1. Arma Reforger
  2. News

Arma Reforger News

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.

Year 2022 in Review

Attention soldiers,

The time has come to summarize the past year in Arma Reforger. From ups to downs, the changes, obstacles, fixes, additions, and everything that has happened. From the release of Early Access to the future of Arma. Thank you for being on this wild ride with us.

Read here 👇
https://reforger.armaplatform.com/news/review-2022

0.9.7.61 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about Known Issues on our web.

0.9.7.61 Changelog

Game
  • Added: EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity events
  • Fixed: Conflict - Reconnecting players should now always have the correct saved data applied
  • Fixed: BaseInventoryStorageComponent::GetOccupiedVolume is not taking additional volume into account (#T169255)
  • Fixed: GetClothByArea and IsAreaAvailable functions were not returning the correct slot when passing the parent type class as a parameter
  • Fixed: SetAdditionalWeight and SetAdditionalVolume were not reliable RPC
  • Fixed: Unable to switch items in both hands after mashing the number keys, caused by gadget show/hide animations getting stuck
  • Fixed: AI should no longer spawn inside a tent
  • Fixed: Removing an item from the quick slot with the gamepad resulted in an item slot stretched across the screen
  • Fixed: Spawning on bases with no reverse signal (cannot reach HQ back)
  • Fixed: Input: filter preset from/to combo user binding


Combat Ops
  • Added: ScenarioFramework - Trigger notifications, expanded logic, and implementation to CombatOps Exfil point
  • Added: Task Kill
  • Added: ScenarioFramework - Waypoints for Task Kill
  • Added: ScenarioFramework - Settings for the maximal number of tasks that can be generated
  • Added: Kill hvt task, with hvt soldier classname placeholder
  • Added: Music when extractions starts, some compositions into tents
  • Added: CombatOps - Task Kill to all viable areas
  • Added: Finished Tasks list
  • Added: ScenarioFramework - Proper end screen based on completed tasks and new logic counter features for easier workflow
  • Tweaked: SCR_PopupNotification refactor
  • Tweaked: ScenarioFramework - Minor fixes for the exfil trigger and addition of countdown to CharacterTriggerEntity
  • Tweaked: Exfil trigger countdown notifications, play sound during countdown and removed obsolete ALL_PLAYERS since we have a percentage slider for PLAYER activation
  • Tweaked: ScenarioFramework - Random Percent default value set to 100 as it caused improper spawning chance
  • Tweaked: ScenarioFramework - End screen formatting improvements
  • Fixed: Broken merge of CombatOps_Arland_Areas.layer causing some layers not to be created
  • Fixed: SCR_PopupNotification progress bar timer setup
  • Fixed: SCR_PopupNotification filter reset
  • Fixed: ScenarioFramework - Exfil trigger was not properly decreasing counter and tweaked notification spam
  • Fixed: ScenarioFramework - Edge case for delivering intel task trigger not being correctly assigned which prevented completing the task and icon relocation on the map
  • Fixed: ScenarioFramework - Seeking existing object could not properly retrieve ResourceName of the StaticModelEntity which caused Task Destroy not to register Antenna
  • Fixed: The turning animation keeps playing after turning right
  • Fixed: CombatOps - m_iExtractionCounter attribute was still present even though it was removed from the prefab
  • Fixed: Debug spheres in combat ops
  • Removed: ScenarioFramework - Obsolete extraction counter that is not utilized

Game Master
  • Fixed: Spawn occupants could still be called with shortcuts potentially causing a budget overflow
  • Fixed: When respawn menu was opened while the player list was visible, it prevented the player list from being opened in respawn menu


Multiplayer
  • Fixed: Excessive preload requests could lock the player on respawn loading screen
  • Fixed: Updating addons on the Linux server could fail due to the wrong path


Workshop
  • Fixed: Workshop deleting of local mods and mods from different backend environments
Backend
  • Added: Backend - Experimental feature allows us to fix issues with incorrect player counts in the Server Browser.
  • Fixed: Backend - Server Crash when player disappears during auth.


Stability
  • Added: Crash Reporter - Crash unique GUID being logged
  • Fixed: Crash when reading specific JSON files
  • Fixed: Crash when adding HierarchicalParametricMaterialInstanceComponent on an entity.
  • Fixed: Crash when starting ragdoll with a weapon in hand that doesn't have a physics component
  • Fixed: Crash in AIWeaponTargetSelector caused by a null pointer
  • Fixed: Crash in AIInventoryCache which was probably caused by dangling callback
  • Fixed: Crash on Game cleanup due to a missing null check.


Enfusion Blender Tools
  • Tweaked: The P3D import dialog now informs the user if Workbench with net API enabled is running, which is necessary for the proper P3D import process
  • Added: New properties to EBT -> Export -> FBX window


Reminder: If you misconfigured your BattlEye server configuration, players now might get kicked. Please follow the instructions on our wiki for proper settings.

COMRAD #7



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

Discover more here 👇
https://reforger.armaplatform.com/news/comrad-7

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 Twitter, Discord, or on our forums.

0.9.7.53 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.

0.9.7.53 Changelog

Game
  • Added: Conflict - Client data can now be re-applied after server restart
  • Fixed: ScenarioFramework - Title and description for task notifications are not properly updated when overriding default values
  • Fixed: Conflict - Wrong capture point count when resuming a scenario
  • Fixed: Conflict - No longer possible to build already built structures when resuming a scenario
  • Fixed: Conflict - Wrong faction variants of buildings spawned when resuming a scenario
  • Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on the controller
  • Fixed: Conflict - When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ
  • Fixed: Conflict - Incorrect amount of supplies restored in bases with supply depots
  • Fixed: When possessing AI in GameMaster, the head of AI would not always disappear in first person
  • Fixed: Missing structures when resuming a scenario with prebuilt compositions
  • Fixed: ScenarioFramework - The message about finishing the objective is shown incorrectly
  • Fixed: Conflict - Missing spawnpoints in small scenarios
  • Changed: Disabled spawn occupants in the vehicle (context action in GM) until a proper fix can be made
  • Tweaked: Fragmentation damage


Stability
  • Fixed: Crash when saving loadout
  • Fixed: Make loadouts area type safer and not crash when not setup
  • Fixed: Race condition causing crash on aborting download
  • Fixed: Potential crash in WeaponComponent::GetSightsTransformation
  • Fixed: Possible crash in AI abort defend waypoint
  • Fixed: Possible AI Crash in RequestAction


Multiplayer
  • Fixed: If a player tries to reconnect during their ban duration they won’t be able to rejoin the server even after the ban expires resulting in a connection failure.
  • Fixed: Backend - Crash related to auth fail and kick during player reconnect
  • Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies
  • Fixed: Possible stall during JIP if some nodes didn’t have a parent on the server
  • Fixed: Possible continuous Room removal process
  • Fixed: Marking BEServer_x64.cfg as userconfig, so Steam won’t redownload it