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Arma Reforger News

1.2.0.92 Update



Attention Soldiers,


We updated the Steam 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.

[h2]1.2.0.92 Changelog[/h2]

[h3]General[/h3]
  • Changed: HDR Darkness and brightness limits, target brightness, and shutter limits by weather cycle
  • Changed: Bleeding visible on the clothes will now get gradually more intense as the bleeding continues
  • Changed: When creating streams for proxies, use an array holding all proxy nodes instead of traversing node hierarchy
  • Changed: Increased callsign pool for FIA from 128 to 360 to prevent warnings from being spawnedFixed: Clothes would not update the replication parent when an item was inserted/removed
  • Tweaked: Fuse time on the colored flares is the same as on the white ones
  • Fixed: Doors were always visually closed after reconnecting or joining a game in progress (T182302)
  • Fixed: Ability to process multiple open door requests over multiple frames to make sure they all get processed by the animation graph
  • Fixed: Switching seats and exiting vehicle when primary door is obstructed
  • Fixed: Accessibility points of Ural-4320
  • Fixed: Explosive charges being garbage collected straight from player inventory and storage containers
  • Fixed: Missing fuel progress bar on jerry cans
  • Fixed: Focus on last focused storage slot when switching from storage mode
  • Fixed: Highlights on storage no longer ignore equipment storage components when searching for free slots
  • Fixed: Pop-up notifications were either not working at all in certain scenarios or they were stuck in queue and displayed at once in a row
  • Fixed: Dragging an item on a supply box transferred it to player's inventory
  • Fixed: Weapon inspection took magazines attached to other weapons in the player's inventory
  • Fixed: Time until the detonation of explosive charges would be incorrect for Game Master that was not a host
  • Fixed: Exiting a flipped or semi-flipped vehicle sometimes caused character to teleport below ground
  • Fixed: CompartmentManager was not found on compartments that were in a slot
  • Fixed: Remove duplicated Hierarchy components in compositions and CTI instances
  • Fixed: Characters were snapped to canopy on net machine guns on turret exit
  • Fixed: US roadblock navmesh recalculation
  • Fixed: Explosive charges wouldn't stream in properly for proxy clients
  • Fixed: Replication should create all streams for proxies even if user code modifies node hierarchy in RplLoad callback
  • Fixed: Checking for item usage as a condition for being able to get out of the vehicle
  • Fixed: Cancel item use when getting out of the car
  • Fixed: Optimized simulation of bloody clothes 
  • Fixed: Low ready stopped working after arbitrary conditions failed: changing stance, lean, or changing fire mode
  • Fixed: If shot while wearing clothes, your skin will now show damage after removing the clothes

[h3]Stability[/h3]
  • Fixed: Spawning UAZ-469 with PKM in Pause crashes the game
  • Fixed: Freeze during navmesh tracing
  • Fixed: VME when no EditorManager is found
  • Fixed: Crash due to missing handlers
  • Fixed: Memory leak in BaseLoadoutClothComponent
  • Fixed: Rare RoadBlockManagerCrashes
  • Fixed: Logs spamming about unknown keywords in prefab of m60d
  • Fixed: Memory leaks related to road network
  • Fixed: Added Group and Tripod Catalog to CIV faction and faction less to remove error spamming
  • Fixed: A possible crash with explosive charges attached to destructible entities
  • Fixed: -disableAI param shouldn't crash anymore
  • Fixed: ScriptCompiler: push/pop of plain pointers not working
  • Fixed: Memory leak in bt::NativeVariable
  • Fixed: Memory leak for two static instances of DamageContext and DotDamageEffectTimerToken
  • Fixed: Error spam because placeable item was changing its parent before it was removed correctly from player inventory
  • Fixed: Crash with WEAPON_FIRED event in turrets
  • Fixed: VME with SCR_CampaignMilitaryBaseComponent
  • Fixed: Potential nullpointers in AnimatedAmmoBeltSystem and bloodOnClothesSystem
  • Fixed: Streamable parameter was turned off on deployable radio's RplComponent, causing all AI with radios to be streamed to clients at all times

[h3]AI[/h3]
  • Fixed: AI would not get out of BTR 
  • Fixed: Helicopter pilot slot should not be occupied by AI
  • Fixed: Commanded AI now responds in voice to commands in MP
  • Fixed: Behavior of AI when group leader dies

[h3]Modding[/h3]
  • Added: Ability to get AnimationController from AnimationControllerComponent
  • Added: BaseProjectileComponent.SetInstigator
  • Changed: Switched m_CharacterOwner in SCR_GadgetComponent from IEntity to ChimeraCharacter

[h3]Scenario Framework[/h3]
  • Fixed: Deliver vehicle tasks could get completed when the player reaches the task even without the vehicle
  • Fixed: AI Action Getter optional state wrongly retrieving AI slot
  • Fixed: ON_TASKS_INIT tasks that are further down in hierarchy do not get spawned by the scenario framework
  • Fixed: Setting max tasks to more than 5 makes the framework spawn way more tasks than intended
  • Fixed: Task Clear Area sometimes could not be finished (T182474)

1.2.0.76 Update



Attention Soldiers,


We updated the Steam 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.

[h2]1.2.0.76 Changelog[/h2]

[h3]General[/h3]
  • Changed: Charges spawned by game master are no longer armed by default
  • Tweaked: Multiphase destruction for sandbags
  • Tweaked: Flare VFX adjustments
  • Tweaked: Interactions with doors and gates by adding new physics setup for them
  • Fixed: Depth of big lake
  • Fixed: Unconscious state of Mi-8 navigator was using death animation instead of the unconscious one
  • Fixed: No damage source in damage context for melee attacks
  • Fixed: Projectile effect transform was sometimes not correct on the server when a client shoots a projectile
  • Fixed: Custom accessibility config for turret to not be obstructed when placed into nests
  • Fixed: It was possible to drag incorrect item when dragging item from slot border
  • Fixed: Obsolete optics magnification keybind in Field Manual
  • Fixed: Map reading coordinates fixed in Field Manual illustration
  • Fixed: Aim and freelook action bindings could not be changed on gamepad (Thanks to Steve-E for the report!)
  • Removed: Unused commands from map commanding

[h3]Stability[/h3]
  • Changed: Improved performance for extended damage manager
  • Fixed: VME when interacting with deploy action on radio on DS
  • Fixed: Broken wait with timeout on semaphore and event implementations for Linux
  • Fixed: Damage-related memory leak messages caused by script recompilation
  • Removed: Log warning "BaseProjectileEffect::ApplyEffect has not received an instigator..."

[h3]AI[/h3]
  • Changed: AI driving and PID setups for vehicles
  • Fixed: Fixed Move In waypoint when in a forest
  • Fixed: Leader takes gunner seat when in 2-member group
  • Fixed: AI wouldn't mount static turrets under Get In waypoint/command
  • Fixed: Get In specific vehicle does not fail when subgroup already is in that vehicle

[h3]Modding[/h3]
  • Added: FindDamageEffectOfType, FindAllDamageEffectsOfType, FindAllDamageEffectsOfTypeOnHitZone, FindDamageEffectOnHitZone
  • Changed: Reordered the parameters of FindDamageEffectsOnHitZone to keep them consistent with the rest of ExtendedDamageManagerComponent API
  • Changed: Disabled ColliderHistoryComponnet on Vehicle_Part_Base.et until optimized better, remains enabled on Vehicle_Rotor_Base.et and Vehicle_Ammunition_Base.et

Arma Pack



Get the best military sandboxes available with the Arma Pack - an expansive bundle featuring ARMA: Cold War Assault, Arma 3, and Arma Reforger. This collection offers a comprehensive overview of warfare, from historical conflicts to modern-day engagements.

[h2]ARMA: Cold War Assault[/h2]

Bohemia Interactive's debut game - published by Codemasters as Operation Flashpoint in 2001 - was a genre-defining combat military simulation and the No. 1 bestselling PC game around the world. ARMA: Cold War Assault has won many international awards, including “Game of The Year” and “Best Action Game”. Over 2 million copies have been sold since its release.

https://store.steampowered.com/app/65790/ARMA_Cold_War_Assault/

[h2]Arma 3[/h2]

Step into one of the most immersive military simulations ever created. Arma 3 offers a massive, open-world experience where every decision counts. Command troops, pilot vehicles, and utilize authentic military tactics in an expansive sandbox environment. Whether you're engaging in massive multiplayer battles or crafting your own missions, Arma 3 delivers endless possibilities.

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[h2]Arma Reforger[/h2]

Experience the next evolution of the Arma series with Arma Reforger. Powered by the new, powerful Enfusion engine, Arma Reforger brings stunning visuals, enhanced gameplay mechanics, and a rich, immersive environment. Experience the tactical depth and realism Arma is known for, with a fresh perspective. If you've honed your skills in Arma 3, Arma Reforger offers a new theater of war to master, with advanced features and a robust modding community that keeps the battlefield ever-changing.

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Don’t miss out on this offer! Embark on the ultimate military campaign with the Arma Pack today!

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Arma Reforger Summer Sale 2024



[h2]Attention Soldiers![/h2]

The Steam Summer Sale 2024 is here!

Pick up Arma Reforger for yourself or a friend at 25% off!

https://store.steampowered.com/app/1874880/Arma_Reforger/

You can also grab Arma 3 for 90% off, with Arma 3 DLCs up to 60% off.

https://store.steampowered.com/bundle/11256/Arma_3_Ultimate_Edition/

This sale runs from June 27 to July 11.

For even more in-game assets, scenarios, mods, and other types of content, visit the Arma Reforger Workshop in-game or via a web browser. Here, you'll find tons of free items shared by talented community content creators.

To get in touch with other members in our community, you can always jump into the Arma Discord server, head over to the r/arma subreddit, and discuss in the Bohemia forums.

Finally, be sure to follow Arma Platform on X, Facebook, Instagram, TikTok, YouTube, and right here on Steam!

Update 1.2



Attention Soldiers,


Reinforcements have arrived! Just when you thought the frontline was reaching a stalemate, the Arma Reforger 1.2: Reinforcements update brings a host of new assets, features, and improvements that will assist you in your battlefield combat readiness.

From AI commanding and driving to defensive helicopter weapons, flares, bayonets, and more, find out what's new in the new 1.2 Major Update below.

[previewyoutube][/previewyoutube]
[h2]AI Driving[/h2]
Until now, only humans could operate ground vehicles in Arma Reforger. AI soldiers can now drive, navigate road networks, and avoid obstacles, opening up a world of possibilities for both cooperative and competitive gameplay. AI can also lay down suppressive fire with vehicle weapons, decide which crew member should man the weapons, and reassign a different crew member if the gunner is down.

[h2]AI Commanding[/h2]
Take command of your fellow soldiers! Now, you can direct AI comrades to move to different waypoints, halt, lay down suppressive fire, heal one another, follow the squad leader, defend objectives, and get in and out of vehicles. These fundamental commands will allow you to utilize AI soldiers as weapons on the battlefield and more effectively carry out operations across the islands of Everon and Arland. Learn more about our implementation of AI commanding in our latest Dev Report.


[h2]Defensive Helicopter Weapons[/h2]
Transport helicopters in Arma Reforger have been somewhat vulnerable since 1.0, especially when landing. We've installed mounted weapon turrets on the UH-1H and Mi-8MT to lay down suppressive fire and protect themselves against enemies. This upgrade is sure to change the dynamics of the battlefield, as helicopters are no longer just RPG fodder but a formidable threat to infantry and vehicles alike.


[h2]Flares, Explosive Charges, and Bayonets[/h2]
This update introduces three key combat assets that will completely augment nighttime combat, battlefield sabotage, and close-quarters combat:
  • Flares - Until now, the cover of night has been all-encompassing, with no effective way to increase visibility without significantly compromising your position. We've added underbarrel grenade-launched flares to the game allowing you to tactically illuminate wherever you fire them.
  • Explosive charges - The US and Soviet factions have both gotten their own explosive charges with detonators, opening up possibilities for sabotage, ambushes, and other explosive tactics on the battlefield. With both timed fuses and detonators, explosive charges will surely shake up engagements across the islands of Everon and Arland.
  • Bayonets - With attachable bayonets for all three factions, close-quarters combat has become even more deadly. Silently attack with an element of surprise or defend yourself against attackers in close proximity when the fight comes to you.

[h2]New Weapon and Assets[/h2]
The Soviet arsenal has gotten another weapon! Introducing the AKS-74U - a lightweight, shortened variant of the AK-74 well suited for close-quarters combat. It's the perfect complement for an AT or medic loadout, allowing soldiers to specialize in their roles without compromising firepower.

In addition, new pilot suits and gloves expand your options for authentic kits for in-game factions, reinforced by multiple new soldier roles, including US and Soviet special forces units placeable by the Game Master.


[h2]New Game Master Features[/h2]
Two of the most requested waypoint features for Game Master are now in-game!
  • Cycle waypoints allow you to make cyclical routes for AI soldiers. Previously, AI could just be sent from point A to B. With cycle waypoints, you can loop their patrol route indefinitely, making it easier for a Game Master to set up a scenario and create a more immersive environment for the players.
  • Linking waypoints allow you to link waypoints with entities. For example, you can now make a waypoint that tells AI to enter a particular vehicle or destroy a specific object. This added level of control will give you more options for creating scenarios and leading thrilling Game Master sessions on the fly.

And finally, the civilian faction is now available in Game Master mode. You can now utilize civilians in your operations and spawn them with randomized loadouts with percentage chance values for which gear they will receive.

[h2]Inventory Improvements[/h2]
The inventory has received a massive overhaul, greatly improving functionality and performance. Inventory replication has been refactored, addressing performance issues caused by the previous system. Drag-and-drop has been improved, and the entire inventory UX/UI has received a cosmetic overhaul. We think the new inventory is a significant upgrade and hope you enjoy the new interface!


[h2]New AI Firing Behaviors[/h2]
Next time you're engaging an FIA squad, you'll probably notice that AI soldiers can more accurately suppress your position thanks to our updated AI firing behaviors! In addition to suppressive fire being an AI command, AI will use suppressive fire to cover and suppress an area with both bullets and indirect fire grenades. They will also more quickly suppress suspected enemy positions if attacked and will do so for longer.

In addition, firing timing logic has been completely redone to achieve more natural firing patterns and allow the AI to better regulate the firing rate during different combat situations.

[h2]Deployable Radio Rework[/h2]
Deployable radios have gone through several iterations already, and the latest version brings more to the table than ever before. Now, deployable radios can be refilled with supplies and use supplies in their immediate vicinity. Instead of abandoning a deployed radio that has run out of spawns, you can refill it with supplies to enable more spawns. This also means that radios cost 200 supplies, as they come loaded with 100 supplies worth of spawns. In addition, Game Masters have the option to switch between three different types of budgets for radios (unlimited spawning, supply usage, and limited spawn tickets), and a new use action visible to the owner of the radio allows for spawning with loadouts to be disabled.

[h2]Additional Features[/h2]
Finally, we have three new features that address issues identified by our community:
  • Vehicle unflipping is now in-game, so you can get out of a bind more easily if you accidentally overturn your vehicle. However, be aware that the feature often requires teamwork, just as it would in the real world.
  • Copilots can now take over the controls of a helicopter if the pilot is incapacitated.
  • The "get-in/get-out" refactor addresses several issues with vehicles. Now, opening the door and getting into a vehicle are two separate actions. This means no more repeatedly opening and closing helicopter doors; now, you can get in or out of any vehicle while leaving the door open. As a part of this factor, vehicles without roofs that go careening through the air and flip over can also eject passengers, and passengers exiting vehicles traveling at speed can be seriously injured by doing so.


We hope you enjoy the latest update to Arma Reforger. Please read the full changelog for a detailed breakdown of all the new additions, changes, and tweaks.

Visit our Dev Hub to read about Known Issues. You can also help us improve the game by posting your feedback on the Feedback Tracker.

For more news and updates, be sure to follow Arma Reforger on Facebook, Twitter, YouTube, Instagram, TikTok, and Steam.