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Arma Reforger News

COMRAD #22

[p][/p][p]Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!

[/p][h3]Discover more here 👇[/h3][p]COMMUNITY RADAR #22

If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to:
Nillers on X/Twitter, Bluesky, Discord, or on our forums.[/p]

1.6.0.95 Update

[p][/p]
Attention Soldiers,
[p]
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger.

Visit our Dev Hub to read about Known Issues.
You can help us to further improve the game by posting your feedback on the Feedback Tracker. [/p][p][/p][h2]1.6.0.95 Changelog[/h2][h3]
Assets[/h3]
  • [p]Fixed: PKM belt was visually incorrect[/p]
[h3]General[/h3]
  • [p]Fixed: Weapon resting was not possible at the same time as changing stance to or from prone[/p]
[h3]Playable Content[/h3]
  • [p]Added: Conflict HQC: Refill Available Allocated Supplies on Supply Delivery XP Award[/p]
  • [p]Changed: Conflict HQC: Better visualization of MSAR supplies[/p]
  • [p]Changed: Supplies arrival timer for all bases set to 5s in Legacy Conflict and 300s for Main Operating Bases in Conflict HQC[/p]
  • [p]Fixed: Conflict HQC: Incorrectly timed base signal coverage recalculation[/p]
  • [p]Fixed: Conflict HQC: Refunding items with non-MSAR items in storage would refund MSAR even for non-MSAR items[/p]
  • [p]Fixed: Conflict HQC: Discrepancy of MSAR and loadout cost for Soviet items[/p]
  • [p]Fixed: Legacy Conflict: It was possible to save a radio backpack in your loadout[/p]
[h3]PlayStation 5[/h3]
  • [p]Fixed: Allocated 25 GB storage for mods wasn't fully utilized[/p]
[h3]Stability and Performance[/h3]
  • [p]Fixed: Crash when regenerating navmesh tiles[/p]
  • [p]Fixed: Memory leak related to pathfinding[/p]
  • [p]Fixed: Crash related to complex script compilation[/p]
  • [p]Tweaked: Optimized processing of transformations of entity slots[/p]
  • [p]Tweaked: Optimized memory consumption of smart action AI components[/p]
  • [p]Tweaked: Optimized memory consumption of bridges[/p]
[h3]AI[/h3]
  • [p]Fixed: Off-road connections weren't always created on maps with streaming navmesh[/p]
[h3]Modding[/h3]
  • [p]Added: BaseMuzzleComponent.GetBulletInitSpeedCoef[/p]
  • [p]Changed: SCR_PlayerSupplyAllocationComponent.OnUnspawnedPlayerXPChanged renamed to OnPlayerXPChanged[/p]
  • [p]Changed: SCR_ArsenalManagerComponent.GetItemMilitarySupplyAllocationCost expanded parameters by arsenalComponent[/p]
  • [p]Changed: SCR_ArsenalInventorySlotUI.GetPersonal is not protected anymore[/p]
  • [p]Changed: Multiple properties and methods moved from SCR_AISmartActionSentinelComponent to SCR_AISmartActionSentinelComponentClass[/p]
  • [p]Removed: AISmartActionComponent.SetActionOffset[/p]

1.6.0.87 Update

[p][/p]
Attention Soldiers,
[p]
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger.

Visit our Dev Hub to read about Known Issues.
You can help us to further improve the game by posting your feedback on the Feedback Tracker. [/p][p][/p][h2]1.6.0.87 Changelog[/h2][h3]
Stability and Performance[/h3]
  • [p]Fixed: Memory leak related to doors[/p]
  • [p]Fixed: Memory leak related to characters interacting with vehicles through specific actions[/p]
  • [p]Fixed: Crash on Linux server on reading property[/p]
  • [p]Fixed: Crash when saving an individual entity via the script api while registrations are pending[/p]
  • [p]Fixed: Possible crash related to fall damage[/p]
  • [p]Fixed: Crash when loading hitzones from an invalid source[/p]
  • [p]Fixed: Navlink settings made shared per prefab to save memory[/p]
[h3]Consoles[/h3][p]We identified a few critical memory points that could affect the stability of the console version. To mitigate the cost, we are lowering the graphic settings in the Performance preset and limiting the number of AI characters spawned in single-player content.[/p]
  • [p]Added: PS5: Flushing memory on 'out of virtual memory for render resources'[/p]
  • [p]Changed: Xbox: Lowered texture quality settings for Xbox S/X and PS5 in the Performance preset[/p]
  • [p]Changed: AILimits lowered for single-player content run on Consoles[/p]
  • [p]Fixed: PS5: Deadlock inside routines responsible for handling out of memory[/p]
[h3]Assets[/h3]
  • [p]Changed: Disabled physics colliders on some of the small granite clusters[/p]
  • [p]Changed: Compression of particle asset related to geysers on Kolguyev[/p]
  • [p]Fixed: Dead bodies sometimes had mispositioned armor[/p]
[h3]General[/h3]
  • [p]Fixed: Collision-related issues for clients[/p]
  • [p]Fixed: Deflection of shells/bullets was inconsistent between clients and server[/p]
  • [p]Fixed: Missiles sometimes didn't work correctly on clients[/p]
[h3]Playable Content[/h3][p]Based on the feedback from people missing Legacy Conflict, we are bringing it back to be as close to pre-1.6 conflict as possible, while keeping some minor improvements that don't impact the way the mode is played[/p]
  • [p]Changed: Legacy Conflict has been updated - removing parts intended only for the HQ Commander game mode[/p]
[p]Deployable radio spawn was originally meant as a way for players to stay together before helicopters were added. With the addition of helicopters and Rally points for groups, we wanted to balance the radio spawning, but the downsides of the system heavily outweigh the upsides in the current state of the game, so we are disabling this feature for HQC.[/p]
  • [p]Changed: Disable Radio Spawn for HQC Conflict[/p]
  • [p]Tweaked: HQC: Hide duplicated callsign name in group menu[/p]
[h3]Modding[/h3]
  • [p]Added: Scripting method ProjectileMoveComponent.GetProjectileSimulationResult, for estimating the final position of a projectile[/p]
  • [p]Changed: SCR_CharacterDamageManagerComponent.CalculateCollisionDamage method changed, added optional highestCachedImpulse parameter[/p]

Get Your Arma Reforger Christmas Sweater NOW!

[p]

[/p][h2]🎄Keep warm with style this festive season with the new Arma Reforger Christmas sweater![/h2][p][/p][p]Available now in our store. Get yours early and be ready for the holiday operations ahead of you.[/p]

1.6.0.76 Update

[p][/p]
Attention Soldiers,
[p]
We updated the Steam, PlayStation, and Xbox versions of Arma Reforger.

Visit our Dev Hub to read about Known Issues.
You can help us to further improve the game by posting your feedback on the Feedback Tracker. [/p][p][/p][h2]1.6.0.76 Changelog[/h2][h3]
General[/h3]
  • [p]Changed: Night grain disabled - Night grain was added to prevent players from adjusting their gamma settings to gain an advantage in the dark. However, based on feedback, we have made it disabled by default and disabled on official servers. Community servers can still enable night grain if they wish by using a CLI attribute -enableNightGrain.[/p]
  • [p]Fixed: Kolguyev Tower text in the task was not localized[/p]
  • [p]Fixed: Weapon UI was sometimes shown when a character did not have any weapons equipped[/p]
[h2]Playable Content[/h2]
  • [p]Changed: MSAR limits for the first three ranks raised (Private to 85, Corporal to 115, Sergeant to 150) - The MSAR system aims to prevent players from using up supplies on extravagant loadouts. However, the limits on lower ranks were excessive, so we have increased them to allow lower ranks to purchase better loadouts.[/p]
  • [p]Fixed: Configured minimum ranges for starting positions relevant to Kolguyev[/p]
  • [p]Fixed: Expanded supply ranges of building services (FIA to 200 meters, US/USSR to 150 meters)[/p]
[h2]Stability and Performance[/h2]
  • [p]Fixed: Possible fix for freezing on Xbox -  Long freezes were related to conflicts on CPU threads. The current fix may introduce very short gaps in audio samples. The issue is being investigated further, and more fixes are on the way.[/p]
  • [p]Fixed: Memory leak related to Attachments[/p]
  • [p]Fixed: Memory leak related to AI pathfinding[/p]
  • [p]Fixed: Crash tied to User Settings[/p]
  • [p]Fixed: Loading a save could cause crashes with DestructibleEntities[/p]
  • [p]Fixed: Persistence memory leaks on profiling and spawn params[/p]
  • [p]Fixed: Exceeding savepoint 999 could lead to a crash[/p]
  • [p]Fixed: Crashes related to the damage system[/p]
  • [p]Fixed: Crash when attempting to start a modded scenario from the main menu[/p]
[h2]Modding[/h2]
  • [p]Removed: Old and unused animation files from workspaces[/p]