Arma Reforger’s life is slowly improving as Bohemia Interactive slowly clears the path towards Arma 4. The developer released a new update that has already arrived on PC and will hit Xbox later this day. This update has already fixed a bunch of backend issues that should indirectly bolster the multiplayer gameplay experience. The new 0.9.5.97’s changelog is enormous, so take a look at it below by yourself.
The game is improving significantly and is slowly starting to counteract the negative reviews on Steam. Patience is a virtue, as Bohemia Interactive is slowly making necessary amends for the greater good of the game. Just a quick heads-up, the multiplayer gameplay now feels much smoother, allowing players to endure a longer game session before facing any disconnections.
Arma Reforger Update 0.9.5.97
Multiplayer
- Fixed: Improvements to door network synchronization
- Fixed: Explosion projectiles applying damage to multiple items was optimized
- Fixed: NwkMovementComponent extrapolation would work with the previous value rather than the latest one
- Tweaked: Logging RplId of nodes that could not be found during creation
- Tweaked: Added a note regarding prefab entityID network serialization
- Added: Streaming all content of the current cell first logic
AI
- Fixed: AI getting stuck in aiming after an attack and investigating
- Fixed: Rotation of AI when provided with a lookAt location
- Added: New navmesh area type for ladders
UI and Localization
- Fixed: Disabling and enabling a dependency of a mod showed a wrong confirmation dialog
- Fixed: Faction attribute now supports other entities that use the faction controller
- Fixed: Author name in the loading screen
- Fixed: Multiple strings for localization
- Fixed: Login dialogs need the player’s email instead of their username
- Fixed: Opening the context menu by clicking RMB on an entity did not hide its tooltip
- Fixed: Script error when opening the entity browser
- Changed: Kick notifications now state the reason why the player was kicked (if it happens through player interaction, e.g. a vote to kick for excessive teamkilling, etc.)
- Changed: Debug info in entity tooltips is now based on the debug menu
- Changed: Visuals of VON UI unified with other HUDs and simplified; the whole widget is about 25% smaller in both X and Y axis
- Changed: Icon indicator for continuous transmission changed to “lock”
- Added: Feedback Tracker link to the community section
Game
- Fixed: Opening the inventory now pins a grenade instead of throwing it
- Fixed: Camera shaking when the player would melee while in ADS
- Fixed: Set ‘draggable’ to false on all arsenal, ammo, equipment boxes; block users from moving boxes into vehicles/inventories
- Fixed: Dropping a transmitting radio would not end the transmission
- Fixed: Spawning inside radio operators
- Fixed: AI could block construction sites
- Fixed: In some cases the building process was not blocked for the player when building was in progress
- Fixed: Reloading while holding the fire button does not break the reloading animation anymore
- Fixed: Changing fire mode cancels weapon firing to prevent ‘full-automatic shooting’ with semi-automatic weapons using rapid fire mode changing
- Fixed: The death camera was not following the player character
- Fixed: Toggling between Picture-in-Picture and 2D scopes should no longer cause issues
- Fixed: PiP HDR possibly using an improper camera index
- Fixed: VME when swapping PiP scopes
- Fixed: Correct collider materials assignment and fixes to hit effects and decals on the municipal office building
- Fixed: Complex loadout compositions may break if inserted via a request spawn item, as an entity needs a HierarchyComponent in order to be parented via the SpawnParams Parent property
- Hotfixed: Ragdoll Y position not synchronized when streaming ragdolls in
- Tweaked: Shaking of the turret in ADS while rotating it or the vehicle moving
- Changed: Door component disabled for Door_FactoryHall_E_01_Elevator
- Changed: Map deactivates/activates the player camera when it opens/closes
- Changed: Rocket M72 with a new model and rig (fixes sticking out fins)
Backend
- Fixed: HTTP response queue depletion, when joining to / disconnecting from a modded server
- Fixed: Potential Workshop crash
- Fixed: Backend – Crash when someone exceeds the data size and JSON creation fails during Save or Upload
- Fixed: Checking ping before entering the server browser
- Tweaked: Backend – Service status test time value reset on errors
- Tweaked: Backend – Removed the SetFailed() state from OnErrorHandling response callback as it was redundant and called already
- Tweaked: Support for deleting mods (API)
- Changed: JsonApi buffer for local saves increased to 1MB
- Changed: Backend – Environment connecting process for clients to be infinite, which allows re-connecting when there are temporary connection issues
- Changed: Backend – Refactored Error + Timeout calls to get rid SetFailed() + SetTimeouted()
- Changed: Backend – All possible JSON parse errors in WorkshopApi result in a failed state
- Added: Backend – IsInitialized() API function to indicate an environment load is being processed
- Added: Hiding an author’s content request
- Added: Author is blocked API
- Added: BattlEye server filter with icons and a localized string
- Added: Server browser kick dialogs fallback to error group
Modding
- Fixed: BaseWorldAPI::ProjectViewportToWorld missing one parameter in the script declaration
- Fixed: Pivot ID not being applied to camera transformation in PiP scopes
- Changed: Only allow CharacterAnimationComponent on ChimeraCharacters
- Added: Option to set PiP camera angles for specific kinds of optics
Game Master
- Fixed: “Clear all destroyed entities” action deletes destroyed vehicles now