn’t get pushed away from surface when landing during jump
- Fixed: Jerrycan could be desynced if left inside vehicle while in hand
- Fixed: Character turning at a spot on a slope leads to continuously interrupted turning animation
- Fixed: User actions were sometimes hard to access/view
- Fixed: Character exiting from a turret propped up on sandbags would exit in the air and drop down
- Fixed: Equipped gadget was sometimes still attached to character’s hand when pointing
- Fixed: Character could interrupt continuous action and continue it right away, breaking animation
- Fixed: Selecting an item/gadget while loitering will equip that item once loiter is canceled
- Fixed: Street lamps were not correctly disabled when playing during daytime
- Fixed: Replication flags of throwing did not reset on the server, leading to bugged-out throwing animations
- Fixed: Ragdoll started inside/on top of the vehicle when a character dies at the beginning of getting out animation
- Fixed: Aim down sights (ADS) toggle in rejected while obstructed in third-person view
- Fixed: Flickering powerline shadows on world leaf boundaries
- Fixed: Streamed in dead bodies didn’t have their physics destroyed
- Fixed: Dropping your clothes while a tool is in your hands won’t leave you stranded with the tool stuck to the hand, visible to everyone
- Fixed: Character stuck in the falling animation after jumping off a ladder
- Fixed: Character got stuck in item changing when they started falling right after exiting a vehicle
- Fixed: Server Browser – Stuck in a password loop when displaying details
- Fixed: Climbing on a ladder and running away could cause a character desync
- Fixed: Character got stuck if they started using an item immediately after using the previous item had finished
- Fixed: Dropped jerrycan cannot be refueled
- Fixed: Vehicle third-person camera offset was too extreme
- Fixed: Host would lose mouse control of character when a client dies
- Fixed: Ladder command was not canceled when character was teleported away from it while climbing
- Fixed: Hide gadgets in hand when doing a picking up animation
- Fixed: Helicopters involuntary take-off when ground assist is enabled
- Fixed: Player could get stuck in inspect animation
- Fixed: Magazine/Grenade stuck to player’s hand when reloading is interrupted
- Fixed: Collimator sights were jittery
- Fixed: Character preview was very slow
- Fixed: Major character shaking during weapon deployment while moving weapon using A/D in first-person view
- Fixed: The grass was flattened under helicopters even when it was high in the air
- Fixed: Game Master button being visible in debriefing menu when it should not be
- Fixed: Destruction multi-phase component plays duplicate destruction effects when destroying it with RPG in multiplayer
- Fixed: Moving inventory items within character inventory while virtual arsenal was open would cause them to get refunded
- Fixed: Opening virtual arsenal within character storages caused it to become bugged
- Fixed: Supply explosion VFX for vehicles was paused until vehicle appeared on screen
- Fixed: Turret freelook was influenced by weapon elevation
- Fixed: Fall damage is now applying damage to physical hitzones and can be healed
- Fixed: Listen Server – Dropping weapon as the Host would drop them for connected clients
- Fixed: “Clear dead or destroyed entities” Game Master action is available for client Game Master
- Fixed: Moving Items directly to a vehicle while the vehicle storage is opened and the trunk is full will now move the item into cargo if it is available and has space
- Fixed: Arma vision player character effects are not applied to enemy faction
- Fixed: Windows were not destructible
- Fixed: Random Weather Changes parameter in mission header is now working correctly
- Fixed: M72 launcher had an excessive depth-of-field effect in ADS when using Bokeh
- Fixed: Vehicle refund action works properly now
- Fixed: Character/Soldier/Group refund action works properly now
- Fixed: Supply count not updating properly on build mode
- Fixed: FIA arsenals did not have the system filter assigned to them
- Fixed: Supplies not updating correctly when Game Master moved compositions with supply storages
- Fixed: Game Master: Updated entities in the game master to have a default Entity name instead of a placeholder name
- Fixed: SCR_ResourceSystem.OnUpdate VME when deleting a vehicle
- Fixed: Conflict: FIA enemies should no longer appear in player’s close proximity
- Fixed: Conflict: Transporting dead crew members no longer awards rank progression
- Fixed: Conflict: “Base seized” jingle playing when connecting to a match
- Fixed: “Trucker Joe” achievement would not be unlocked even when the condition was met
- Fixed: Tasks were not able to be assigned via map marker
- Fixed: PIP Sights – Reticle lines were significantly thicker compared to 2D sights, despite using the same texture
- Fixed: Car engine stop sounds were not being played
- Fixed: Players couldn’t spawn on a base that doesn’t have enough supplies
- Fixed: Smoke trail of a rocket disappeared right at the moment the rocket exploded
- Fixed: Building preview could be possibly spawned to player who doesn’t use his shovel or the preview is out of his reach
- Fixed: Arsenal did not refund dropped weapons
- Fixed: Moving items after interacting with Arsenal caused them to get refunded
- Fixed: Sandbox resource container decay and gain grace/timeout periods now take effect
- Fixed: Empty groups on Game Master are no longer visible
- Fixed: Debriefing screen Chat and Game Master buttons could not be used via keyboard/controller
- Fixed: Debriefing screen could not be opened via keyboard/controller
- Fixed: Tasks with unassigned faction threw VME on UpdateMapTaskIco
- Fixed: U.S. Command Post now properly shows up when searched through Asset Browser within Game Master
- Fixed: Character’s stance wouldn’t reliably change when character was colliding
- Fixed: Character was sometime falling straight down from flying helicopter
- Fixed: CWU-27/P Pilot Coveralls have spots on the rear of the characters that clip through the model
- Fixed: Removing uniforms and/or helmets in a vehicle will no longer make your backpack reappear
- Fixed: Shells were not getting replicated over long-range distances
- Fixed: Slot selection with mouse wheel was changing character speed
- Fixed: Characters were sometimes sitting sideways in vehicles
- Fixed: Soviet medical bag was causing shouldered weapons to create a gap between weapons andย body
- Fixed: No animation was played when jumping unarmed
- Fixed: Supplies were shown incorrectly when opening inventory container
- Fixed: Character should not jump up/down when manning static turrets
- Fixed: Objective description was not visible when using controller to select task
- Fixed: No refund when disassembling a composition
- Fixed: Hosting a listen server now properly stops ongoing addon downloads
- Fixed: Freelook was reset when opening pause menu
- Fixed: Chat window was still visible in Armavision when UI was turned off
- Fixed: Freelook was behaving incorrectly in some vehicles
- Fixed: Single deaths sometimes counted as multiple deaths
- Fixed: Sight zeroing could be unaligned for newly equipped weapons
- Fixed: Missing sound of turret hitting aiming limits
AI
- Added: Cover system
- Added: Agents received basic training in the use of smoke grenades in medical situations
- Added: Agents reactions to explosions
- Added: Group investigation of potential sources of detected grenades
- Changed: Door links now use navmesh agent radius for pass and intersection checks
- Changed: Renamed AILimit methods so they make more sense
- Tweaked: Rules for selecting targets for AI
- Tweaked: Now AI will not attack enemy vehicles that are already burning
- Tweaked: All vehicles now utilize SCR_VehiclePerceivableComponent instead of VehiclePerceivableComponent. NOTE: This change might break vehicle prefabs. Please ensure you have backed up your work.
- Fixed: Incorrect shifting to the right of paths generated using road network
- Fixed: AI character was not able to aim while reloading
- Fixed: Animals could get triggered by disabled AIs
- Fixed: Birds flying in place
- Fixed: Crash when AI is switching weapons and is put into the unconscious state
- Fixed: AI shooting at disabled AIs
- Fixed: Birds not being visible
- Fixed: PerceptionComponent now properly determines its FOV
Stability
- Changed: RegionalDestructionManager and DestructibleEntity replication is safer in case of errors
- Fixed: Removal of dead bodies, abandoned items, and vehicles not working correctly (T177376)
- Fixed: Crash caused by reloading while a turret was being deleted
- Fixed: Possible crashes where TurretControllerComponent expected presence of BaseWeaponManagerComponent
- Fixed: Crash when leaving compartments of a vehicle without a physics component
- Fixed: Crash when death ragdoll ends on remote proxy
- Fixed: Crash on navmesh when building Compositions
- Fixed: Crash on turrets with no sight component
- Fixed: Navlink edges falling out of bounds of heighfield causing crash
- Fixed: Possible server crash when mass killing AIย on ladder
- Fixed: High memory consumptionย when using large enum value in ECommonItemType
Controls
- Added: First iteration of simple controller keybinding
- Added: Inventory – Press F/Y to equip, and hold F/Y to use an item directly. Thanks to Scalespeeder for the suggestion!
- Added: Game Master now features a “Create Player” action and the associated Controller input is to double tap “a”
- Added: Allow rebinding lean and stance adjustment modifiers
- Fixed: Controls – Radial menu does not block aiming with mouse
- Fixed: Keybindings – Missing input filter preset names on Game Master category bindings
- Fixed: Keybindings – Missing input filter preset names on Manual Camera category bindings
- Fixed: Keybindings – Missing input filter preset name on Common – Perform action binding
- Fixed: Forced freelook now does not reset toggle freelook input
- Fixed: Character movement uses mouse wheel speed adjustment even when input type is analogue
Server Administration
- Added: RCON – Configurable limit for max connected RCON clients (maxClients)
- Added: Server config parameter to completely disable AI (disableAI)
- Added: Command line parameters for controlling number of worker threads in job system
- Changed: RCON – Exposed logs to normal log level
- Fixed: RCON – Minimum length for password (3 characters) was missing in config validation schema
- Fixed: RCON – Update interval for better responsiveness when processing commands
- Fixed: RCON – Removed null-terminator in response packets for Protocol Compliance
- Fixed: RCON – Whitelist and blacklist params could not be defined with empty arrays
- Fixed: Server will now shutdown with proper error message when it is launched with blocked addons (T178708)
Scenario Framework
- Added: SlotWaypoint with extended waypoint API for SlotAI
- Added: New attributes for SlotAI, such as formation, combat type, and perception factor
- Added: AI actions for SlotAI
- Added: Action Spawn Objects Based On Distance with many options
- Added: Action On Compartment Entered Or Left
- Added: Audio Voiceline Actions and processing based on spawned objectives
- Added: Action Show Popup notification
- Added: Action to feed string parameter according to the prefab display name
- Added: New vehicle actions to start/turn off engine, Set Fuel, OnEngineStarted/Stop events, and DamageWheels
- Added: Randomize ragdoll attribute for Kill Entity action
- Added: SpawnPoint Plugin API
- Added: Better descriptions, new prints to inform scenario creators about improper setup, and simplified getting entities
- Changed: Wait and Execute action extended by randomization and looping settings
- Fixed: Action Show Hint not working on dedicated servers
Modding
- Added: Properties to systems at the project level
- Added: Access to LOD index in anim expressions
- Added: HijackDamageHandling, a function that gives a large control of DamageHandling to script
- Added: DamageManager.ShouldCountAsHit, moddable function to ignore hits on damage managers
- Added: UpdatePosition/UpdateAAB/UpdateRadius to respective grid maps
- Added: RegisterEntity/UnregisterEntity to TagSystem
- Added: DamageContext class interface
- Added: Visual warnings when entities with damage managers are missing hitzones or a default hitzone
- Added: Entities with damage managers without hitzones will not be spawned when going into play mode
- Added: Workshop: Script API to get the list of contributors
- Added: SetIKTarget and SetIKTargetPlane functions on CharacterAnimationComponent
- Added: Event for showing/hiding player loadout gear during vehicle get-in/out animation
- Added: Anim event for spawning/despawning prefab with RplComponent in L/R hand prop bone
- Added: BaseCompartmentManagerComponent.GetOwner to script
- Added: ItemUseParameters can now specify the Binding Name to which the item’s animation graph should be bound
- Added: Support for Event_Item_Action_MakeItemInvisible to make an item invisible during ItemUse
- Added: SetMaxHealth forces health sync to clients
- Added: GetHitZoneByColliderID and GetHitZonesByColliderIDs
- Added: Getters for finding actions of provided type in AIBaseUtilityComponent
- Added: Script getters for various components in BaseTarget class
- Added: Ability to change IKPoses per magazine and ability to provide IKPose override based on stance for weapons and items
- Added: InventoryStorageManagerComponent.CountItem to count the number of items from a predicate inside the inventory
- Added: AIWeaponTargetSelector.HasWeaponOfType
- Added: AIWeaponTargetSelector.FindWeaponOfType
- Added: AIWeaponTargetSelector.GetMagazineCount
- Added: InventoryOperationCallback.GetItem to be able to know which item is used in the operation
- Added: Optics – Ability to standard reticle colors via attributes of SCR_2DOpticsComponent
- Added: AttachmentSlotComponent.ShouldSetResource/ShouldSetAttachment API
- Added: On SightComponents on weapons you can force the nearby DOF to be the simple depth of field for this sight
- Added: Option to lower player weapon when using SCR_ScriptedUserAction.OnActionStart
- Added: Graph API
- Added: SCR_ContainerBudgetManager class for managing budgeting on game systems or frame-dependent logic
- Added: Save In Loadout property on BaseInventoryStorageComponent, to decide if the storage should be saved in the loadouts
- Added: Vehicle overall drivetrain damage can now be retrieved using the GetMovementDamage method
- Added: SCR_WheeledDamageManagerComponent which can take into account wheel damage
- Added: NwkPhysicsMovementComponent to synchronize generic physical objects in multiplayer
- Added: Systems can now decide if they are only on client, only on server, or on both
- Added: Systems can now save and load replication data between client and server
- Added: Systems can now send broadcast RPCs from server to clients
- Added: UpdateBlacklist, OnInsertRequested, and OnBeforeDelete to provide scripted control over the GarbageSystem (T176454)
- Added: Script: vanilla keyword
- Added: Accessing base class methods from inherited class using “super”
- Added: Also print variable name in null pointer VME
- Added: ScriptAPI: FileIO.MakeDirectory to make dir tree
- Added: ScriptAPI: ShapeEntity.IsClosed
- Added: GetResolutionScale to RenderTargetWidget
- Added: WorldSaveApi – exposed SetCurrentSave to script
- Added: Serialization now has the possibility to keep binary format in memory and read it later
- Added: Support for multiple sight components on turrets
- Added: Game modes can now have supply resource system disabled, and spawn cost now has a multiplier dictating how many supplies it costs to spawn
- Changed: The GarbageMananger was replaced by the GarbageSystem. It is now configured only through the ChimeraSystemsConfig.conf. The config layout has been adjusted to give mods finer control over rule priority
- Changed: TagManager entity is now the TagSystem. Any usage of the old entity class in custom maps needs to be fixed.
- Changed: Renamed ScriptedHitZone to SCR_HitZone
- Changed: EWheelDamageState renamed to SCR_EWheelDamageState
- Changed: Renamed SCR_DestructionBaseComponent to SCR_DestructionDamageManagerComponent
- Changed: HitZoneContainerComponent is now sealed
- Changed: SCR_WheelHitZone now inherits from SCR_VehicleHitZone
- Changed: ActionManager in the PlayerController isn’t assigned if the PlayerController doesn’t belong to the locally controlled character
- Changed: Renamed PlayerController.OnPlayerRegistered to PlayerController.OnLocalPlayerRegistered as it better describes when the method is called
- Changed: Reworked functionality of SCR_AdjustSignalAction to support click, click and hold as well as hold and scroll actions
- Changed: SCR_ResourceContainer.SetResourceValue to SetResourceValueUnsafe
- Changed: SCR_ResourceContainer.SetResourceValueEx to SetResourceValue
- Changed: PIP Optics – Parallax m_fProjectionDifferenceScale replaced with m_fVignetteParallaxScale that accounts for optic FOV
- Changed: Integrated rest of muzzle attachment classes (pistol and 308) present in Attachments Compatibility addon with vanilla game
- Please remove any dependency on the Attachments Compatibility addon in your mod, since it will clash with vanilla classes. Names of the muzzle classes are the same so it is not necessary to change it in the data itself.
- Changed: Game Master now takes character Groups, Characters, and Vehicles from the Entity Catalog rather than the Game Master-specific list
- This means that the two lists are now merged into one, and the catalog entry requires the editor data type to show up in the correct modes. The old list is still supported (and stays for things such as compositions, systems, and props), but any new entities of the named types will be added to the catalog only.
- Changed:ย Invalid “new ref” syntax is now compile error
- Changed: ScriptInvoker’s now automatically remove null handlers
- Fixed: Previous params fetch fail when publishing an addon for the first time was logged as an error
- Fixed: BaseContainer.Cast was always returning null
- Fixed: Crash in anim editor when adding event to very long animation
- Fixed: SCR_Shape.DrawCircle precision issues with small radius
- Fixed: It was not possible to call super method in overrides of PerformReaction of SCR_AIDangerReaction-derived classes, which made it hard to mod those methods
- Fixed: Obsolete addon could be incorrectly marked as removed instead of obsolete in UI
- Fixed: Scenario Framework: Slots were not sending invoker when entity was already spawned
- Fixed: ScriptAPI: Widget.AddChild crashed when given null
- Fixed: Calling super method together with method overloading would cause compile error (T172052)
- Removed: SCR_HitZoneContainerComponent
- Removed: BaseScriptedDamageManager
- Removed: EMISSIVE_GLASS_SLOTS property from StreetLampComponent. This is not supported anymore.
- Removed: SCR_FuelNozzleComponent is not needed anymore
- Removed: InventoryItemComponent.SetCanBeGarbageCollected method and attribute, replaced by UpdateBlacklist calls to the GarbageSystem directly
Workbench
- Added: Solution for using Peer tool – Linux, Windows game, server, and Workbench binaries with “Diag suffix”
- Added: Split view support for Script Editor
- Added: Create and manage window layouts at runtime
- Added: Resource Manager: “Duplicate to Addon” action for duplicating subscene worlds
- Added: Resource Browser: Multiple addons support for “Override“, “Duplicate“, and “Inherit” actions
- Added: Resource Manager: TortoiseSVN actions Blame, Diff, ShowLog, and CheckForModifications to the context menu
- Added: Confirmation popup when user is added as an addon contributor
- Added: Option to automatically register FBX files as models without animations (To skip the question dialog on every FBX import)
- Added: Step property support not working for UIWidget.Slider
- Added: ScriptAPI: WBModuleDef.GetPlugin
- Added: MetaFile.GetSourceFilePath
- Added: Process handling methods (Workbench.IsRunningProcess/WaitProcess/FinishProcess)
- Added: Script Editor: auto-connect after changing debug target
- Added: World Editor: Entities validation
- Changed: “Open with addons” dialog now shows addon names instead of IDs
- Changed: Curve Editor: Input field labels now correspond to axis labels
- Changed: Improvements of diag menu
- Changed:ย Workbench Script API refactor
- Changed:ย Refactored allย WorldEditorAPIย methods to useย IEntitySource
- Tweaked: Resource manager – Improvements of “Transfer to addon” action
- Tweaked: Mesh and Prefab preview – Added indicator of current collider visualization mode
- Tweaked: BI-account handling – renamed Login -> Link, Logout -> Unlink, Abandon Identity -> Logout
- Tweaked: World Editor: Hiding/showing 3D debug texts together with shapes on G key
- Tweaked: World Editor: RigidBody component – Center of mass is now editable through a gizmo in scene
- Tweaked: World Editor: Pasting whole config objects in property grid now affects all selected entities
- Tweaked: World Editor: Project name removed from title bar information
- Changed: World Editor: “Save As” action enabled as an alternative option for duplicating subscene worlds
- Changed: World Editor: Creating and deleting config objects in property grid now works for all selected entities at once
- Fixed: World Editor: Invalid behavior of “Restore to prefab value” action in property grid on object array that is inherited from prefab
- Fixed: World Editor: Crash when opening prefab edit mode while an edited world is already loaded in fullscreen
- Fixed: World Editor: Crash when drag and dropping invalid prefab into the scene
- Fixed: Curve Editor: moving curve points right after selection
- Fixed: Scalar slider had big step value by default
- Fixed: UIWidget.Slider precise mode (dragging while holding shift)
- Fixed: Several issues in Font Viewer
- Fixed: Crash when resizing surface terrain textures
- Fixed: Broken color picker in color dialog
- Fixed: Script Editor – Closing tabs sometimes changed the currently active tab
Bohemia Interactive has been quite active on Arma Reforger, as it is the gateway that will lead to Arma 4. With an improved engine and insanely high frame rates and player support, we are about to see the next-gen milsim dominating the genre very soon.