The ARMA Reforger 1.5 update has finally landed on the experimental branch, giving players a taste of some interesting new gear and gameplay changes. After a teasing period that left the community guessing, project lead Krzysztof Bielawski (Klamacz) released the patch notes revealing what’s new in this hefty update. It’s the biggest one yet, but it doesn’t include everything just yet.
Notably missing is the Kolguyev map, which will be added later for free to all owners of the game. So, what’s actually in this update? Well, there’s plenty to unpack…
New Toys And Clothes
This update leans heavily on explosives. The amount of supplies a player can pull from a base now scales with their rank, preventing any one person from hogging all the gear. Soviet forces get a new single-shot RPG-22 launcher loaded with a HEAT rocket, plus a new munition type for the RPG-7 called the PG-7VR. This rocket is heavier, packs a tandem warhead, and is helpful against heavy armor at up to 200 meters, overkill for current vehicles but useful for future content.
Meanwhile, FIA troopers are now packing the RPG-75, a Czechoslovak single-shot launcher similar to the M72 LAW and the RPG-22. Sappers get their fun with new American M14 and Soviet PMN-4 anti-personnel mines. These mines are small, hard to spot, and deadly enough to maim or kill anyone unlucky enough to step on them. Clever players might combine these with anti-tank mines for bigger explosions. Handheld flares are also added, so no more lugging a grenade launcher just to light up the night.
Gameplay Changes
The strategic layer sees some big moves with the addition of the HQ Commander role in Conflict mode. This position is voted on democratically, so players get to pick their leader. Commanders can now set up bases beyond the default objectives, reshaping battles on the fly. They’ll control logistics and combat operations from an HQ tent, assign reconnaissance tasks, and even send AI soldiers on supply runs. Sounds like a proper war room.
Squads get more structure too, with defined roles including squad leaders, which should help with the usual chaos of coordinating players on the field. Plus, ARMA Reforger 1.5 lets you recycle parts from gun and mortar emplacements to build new ones, and wrecked vehicles can be salvaged for supplies via supply trucks. Finally, vehicle occupants can move and presumably shoot from their rides, so a Jeep with four guys isn’t just a moving target anymore. And pilots with HOTAS setups will be happy to know they can finally use their controls properly, though rudder pedals remain a bit iffy.
So, what do you think? Are these changes enough to disrupt ARMA Reforger’s gameplay? Or is it just another update to sift through before the full release? Yikes, the wait for Kolguyev continues, but at least there’s plenty to try out now.
1.5.0.14 Changelog
Assets
- Added: RPG-22 launcher
- Added: RPG-75 launcher
- Added: TTSKO uniforms
- Added: Tiger stripe uniforms
- Added: PG-7VM and PG-7VR ammo for RPG-7 launcher
- Added: PMN-4 Anti-personnel mine
- Added: M14 Anti-personnel mine
- Added: Hand-fired flares
- Added: Light portals added to more vehicles
- Tweaked: In Full Driving Assistance mode, the engine won’t turn off when the driver gets out
- Tweaked: In Partial/None Driving Assistance modes, exiting a vehicle that’s in gear will turn it off (stall)
- Fixed: Cars didn’t stall when switching seats
- Fixed: Vehicles could be controlled even when the pilot was not physically seated yet
General
- Added: Ability to move on vehicles
- Added: Ability to assemble stationary turret weapons and mortars from parts
- Added: Ability to build small sandbag objects from sandbag items
- Added: Wrecked vehicles can be salvaged for supplies using Repair truck
- Added: Foliage now moves when character or vehicle passes through it
- Added: Support for Joysticks and Throttle devices
- Note: HOTAS can behave unpredictably with pedals for now
- Added: Proper ragdoll to animation blending
- Fixed: Weapon desync causing weapons to not fire on server
- Fixed: Switching muzzle while reloading would cause the wrong magazine to be loaded
- Fixed: Character slope movement prediction with near horizontal normal would cause character to fly into air
- Fixed: Character wouldn’t properly unequip weapon when it was deleted from their hands
- Fixed: Dropping weapon when ragdolling now properly applies the ragdoll entity speed to the weapon
- Fixed: Gadgets aren’t autohidden by prone movement if the prone is from being unconscious
- Fixed: Helicopter collective would bob up and down around zero, causing the pilot’s hands to shake
- Fixed: Inserting a magazine to weapon from vicinity
- Fixed: Second grenade being activated multiple times when automatically equipped after throwing a grenade
- Fixed: Door blocking the ladder animation
- Fixed: Third-person camera and head facing wrong direction in vehicle
- Fixed: Weapon deployment can get stuck when deployed weapon is removed
- Fixed: Camera stutter when weapon deployed
Playable Content
- Added: Singleplayer scenario: “Air Support”
- Added: HQ Commander Role, players can volunteer or vote for commander
- Added: Conflict – Establishing bases
- Added: Conflict – Group types and associated loadouts, together with ability to vote for a squad leader
- Added: Conflict – Support requests can be made by Squads through map
- Added: Military Supply Allocation by Rank in Conflict, limiting amount of supplies that single soldier can use
- Added: Conflict – Command posts in HQ tent, where Commander can control Logistics, Operations and Combat
- Added: Conflict – Recon objective type
- Added: Conflict – AI transport groups which can be sent by Commander to resupply bases, controllable through Logistics Command Post
- Added: Conflict – Storage composition
- Added: GM – Transceivers for GM to use radios
- Changed: Conflict – XP rewards, supply costs were heavily tweaked
- Changed: Conflict – New XP rewards added, including for Vehicle Repair, Medical assistance, supply unloading
- Changed: Conflict – Supplies are now generated in Harbor and Airport bases
- Changed: Conflict – Location and composition of FIA forces were heavily changed on all maps
- Changed: Nametags visualization and rules were heavily tweaked
- Removed: Transport request to deployed radio
Stability and Performance
- Changed: DestructibleEntities now remember destructible info after streaming out an area. This should improve re-streaming of destructibles
- Tweak: Several improvements to memory consumption
- Fixed: Rare crash that could rarely happen when an explosion would trigger
- Fixed: Several crashes related to Disabling of Characters
- Fixed: Several crashes related to Shellmovecomponent
- Fixed: Possible crash when interacting with a ladder
- Fixed: Possible crash when setting up destruction on a prefab and switching to playmode
- Fixed: Possible crash when switching models
- Fixed: Possible crash when cleaning up HandleDamageSystem
- Fixed: Resuming the game after scenario restart crashes the game
AI
- Fixed: AI drivers will not go out of the vehicles twice when opening a door
- Fixed: AI will limit backwards speed as they do when going forward while driving
- Fixed: AI will open gates when going backwards
Controls
- Added: Logitech Lightsync Support
- Added: Audio setting for Controller speaker
- Fixed: Controller constant rumble/vibration while driving
Audio
- Fixed: Game Master lightning had no sound in clients
Workshop
- Fixed: Dependencies didn’t give size info
- Fixed: Download corrupted manifests when resuming addon download
- Fixed: Remove waiting addons from queue before stopping all downloads on game quit
Modding
- Changed: Task system was overhauled, allowing subtasks, assignment to groups, and other functionalities
- Added: HitZone.Save/Load for hitzones to have their own replication logic
- Changed: HitzoneContainerComponent.GetHitZoneByName moved from script to native code
- Changed: World Editor Floater Finder plugins are now grouped together under Object Placement category
- Fixed: Ballistic Tables – SCR API direct fire parameter not doing anything