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0.9.7.91 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about a newly introduced feature Free Roam Building and Known Issues on our web.


0.9.7.91 Changelog

Game
  • Added: Free Roam Building feature
  • Changed: Changed crack puddle sharpness for a bit more explicit puddles from detail textures
  • Changed: Moved the MG in compositions to make sure Players stand behind it rather than sit
  • Changed: Sorting is always set to default - behavior is now consistent across all browsers
  • Changed: Optimized usage of pathfinding component in AI movement
  • Tweaked: Position of context for open door action
  • Fixed: Color values in LightRunway_02 prefab
  • Fixed: AILimit counter condition when removing AI agents
  • Fixed: Fixed Arland time zone
  • Fixed: Wrong lighting on bunkers
  • Fixed: Streamed out friendlies appeared as unknown source in VoN display UI
  • Fixed: Combat ops - End screen only shows objectives that were completed while the player was connected
  • Fixed: Conflict - Wrong points color in HUD
  • Fixed: Coastal bases do not have Signal/antenna icons when missing range
  • Fixed: Spawning in Morton, added 2 bunkers
  • Fixed: Destroyed vehicles do not shut the engine down
  • Fixed: Incorrect keybind hint in tutorial stage 67
  • Fixed: Tutorial - Screen flickering upon scenario start
  • Fixed: Vehicles collide with grenades on the ground and can get stuck
  • Fixed: Cannot loot binoculars and compass from dead bodies
  • Fixed: Services in bases can be duplicated
  • Fixed: Updating mesh of every frame on supply trucks in conflict
  • Fixed: Players can get stuck on loading in deploy screen when deploying to remote locations and getting spawn killed
  • Fixed: Tutorial - Wrong waypoint position for bunker building stage
  • Fixed: Wristwatch was not being updated after dropping and picking up
  • Fixed: Entities were force-streamed to the client even when the editor was opened, but the mode that required streaming was not active
  • Fixed: Compression on flashlight overlay textures in the map changed from ColorHQCompression to DXTCompression to remove the artifacts
  • Fixed: Budgeting for stationary nodes with per connection streaming disabled
  • Fixed: Create permission record on the fly
  • Fixed: Conflict - Spawnpoint activation upon building an antenna in a base when all other conditions are already fulfilled
  • Fixed: Conflict - Spawnpoint activation upon connecting a base to the HQ radio network by capturing another base on the way
  • Fixed: UAZ wheels damage, misconfigured roof frame, and canvas
  • Fixed: HQ Tents should no longer use Medical crates. Morton spawn moved.
  • Fixed: A check is added to make sure that opened storage is still within the vicinity of the player
  • Fixed: Crash when looting dead character
  • Fixed: Engine not starting up reliably on high FPS
  • Fixed: Disappearing interaction in vehicle depots
  • Fixed: Conflict - No XP loss when causing a friendly fire from a turret
  • Fixed: Regenerated vehicle maintenance depots for Conflict and editable prefabs for new signs.
  • Fixed: Crash on shooting barbed wire


Modding
  • Added: Math3D::IntersectionSphereAABB API
  • Added: CharacterVicinityComponent::GetDiscoveryRadius API
  • Added: Workshop API to get unfinished download
  • Changed: Editor manager variable was not available in all events
  • Tweaked: Workbench - Resource manager - Anim file types enabled for being duplicated in addon
  • Fixed: Server events for mode activation and deactivation were not called in all situations
  • Fixed: When importing FBX from not loaded project error message
  • Fixed: When importing FBX check for it in all loaded Addon Projects
  • Fixed: Check if FBX is imported from not loaded project
  • Fixed: Error message when importing a model with wrong GUID and relative path


Scenario Framework
  • Added: ScenarioFramework - Mission header for CombatOps with the ability to set the number and type of tasks
  • Added: ScenarioFramework - Add Task Defend
  • Changed: Names of the classes of the SF components.
  • Tweaked: ScenarioFramework - Replacing obsolete GetTitleText() with GetTitle()
  • Tweaked: ScenarioFramework - Formatting of code to comply with set conventions
  • Fixed: ScenarioFramework - Exfil task is called move for clients
  • Fixed: ScenarioFramework - Multiplayer issues with SCR_CharacterTriggerEntity, improved exfil countdown, and further polished the feature
  • Fixed: ScenarioFramework - Randomized task generation issues that sometimes prevented tasks from being created



Xbox
  • Added: UGC privileges are now considered in custom group texts
  • Added: Group name/description now respects UGC and is also a friendly option
  • Added: View target user created content Xbox permission
  • Changed: Xbox mod storage has been increased to 20GB. Players on Xbox need to re-download all the mods.
  • Fixed: Avoid underflow of Xbox PLS space reservation
  • Fixed: XR-045 - Player with Blocked UGC privilege can see custom group names in deploy screen


Rendering
  • Added: Upper limit when computing offset to light cluster structure to avoid possible GPU crash
  • Fixed: Broken river flow-maps generating
  • Fixed: GPU crash due to page fault when accessing const buffer out of uploaded range
  • Fixed: GPU crash due to vertex buffers overwrite in particles system
  • Fixed: Rendering glitches on particles
  • Fixed: GPU crash, fog read from unset const buffer instead of the internal structure



Multiplayer
  • Fixed: Fixed rare case where reliable RPC sent once, followed by a constant stream of unreliable RPCs, may never be ACKed and gets resent constantly.
  • Fixed: It isn't possible to join a modded server with dependencies after the game restarts
  • Fixed: Rare case when sliding window ACK sending is blocked due to uninitialized RTT.
  • Fixed: High memory consumption on server - caused by replication stats


Workshop
  • Tweaked: Workshop checks for an invalid state to improve API stability
  • Tweaked: Improved download pause and resume stability
  • Tweaked: Prevent downloading a mod twice at the same time
  • Tweaked: Safety check on creating a http transfer
  • Fixed: IsEnabled didn't work correctly for local mods
  • Fixed: Mods from a different environment break update
  • Fixed: Race condition in request scheduling
  • Fixed: Deleting and re-downloading mod leads to a crash
  • Fixed: If the player deletes and re-downloads a mod, it is deleted after opening the workshop
  • Fixed: Mods in certain state after download can prevent game starting
  • Fixed: Crash on mod update on a Linux server
  • Fixed: Infinite addon update if patch is empty
  • Fixed: Pausing and resuming download results in failed addon data validation


Performance
  • Fixed: Items in arsenals had active physics


Free Roam Building
  • Changed: Free Roam Building activation limited to user action only
  • Changed: Virtual area shaders now inherit from VirtualArea.emat. Shader set to MatCommon base on discussion Base building area is now more transparent at the bottom and less towards the top. -
  • Changed: Made the virtual area gradient not transparent, just at the line of contact with the ground in building mode. This change doesn't affect other virtual area usages
  • Fixed: Provider can't be accessed outside of the provider range.
  • Fixed: Removing obsolete file
  • Fixed: Bases without HQ tents were missing a sign to initiate a Free Roam Building
  • Fixed: The missing sign at Chotain military base.