Bohemia Interactive rolled out a significant update for Arma Reforger on both PC via Steam and Xbox platforms. This game, beloved by fans of military simulations, is now equipped with game-changing features and an extensive list of improvements and fixes. The gateway to Arma 4 slowly comes to life…
Arma Reforger 0.9.8.53 Update Notes
Game
- Added: Mines feature
- Added: Gamecode support for per-projectile reloads for UGLs
- Added: Lowering/raising the weapon in time crucial moments is now faster
- Added: AI perception tracks occlusion (by smoke, trees) of each target aimpoint
- Added: Engine controls for engine start/stop action
- Added: Add dead character to the vicinity
- Added: Flattening of grass under weapon at lower stances
- Added: Add a way to preview worn model inside PreviewRenderAttributes
- Added: Notification shown to all players of the given side when a service is built
- Changed: Log files moved from the profile into separate directories with timestamps
- Changed: Position of weapon from head now only uses y coord. And changed the default values to prevent long hands
- Changed: Aim modifiers should apply aim modifiers locally even on remote proxies
- Changed: Having a focused gadget in hand does not stop the character from sprinting, LMB while sprinting permanently hides the gadget, pressing R with a hidden gadget does not block reload
- Changed: DamageManagerComponent memory optimizations
- Changed: Better dynamic stance handling
- Changed: Enabled Door type navlinks to be automatically opened by vehicles
- Changed: Unified way in which AIs climb to match the way players climb
- Changed: Replay part of character simulation split into multiple parts so it’s possible to parallelize it and do additional processing
- Changed: Allow the empty string to be set as a name, alias, or surname for character identity
- Changed: Animation updates changed so triggering of animation events happens on the main thread
- Changed: GameTriggerEntity queries will now use async results
- Changed: Reworked navlink directions to be consistent. Jump navlinks have single unit traversal by default
- Changed: Exposed used transceivers to VoN
- Changed: Remote vehicles start with their physics off
- Changed: Refactor of AI Movement
- Changed: AI aiming deathzone
- Changed: Aim input is not slowed when hands are far away from the body
- Changed: Prone roll compensation is no longer unstable and frame dependent, but is also less precise
- Changed: Player in building mode can no longer delete static guns with other players in them
- Changed: Fixed character doing 360 spins in lowered locomotion when changing direction along with moving the mouse (as well as wrong feet blending in demi adjusted stance)
- Changed: Optimize the activeness of entities
- Tweaked: Procedural animation system optimization
- Tweaked: Improved AI perception ambient light model
- Tweaked: Stamina can be drained even while jogging now
- Tweaked: AI perception: targets are now detected and identified not instantly but with delay. The delay depends on the target’s amount of exposed aim points, size, stance, speed, illumination, and the observer’s alertness
- Tweaked: 2dmap – changed the default “vertical flip” option on the rasterization export
- Tweaked: AI will not decide anymore to attack a target that is outside turret angular limits
- Tweaked: 2DMap – Powerlines and Grid are only recalculated when the frame changes
- Tweaked: 2DMap – Allow contour density set to 0 to hide specific portions
- Tweaked: Improved AI visual perception if only one enemy body part is exposed
- Tweaked: Don’t animate door physics in the resource browser
- Tweaked: The naming of some controller RPCs changed to meet our standards
- Fixed: Overlapping HDR/SMAA PP priorities causing HDR to flicker and SMAA not to work
- Fixed: Not simulating procedural animation on headless when not needed
- Fixed: Moving a weapon from one inventory slot to another causes it to be dropped and bugged
- Fixed: Character would rotate in random directions after exiting vehicles, sometimes also after climbing over objects
- Fixed: Optimize moving operation in inventory
- Fixed: Ragdoll’s handpose of holding a weapon
- Fixed: While reloading, the AI Weapon&Target selector didn’t detect the left-hand magazine, thus AI thought it was out of ammo
- Fixed: Character collision shape not set before changing stance.
- Fixed: Teleporting of vehicles was stretching particle effects, now properly resets velocity
- Fixed: Stretched arms when aiming at horizontal limits.
- Fixed: Issue when moving items from/to storage that is not streamed in
- Fixed: Sprint is impossible while the weapon is raised
- Fixed: First few car inputs are not used on the server when getting in.
- Fixed: Switching weapons while reloading displays the magazine of the previous weapon on the new one
- Fixed: Clone preview in CharacterInventoryStorageComponent was not going over all storage components for creating previews
- Fixed: Don’t enable an event on DestructibleEntity when it is not needed.
- Fixed: Weapon can now be slung even if the character is inside a vehicle
- Fixed: One hand aim modifier not updating properly on obstruction changes
- Fixed: Character will not stop firing from the gun until he finishes the whole animation of getting into the vehicle
- Fixed: Moved the height raycast in turrets back a bit to make the character not sit on sandbags
- Fixed: RemoveEquipedWeaponTask now properly calls DropWeapon instead of trying to equip empty hands first. Fixes issue where Tab+X would teleport the weapon on the shoulder before dropping it on the ground
- Fixed: Budgeting for stationary nodes with per connection streaming disabled
- Fixed: PerceptionComponent wasn’t able to perceive large targets at short distances if the target’s origin is outside the view cone
- Fixed: Character canceled aiming if the target was too close, thus aiming request was never finished and the AI character didn’t fire
- Fixed: Character reconnected from the driver seat can’t control the vehicle properly and the physics of it break
- Fixed: Activeness of attachments on weapons
- Fixed: Weapon partial lower should now be synchronized again across all machines
- Fixed: It was possible for event handlers to be skipped after an event was fired
- Fixed: Replication for weapon inspection
- Fixed: Magazine now dropped correctly when a character is shot during reload (BaseWeaponManagerComponent refactor)
- Fixed: Animation graph attachments refresh on item removed not working
- Fixed: Inspection should be canceled by user-input ADS toggle as desired
- Fixed: Agents no longer overwalk when approaching doors sideways
- Fixed: Character can trigger climbing instead of jumping when running up slight (around 15 degrees) slopes, leading to freelook activation, which is inconsistent from the player’s POV
- Fixed: Broken ragdoll replication
- Fixed: Inspection state interpolation should no longer jitter at any intermediate value
- Fixed: Saving your loadout does not save UGL grenades
- Fixed: AI weapon selection was searching for InventoryStorageManagerComponent on the vehicle’s compartment slot entity, not on the vehicle root entity
- Fixed: several issues in AI character aiming:
- spinning when the aim target is too much up/down relative to the current rotation
- rotating backward when the aim target is closer than the weapon’s muzzle
- aiming up/down when the aim target is orthogonal to the left/right
- Fixed: ADS does not disable lean anymore
- Fixed: Sprint and toggle sprint buttons disable lean.
- Fixed: AI shouldn’t close doors after pass
- Fixed: Iron sights moved when zeroing scope attachments
- Fixed: Weapon obstruction is now updated during stance change too
- Fixed: Flying magazines by taking them from the crate
- Fixed: Explosions can now deal damage to slotted components
- Fixed: Left hand IK wasn’t affected by aim modifiers
- Fixed: Edge case where a child removed from a streamed-in hierarchy would remain streamed-in even though it might be irrelevant
- Fixed: Taking control of the character while inside the turret/vehicle would break the controls
- Fixed: Weapon inspection will no longer allow leaning
- Fixed: Muzzle smoke would vanish on the weapon switch
- Fixed: Fix comparison between local and world space transform in ladders
- Fixed: The volume validation in inventory wasn’t taking into account the total volume of the item
- Fixed: Obstruction will suppress ADS in certain cases as intended
- Fixed: Melee attack should now properly cancel ADS
- Fixed: Ik pose is now properly propagated to anim sys in PreviewAnimationComponent
- Fixed: Order of operations changed to ensure the correct navmesh will be set before resorting to simple double-point path generation
- Fixed: AI groups not using soldier navmesh after getting out of the vehicle
- Fixed: 2DMap elements adjusted with terrain offset
- Fixed: AI invulnerability and player invulnerability no longer interfere with each other
- Fixed: Group movement completion doesn’t interrupt jump navigation links anymore.
- Fixed: Add decal flag to shot decals
- Fixed: Local driving assist mode synced to all machines as necessary
- Fixed: Typo in naming VehicleAction_AssitanceMode -> VehicleAction_AssistanceMode
- Fixed: Broken ADSHold and MP ADS replication. Also fixed ADSHold not being able to pause sprinting if triggered while sprinting
- Fixed: Safety does not work on weapons that do not have it. Safety now stays engaged if switching to a lowered weapon
- Fixed: Proper canceling of item actions by jump and stance change, code cleanup
- Fixed: Improper removal from the spatial map while replication is shut down
- Fixed: Magazines now go into inventory if a weapon is dropped during reload unexpectedly, instead of staying in the character’s hand
- Fixed: Manually loaded ammo does not appear on weapon storage in the inventory UI
- Fixed: Actions were not taking their VisibilityRange into account
- Fixed: AIs not following commander group and movement speed issues.
- Fixed: Switching input when driving off with the reverse gear engaged
- Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles)
- Fixed: Hand additive IK attributes resulting in hand item duplication on preview widgets
- Fixed: Muzzle flashlight could remain visible after the weapon was dropped
- Fixed: TaskMoveInFormation no longer finishing unless aborted. When finishing movement and formation are shifted, set the direction of the group correctly
- Fixed: The content of the blouse and trousers was not saved/loaded for player-saved loadouts
- Fixed: TestAimModifier now yields the same sight picture as zeroing would
- Fixed: Refactor of character heading angles and aiming angles.
- Fixed: Added a move settings parameter to control the speed of interpolating slope for animations
- Fixed: Turret animations height adjustment now does not change while on the turret. Sitting in a turret is supported. Added traces to prevent the character from clipping when aiming the turret left and right
- Fixed: Condition for preventing deletion of player ignored child entities (e.g., turret inside of a composition)
- Fixed: Player gets stuck in the tutorial because of the low rank to build a bunker
- Fixed: Player character effects in Armavision (e.g., a black bar on faces) was not restored after closing Armavision and opening it again
- Fixed: A building mode is removed when a player is in unconsciousness
- Fixed: Smoke particles of smoke grenades weren’t replicated for JIP players
- Fixed: Server/Single player exit from occluded seat would get the character stuck
- Fixed: HitzoneContainer – Damage for hitzones inside of slotted entities wasn’t properly replicated
- Fixed: Vehicles – A front right window of UAZ doesn’t appear broken when hit zone reaches 0
- Fixed: HitZoneContainerComponent hierarchy IDs are no longer done on the frame, it broke damage overtime calculations
- Fixed: Disabled RPLcomponents on equipment box props causing ghost entities
- Fixed: Item dimensions are now checked when replacing items
- Fixed: Explosions not dealing damage to destructibles
- Fixed: Services UI didn’t support additional services
- Fixed: Missing Faction in vehicle depot prefab
- Fixed: Incorrectly shown notifications about disassembled services
- Fixed: Issue with Tutorial where the player could respawn with a weapon
- Fixed: Campaign/Freebuilding – Dead body can block vehicle deployment if it’s dropped within the vehicle depot composition slot
- Fixed: Wrong resource links in procedural animation projects
- Fixed: Campaign – Vehicle ready message contains the name of a different vehicle than spawned
- Fixed: Sometimes friendlies AI are detected as enemies
- Removed: Unnecessary transform assignment when lerping is finished
- Removed: Updating of weapon’s surface signal from character
Modding
- Added: Attachments Compatibility addon was merged into the base game
- Added: Zeroing generator for rear-sight apertures (like M72)
- Added: Exposed method for getting default magazine or projectile of a muzzle
- Added: Exposed InventoryStorageManagerComponent::GetMagazineCountByMuzzle
- Added: It’s now possible to set the Z offset of the turret sidesteps raytrace for each turret compartment
- Added: It’s now possible to set the Z offset of the turret height adjustment raytrace for each turret compartment
- Added: PerceptionComponent.GetUpdateInterval script function
- Added: A method BaseMuzzleComponent::ClearChamber(int i) and fixed a bug that prevented loading an unchambered weapon if no magazines were available
- Added: Added AttachmentSlotComponent::CanSetAttachment API
- Added: API to directly set animation variables and to call animation commands.
- Added: ApplyControls checkbox on BaseControllerComponent, ability to disable controls processing per controller
- Added: PerceptionManager.RequestUpdateAllTargetsFactions scripted method for cases when faction friendliness changes dynamically
- Added: Enable/Disable property and script API for BaseProjectileEffect
- Added: Extended system for sights zeroing generators
- Added: Public API for occluder destruction
- Added: EntitySlotInfo::IsEnabled function to the script
- Added: Rotation and Fire functions into TurretController for scripters
- Added: BaseTriggerComponent::GetProjectileEffects function
- Added: Scripted Triggers can now run the default query before the script query
- Added: DecalMaterial property that replaces the DecalMaterials array automatically copies data to the new property
- Added: Exposed dynamic speed limits to attributes
- Added: TurretComponent::GetAimingAngleExcess method. Also exposed it to the script
- Added: SpawnDecalEffect class, this can be used to create decals at the projectile position
- Added: Script API for reserved by on Compartment Slot
- Added: VehicleProcAnimComponent that will replace CarProcAnimComponent
- Added: WeaponAttachmentAttributes::GetAttachmentType function to the script
- Added: Under barrel RIS attachments slots
- Added: Two more magazine wells for 5.45×39 and 5.56×45 STANAG weapons which don’t accept drum magazines
- Tweaked: Inheritance of attachment classes so they work as intended
- Tweaked: EyesSensor constants were exposed as properties
- Tweaked: Modified BaseZeroingGenerator to cope with entities that have no muzzle
- Changed: Bones provided in ProcAnimParams are now simple overrides of bones in the resource
- Changed: Refactored ScriptApi FileHandle
- Changed: Renamed boneIndices to boneSlotIndices to clarify the meaning
- Changed: VehicleSignalType is now common for all vehicles
- Changed: VoN SetCapture API returns if the capture state was changed
- Changed: TimeAndWeatherManagerEntity: Exposed UpdateWeather method to manually update the weather
- Changed: PlayerManager will always assign PlayerID=1 in SP scenarios
- Changed: Rework some of the script API of BaseLoadoutManagerComponent and EquipedLoadoutStorageComponent
- Changed: CharacterIdentity API for script
- Changed: Setup of Maxspeed limiters to penalize walking/sprinting speed from a script
- Fixed: Removed Get/Set Heading/Aiming/LookAt angles functions on CharacterControllerComponent. Get/Set Heading/Aiming/LookAt Angles functions on CharacterInputContext all use radians, with the yaw angle being in a clockwise direction (turning right = increase and vice versa)
- Fixed: Invalid pointers to physics components on custom-made contact
- Fixed: ScriptedDamageManager::OnDamage would get called even when a default hitzone is destroyed, and there would be no data for OnDamage
- Fixed: OnActionStart script executed twice when beginning interaction
- Fixed: Manager registration no longer interferes with unrelated worlds/edit mode
- Fixed: OnCompartmentLeft was not called when switching seats in a vehicle
- Fixed: OnProjectileShot event should now fire if the character is seated in a turret
- Fixed: ComputeEffectiveDamage had a const inout parameter for both HitZones and DestructibleEntities. Because of it, the variable was read as 0
- Fixed: InventorySearchPredicate would not work correctly if there is no definition
- Fixed: PrettyJsonSaveContainer::SetIndent was not working correctly
- Removed: DecalMaterials property (no longer used)
- Removed: TurretComponent aiming limits
Scenario Framework
- Added: New Actions (Delete and teleport entity, wait and execute, end scenario override screen)
- Added: Serialization for scenarios created by ScenarioFramework
- Added: Add Visualization content of Slots using selected asset prefab in World Editor
- Added: Intel task map marker delay option
- Tweaked: Faction inheritance for Areas, Layers, and Slots
- Tweaked: Teleport action renamed to Set Entity Position and it utilizes getters to obtain entity rather than just the entity name
- Tweaked: Task Defend tweaks, bug fixes, and improvements
- Fixed: AI handling and waypoint bugs
- Fixed: Spawnpoint was accidentally removed from the base sample world
- Fixed: Task Defend test scenario LastStand had duplicate GUID
- Fixed: Unknown keyword/data in slot prefabs and outdated class name of PlayerPenaltyComponent
- Fixed: Task Defend samples got invalid faction values set
- Fixed: Missing satellite texture for sample world
- Fixed: Removed notnull from method parameter that was not supposed to be there
- Fixed: Wrong condition and value -1 caused improper evaluation of Task Defend
- Fixed: Getter returns a wrong entity
- Fixed: Default values for new actions were wrongly set
- Fixed: Passing the wrong entity caused by overlooking
- Fixed: Tasks are not properly spawning after a restart
Xbox
- Changed: Speed up & fix downloading on Xbox
- Fixed: Input: virtual mouse on Xbox fix
- Added: Enable BE headless client support
Stability
- Changed: Added upper limit when computing offset to light cluster structure to avoid possible GPU crash
- Fixed: BaseEventHandler leaks memory
- Fixed: SoundComponent – ECS Multithread crash upon activation
- Fixed: Crash when a vehicle is getting wrecked
- Fixed: Crash in Anim Editor Properties
- Fixed: Crash when addon loading fails
- Fixed: Crash in colliders debug rendering
- Fixed: Server crashes when unable to communicate with the backend
- Fixed: WorldEditor: split spline crash fix
- Fixed: Crash when closing ANM property grid
- Fixed: Lack of setting could cause a crash
- Fixed: Crash when upload fails
- Fixed: Potential crash by providing incorrect geometry element ID
- Fixed: Workshop crash when pausing and unpausing the download
- Fixed: Workbench: WorldEditor: current tool & reload scripts crash fix
- Fixed: Crash in graphical options when running on the adapter without outputs
- Fixed: Possible crash when on a limit of debug shapes in navmesh debugging
- Fixed: Possible crash in probe when trying to get volume info from the entity
- Fixed: Workbench options crash when the path to the addon is too long
- Fixed: Cinematic tool crashes when some user track script is missing
- Fixed: World editor – Crash after reimport XOB
- Fixed: Config editor – Crash after unsuccessful loading
- Fixed: Clouds: Fixed 2 crashes when Atmosphere is not present in World, but Clouds are.
- Fixed: Peak limiter SFX audio node crash
- Fixed: JSON – Crash with certain script object/array inheritance and loading of data upon a such object
- Fixed: Crash on quitting World Editor play mode while downloading
- Fixed: Workbench – crash by setup physics settings
- Fixed: GodRays: Fixed crash when generating thumbnail in Workbench
- Fixed: Fixed crash when a connection is disconnected at the same time (same tick) as ownership was given or taken
- Fixed: VectorEntityTool::OnActivate can crash WB upon opening the tool if the map contains a ShapeEntity with corrupted data
- Fixed: Clouds: fix crash caused by clouds history (temporal buffer is null)
- Fixed: Audio Editor – Selector crash upon loading a config file with ports that already exist, now gives an error instead and ignores the port
- Fixed: Audio/ProcAnim Editor – Crash when trying to modify signal simulation values with no opened project, clearing the signal simulations window now upon no tab opened
- Fixed: ScriptCompiler: protected method call crash
- Fixed: Property grid – crash when a variable is missing in ancestor due to different class
- Fixed: Crash when playing sound in the audio editor from non-Sound node
- Fixed: Crash when playing .wav file via audio editor resource browser
- Fixed: Material editor – Crash after changing material class of modded material
- Fixed: Crash and layout issue in Mesh Preview “Colliders” page
- Fixed: Ragdoll crashes when the bone index is invalid or the number of bones is zero.
- Fixed: Crash in PlayerManager due to missing PlayerManagerNode
- Fixed: Particles – Crash on vehicle explosion
- Fixed: Crash when changing character ownership of pilot while there is no pilot compartment setup
- Fixed: Crash on switching from turret to cargo compartment.
- Fixed: Crash when entering copilot in a helicopter
- Fixed: Group Movement crash for commanding when the commander disconnects.
- Fixed: Crash when explosion effects (not explosion damage) would fail to spawn a prefab
- Fixed: Crash when streaming in the vehicle which is destroyed
- Fixed: Possible crashes when deploying a weapon
- Fixed: Possible bit buffer crash if inspection state input action value is out of bounds
- Fixed: Crash if a vehicle collides with the surface with null SurfaceProperties
- Fixed: Possible crash on CharacterControllerComponent if used without a RplComponent
- Fixed: Crash when changing zeroing and there are no sights anymore
- Fixed: SwitchNextSights & SwitchPrevSights crash if there are no sights
- Fixed: Crash in BaseRadioComponent when streaming it in (broken string sync)
- Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object
- Fixed: Crash when interrupting weapon switching
- Fixed: Crash in vehicle destruction
- Fixed: GenerateWindowsPrefabsTool’s World Editor potential crash
- Fixed: ScenarioFramework – Server crashes after finishing a combat ops mission
- Fixed: Crash when attempting to save a mission without save struct defined.
- Fixed: Crash in destruction from non-collision damage dealt asynchronously/from physics step
- Fixed: Crash in destructibles
- Fixed: Persistent loading widget in deploy menu for reconnecting a crashed client
- Fixed: Crash in respawn handler
- Fixed: Audio – Removed call queue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
- Fixed: Possible crash in respawn menu handler
- Fixed: Another crash when computing a very small angle
- Fixed: Assertion/crash during portal volume loading
- Fixed: JSON – Crash during the processing of missing script object (non-intended Api use)
- Fixed: Crash on game cleanup while backend communication with workshop is pending
- Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager
- Fixed: Possible crash in water caustic when the texture wasn’t defined
- Fixed: GPU crash when river mesh was not correctly added to underwater surface mesh rendering
- Fixed: Crash on navmesh rebuild when entities got deleted before query and generation
- Fixed: Crash where if a DestructibleEntity had less than 2 destruction phases it would crash
- Fixed: Crash when reading ragdoll init data when there is no physics controller
- Fixed: Crash when entering turret compartment without turret controller/component
- Fixed: Crash when shooting a character
- Fixed: Explosions – Crash when an entity would be destroyed by multiple explosions in the same frame
- Fixed: Crash without BaseWeaponManagerComponent on a turret
- Fixed: Passing unverified text as a format string to print, leading to crashes and errors when there are references to non-existent format string arguments
Audio
- Added: Audio – SoundMap API to get basic map values at a certain position
- Added: Audio – New callback to indicate when a SoundEvent has ended in CommunicationSoundComponent
- Added: Audio – New sound event SOUND_BODYFALL_TERMINAL for terminal fall damage on character
- Added: Frequency_Base config.
- Changed: MusicManager – Added custom fading parameters on musicmanager when terminating sounds for interruption or forceplay
- Changed: Audio – RadioBroadcast full rework to use MS instead of S, optimized entire networking part, way fewer calls over the network, and better synchronization
- Changed: Audio – Moved binding BaseItemAnimationComponent events from WeaponSoundComponent to SoundComponent
- Changed: RadioBroadcastManager.et – Modified timings to correctly portray the new system using milliseconds instead of seconds
- Changed: Update samples for inventory open/close
- Changed: Update banks volumes for inventory open/close
- Changed: Weapon reloads use a maximum 15-10 attenuation curve.
- Changed: Custom curve for reloads.
- Changed: LP frequency on exterior reverb
- Changed: Direct VON less audible over distance
- Changed: Audio – Removed unnecessary check in SpawnMusic causing it not to play on clients
- Changed: Audio – SoundSource, BaseSoundComponent and AudioSystem destruction now supports custom FadeOut time
- Changed: Audio – SoundEvents replaced with SoundEventTransform where necessary in scripts to support new activeness changes
- Changed: Audio – Removed including inactive on UGL and Throw Base, should not be needed anymore due to activeness changes
- Tweaked: Added weapon handgrab sounds when unequipping left-hand gadgets (via animation graph)
- Tweaked: Added 100ms NoRepeat time to weapon handgrab sounds
- Tweaked: Distance attenuation.
- Tweaked: Hum loudness.
- Tweaked: Distance attenuation.
- Tweaked: Samples are a bit darker
- Tweaked: Exterior reverb
- Tweaked: Removed 40-35 curve
- Tweaked: Sinking and leaking sounds
- Tweaked: Distance attenuation curves
- Tweaked: Exterior reverb reduced
- Tweaked: Character attenuation curves
- Tweaked: WaterEnter improvements added
- Tweaked: Grenade collisions, unpin, throw use config for frequency weapon handling.
- Fixed: Audio – SOUND_HIT changes to stop current SOUND_HIT from playing and restarting it after consciousness was set
- Fixed: Multiple UI sounds being played in the Hotkey menu
- Fixed: Radio static final mix routing.
- Fixed: Audio – Activeness fix for WeaponSoundComponent to only assume weapon range if the weapon is active
- Fixed: Audio – SoundComponent Activating/Deactivating causing an infinite loop in sound system
- Removed: Audio – SOUND_WPN_TOUGL sound event
Backend, Workshop, Server Hosting
- Added: Check of file size and resolution of uploaded images with addons
- Added: Unlisted visibility option for addons
- Added: SessionStorage Scheduler for periodic saves
- Added: Configurable period of automatic player save “operating.playerSaveTime” in the server config
- Added: ownerToken.bin file for dedicated servers (replacement for dedicatedServerId)
- Changed: Server max player limit to 128 player
- Changed: Server default player limit to 64 player
- Changed: Use server name instead of dedicatedServerId in A2S_INFO Name (T171463)
- Fixed: Addon delta patching when downloading updates
- Fixed: Addon updates on Linux servers
- Removed: dedicatedServerId from server config
Known Issues
- Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs.
- Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts.
- Initiating PiP scope during weapon-switching animation results in the scope view being blacked out.
- PiP scope turns black when switching between prone and crouched stance while aiming down sights (ADS).
- Visual and audio effects of shooting might not be replicated for other players after picking up a dropped weapon.
- Problems with looting dead bodies were encountered during testing and require investigation.
- Players clip into the roof of a vehicle when exiting it if the server has low FPS.
- In the event of a kick, the player returns to their previous character, potentially causing replication issues with shooting until they reconnect.
- Base callsigns may be missing after reconnecting.
- Issues with an inability to respawn at a specific base after death were encountered during testing and require investigation.
- The spawn point of the radio operator may disappear from the deploy screen when they switch seats in vehicles.
- Passengers in a vehicle may be invisible to other players after switching seats until they exit the vehicle.
- Vehicle previews in the vehicle depot do not display properly while selecting a vehicle.
- The game window briefly switches to full screen during loading screen transitions.
- Attempting to unbind the “Rest Weapon” action in keybindings causes a crash.
- The filter for modded entities in the Editor Entity browser is not functioning.
- After enabling a previously disabled add-on, included missions are not displayed in the “Scenarios” tab until the game is restarted
- Add-ons required for joining a modded server may be incorrectly displayed after opening the server browser for the first time after disconnecting
- Modding: Community assets using TCModFuncs are not fully functional
- Addon downloading gets sometimes stuck or fails when connecting to a server.
- Addon download might get stuck if you try to download an older version of an addon you already have downloaded
- If you are certain your download got stuck:
- First try to restart the game and connect to the server again.
- If it doesn’t help, cancel the download/connection process.
- Try to initiate the connection to the same server again → You will see a list of addons that need to be downloaded/updated → Those are likely the addons causing the problem.
- Go to Workshop and find the addons from the previous step and delete them.
- Restart the game and connect to the same server again. The download should finish successfully.
- After vaulting weapon inspection is not available
- Motor pools are missing interaction. Workaround is to just build a vehicle depot.