bis_iceman 7384 Posted July 14, 2017 14-07-2017 EXE rev. 142352 (game) EXE rev. 142352 (launcher) Size: ~3.3 GB (depends on Apex ownership) DATA Fixed: The velocity indicator of the Caesar plane was not working correctly Fixed: The pilot view of the MQ-12 Falcon would be set to maximal zoom after taking over the drone Fixed: House Small 01 was too durable against vehicle weapons Tweaked: Classes for houses with door locks were changed from house to housesimulated to fix the "Binarize missed persistence" error in the RPT (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3172400) Tweaked: Parachutes no longer have a target signature and they cannot be tracked anymore (too many collateral issues) Fixed: The AI Team Leader would never ask for healing in Showcase Combined Arms Tweaked: The arrival time of the Marid was improved in Showcase Combined Arms Fixed: The smoke particle effect position for the NLAW and Titan launchers was incorrect Tweaked: AI soldiers are now keener to attack enemy armored vehicles Tweaked: Vanilla weapons now use collimator technology for grenade launcher sights ENGINE No EXE changes today 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 17, 2017 17-07-2017 EXE rev. 142354 (game) EXE rev. 142354 (launcher) Size: ~3.0 GB (depends on Apex ownership) DATA Tweaked: The Bobcat's plow now has a cosmetic animation via scripting Tweaked: The debug console and the BIS_fnc_codePerformance function were improved Fixed: The BIS_fnc_addStackedEventHandler function did not accept an object argument or function name Fixed: The BIS_fnc_addStackedEventHandler function was missing some native parameters, such as _pos in onMapSingleClick ENGINE Added: A new drawTriangle scripting command 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 18, 2017 18-07-2017 EXE rev. 142359 (game) EXE rev. 142359 (launcher) Size: ~624 MB (depends on Apex ownership) DATA Fixed: Pop up message in the Main Menu Fixed: One of the Intel tasks in End Game Moddergat was too difficult to pick up due to small object sizes Tweaked: Time Trials now show the GPS by default (except for Karts) Fixed: Wrecking your vehicle or driving over someone after a Time Trial will now fail the challenge Fixed: Players would be teleported to water when killed in an exploded vehicle in Seize scenarios Fixed: Placing the Butterflies and Seagulls module on a water surface by Zeus was behaving incorrectly Tweaked: The player camera now shakes when ships drive nearby Tweaked: The 'COPY RESULT' Debug Console button now copies the whole result rather than just the timing Added: A new BIS_fnc_drawArrow function for drawing arrows on maps Fixed: Spotters were refusing to engage the player in Showcase Infantry Apex Protocol (potential spoilers) Spoiler Fixed: VTOLs could get stuck near cranes in some cases in the End Game scenario The East Wind (potential spoilers) Spoiler Fixed: The player wasn't attacked by enemies in the town in case he arrived at the position faster than the rest of the team in the Wet Work scenario ENGINE Fixed: Crew members of two-seated vehicles could switch on the radar without the driver's knowledge Eden Editor Fixed: CTD when a certain type of JPG was used Fixed: Incorrect collapsing behavior of the Asset Browser in some cases 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 19, 2017 19-07-2017 EXE rev. 142367 (game) EXE rev. 142367 (launcher) Size: ~76 MB (depends on Apex ownership) DATA Fixed: There was a typo in the selection for the plow of the Bobcat Fixed: Part of the Hatchback driving wheel was not animated correctly in third person view Tweaked: Visual mine spotting abilities of character types were reduced as part of the mine detector tweaks (more manual effort required, but specialists are still more skilled) The East Wind (potential spoilers) Spoiler Fixed: Players could shoot their weapons during the intro of the Paradise Found scenario ENGINE Tweaked: The allowCrewInImmobile script command now prevents AI vehicle crew to replace their dead drivers 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 20, 2017 20-07-2017 EXE rev. 142381 (game) EXE rev. 142381 (launcher) Size: ~104 MB (depends on Apex ownership) DATA Fixed: Mortar gunners would stare at the sky instead of into their weapon's optics Fixed: Double click was taking focus away from double clicked Debug Console fields Prologue (potential spoilers) Spoiler Fixed: Ragdolls of civilians were not visually correct in the Diplomatic Relations scenario ENGINE Fixed: There were issues with vehicle customization for vehicles simulated as Simple Objects 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 21, 2017 21-07-2017 EXE rev. 142393 (game) EXE rev. 142393 (launcher) Size: ~79 MB (depends on Apex ownership) DATA Fixed: The control stick of the Neophron plane had a different length in its 1st and 2nd LOD Tweaked: The Team Switch dialog can now be moved ENGINE Fixed: Lock progress of missiles would disappear after switching from the gunner to the pilot position of the Falcon UAV 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 24, 2017 24-07-2017 EXE rev. 142417 (game) EXE rev. 142417 (launcher) Size: ~90 MB (depends on Apex ownership) DATA Added: A "Recompile Selected" button is now available in the Functions Viewer Fixed: The dot in GL sights was visible outside the sights Added: The Mine Detector now features audio cues (the distance and direction of unrevealed mines are now both represented while the tool is in player's inventory) ENGINE Added: A new "displayNameMFDFormat" magazine config parameter (example: displayNameMFDFormat = "A%1C", %1 for ammo count, %2 remaining mags count, %3 total mags count, %4 mag capacity) Added: A new "ammoFormat" MFD source Added: New "reloadMagazine" and "ammoRandom" pylon/pylonObject animation sources 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 25, 2017 25-07-2017 EXE rev. 142432 (game) EXE rev. 142432 (launcher) Size: ~627 MB (depends on Apex ownership) DATA Tweaked: The Y-32 Xi'an (Vehicle Transport) is now again visible in Virtual Garage Fixed: Incorrect shadow when wearing Full Ghillie and the GA Carrier Rig Tweaked: Concrete Barrier now sticks to terrain instead of keeping horizontal placement Tweaked: The USS Freedom prop was overhauled (all models reworked, configuration and model config updated to represent a new model set - no changes to textures, geometries were updated) ENGINE Fixed: Switching from a sidearm to launcher was not working correctly when in Firing From Vehicle positions 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 26, 2017 26-07-2017 EXE rev. 142452 (game) EXE rev. 142452 (launcher) Size: ~312 MB (depends on Apex ownership) DATA Tweaked: There is now an 'Unknown DLC' notification that is displayed when ownership cannot be correctly queried from Steam (please contact support with details) Added: Two liveries for the Buzzard plane (Grey hex and Brown hex) ENGINE Fixed: The listRemoteTargets command would give incorrect values with the remote turret Data Link activated (https://feedback.bistudio.com/T125977) Fixed: Wire triggers of some mines were rotated unexpectedly Fixed: Ordering a turned out AI gunner to fire would make him fire his personal weapon, not the vehicle's 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 27, 2017 27-07-2017 EXE rev. 142460 (game) EXE rev. 142460 (launcher) Size: ~81 MB (depends on Apex ownership) DATA Fixed: Names of some Jets DLC assets in the DLC Browser were not displayed correctly ENGINE No EXE changes for today 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 28, 2017 28-07-2017 EXE rev. 142467 (game) EXE rev. 142467 (launcher) Size: ~96 MB (depends on Apex ownership) DATA No data update for today ENGINE Added: New "drivingstickRight", "drivingstickLeft", "drivingWheel" animation sources for armored vehicles 20 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 31, 2017 31-07-2017 EXE rev. 142472 (game) EXE rev. 142472 (launcher) Size: ~3.1 GB (depends on Apex ownership) DATA Added: A new BIS_fnc_fire function Tweaked: Clicking on a mod icon next to an item description in Virtual Arsenal now opens the DLC browser, not the Field Manual Tweaked: The current function view in Functions Viewer is now auto-refreshed after recompiling Tweaked: Double slash comments in code in the Debug Console are now ignored ENGINE No EXE update for today 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 1, 2017 01-08-2017 EXE rev. 142490 (game) EXE rev. 142490 (launcher) Size: ~83 MB (depends on Apex ownership) DATA No data update for today ENGINE Fixed: A message about acquiring ownership of DLCs could be displayed to players randomly (https://steamcommunity.com/app/107410/discussions/2/2217311444332786817) Fixed: Drivers of armored vehicles did not have death animations 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 2, 2017 02-08-2017 EXE rev. 142499 (game) EXE rev. 142499 (launcher) Size: ~73 MB (depends on Apex ownership) DATA Fixed: The Hellcat was missing the HUD custom colorization feature Tweaked: Support requests can now be called only when the player is pointing on the ground when in the commanding menu Tweaked: Main Menu spotlight upper-casing can now be disabled (disableUpperCase = 1) Eden Editor Fixed: Motorboats had incorrect visibility of the police light bar in Eden Editor ENGINE Tweaked: The performance and behavior of flags was improved in MP Added: A new getUserMFDvalue script command 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 3, 2017 03-08-2017 EXE rev. 142516 (game) EXE rev. 142516 (launcher) Size: ~96 MB (depends on Apex ownership) DATA Tweaked: Tracked vehicles are now properly showing dust when rolling through desert parts of Malden Added: Ambient sounds for fowls & goats ENGINE Added: New "animationSourceStickX" and "animationSourceStickY" animation sources for armored vehicles Tweaked: AI skill inversion was refactored (Skill and Precision values should now more correspond with the range: 0 - 1), please report any issues to the respective forums thread 28 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 4, 2017 04-08-2017 EXE rev. 142528 (game) EXE rev. 142528 (launcher) Size: ~75 MB (depends on Apex ownership) DATA Tweaked: Reloading the Mk-I EMR 7.62 mm was visually incorrect Tweaked: Square brackets wrapping control names in hints are no longer highlighted, bringing focus on the controls themselves Tweaked: The NLAW UI icon was replaced with a new one ENGINE Tweaked: AI should now be able to spot enemies faster (linked to the recent skill inversion tweaking) 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 7, 2017 07-08-2017 EXE rev. 142535 (game) EXE rev. 142535 (launcher) Size: ~74 MB (depends on Apex ownership) DATA Fixed: The Blackfish VTOL was too fragile when touching the ground ENGINE No EXE update today 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 8, 2017 08-08-2017 No EXE updates Size: ~786 MB (depends on Apex ownership) DATA Tweaked: The loadout and icon of the CSAT SF Paramedic was adjusted Fixed: Progress of Showcase Zeus could be blocked on Veteran difficulty Tweaked: Reload animations of the Mk18 rifle were improved Eden Editor Added: A new 'Edit Terrain Object' module which allows for direct object manipulation Added: A new 'Hide Terrain Objects' module which allows for hiding of multiple terrain objects ENGINE No EXE update today 25 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 9, 2017 09-08-2017 EXE rev. 142561 (game) EXE rev. 142561 (launcher) Size: ~101 MB (depends on Apex ownership) DATA Tweaked: The CCIP mark on the Buzzard plane now has an improved shape Tweaked: MRAPs are now more vulnerable against auto cannons from the front Fixed: The RCO/ARCO/MRCO scopes did not work properly with the TRG rifle (https://feedback.bistudio.com/T126045) ENGINE No EXE update today 12 Share this post Link to post Share on other sites
DnA 5154 Posted August 10, 2017 10-08-2017 EXE rev. 142576 (game) EXE rev. 142576 (launcher) Size: ~1.5 GB (depends on Apex ownership) NOTES Specific feedback threads have been opened for various sub-topics: General Assets Playable Content Cluster Munitions Mines Leaflets In order to enjoy the full experience of the new mini-campaign, we recommend to wait for the final release. To those who are less patient, we thank you for participating in testing! Please be considerate when discussing the mini-campaign and use spoiler warnings whenever appropriate - thanks! Steam DLC ownership may not fully work during the first hours / days of DLC Dev-Branch staging and pre-orders. We’ll resolve any issues together with Steam as soon as possible. DATA Added: Laws of War DLC* Added: International Development & Aid Project faction (IDAP) Added: IDAP Vehicles (reskins) Added: IDAP Cap (variants) Added: Aid Worker Clothes (variants) Added: Van (Transport, Cargo, Ambulance variants - 20+ liveries)* Added: Utility Drone (Cargo, Medical variants)* Added: Corresponding UAV bags Added: Demining Drone* Added: APERS Mine Dispenser* Added: Training Mine* Added: Cluster Bombs (3 factions - see Pylon settings of aircraft) Added: Unexploded Ordnance (3 factions x 4 triggers) Added: Safety Vest (variants)* Added: Multi-Pocket Vest (variants)* Added: Identification Vest (variants)* Added: EOD Vest (variants)* Added: Messenger Bag (variants)* Added: Leg Strap Bag (variants)* Added: Wireless Earpiece* Added: Ear Protectors (variants)* Added: Hard Hat (variants)* Added: Safari Hat (variants)* Added: Head Bandage (variants)* Added: Basic Helmet (variants)* Added: Press Helmet (variants)* Added: Respirator (variants)* Added: Safety Goggles* Added: Construction Coveralls Added: Paramedic Outfit* Added: IDAP Objects Added: Tent Objects Added: Humanitarian Aid Objects Added: Medical Objects Added: Furniture Objects Added: “Remnants of War” mini-campaign** Added: Various campaign-related special character compositions Added: Showcase IDAP Added: Showcase Laws of War Added: TT11: Downhill Rumble Added: TT12: Jungle Fever ** *** Added: TT13: Turbulence Added: TT14: Life in Danger ** *** Added: TT15: Off Road Excavation ** *** Added: IDAP map marker set Added: IDAP Orange UI color preset Added: International Humanitarian Law Field Manual entries Added: Scripted Leaflets feature Added: 7 new Steam Achievements Added: Main Menu tile for the Malden terrain Tweaked: Tactical Ping icon and sound Tweaked: The Darter SFX are now using some of the improvements developed for the new Utility Drone * Restrictions apply for those who don’t own Arma 3 Laws of War DLC. ** Content requires ownership of Arma 3 Laws of War DLC. *** Content requires ownership of Arma 3 Apex. ENGINE No engine changes today 37 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 11, 2017 11-08-2017 EXE rev. 142584 (game) EXE rev. 142584 (launcher) Size: ~480 MB (depends on Apex ownership) DATA Tweaked: Original AR-2 backpacks to identify which drone is inside of them (now that there is the AL-6) Remnants of War (potential spoilers) Spoiler Tweaked: Switching back from memories which have mines around them will now teleport the player back to the position from which he switched into the memory Added: Bobcat sound at the end of The Peacekeeper and The Guerrilla scenarios Added: Utility Drone sound during a conversation that references it Tweaked: Volume of sounds across the mini-campaign Fixed: Remnants of War overview images were not shown for those who don't own the DLC ENGINE No EXE update today 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 14, 2017 14-08-2017 EXE rev. 142605 (game) EXE rev. 142605 (launcher) Size: ~695 MB (depends on Apex ownership) DATA Fixed: Utility Drones were missing the disassembly option Added: Localization string for "EOD Vest (Blue) [IDAP]" Added: Thermal Image texture map for the Respirator facewear Added: Sounds during parachute descent for both first and third person views Tweaked: Van's brakes are now audible at more realistic speeds on non-asphalt roads Fixed: A texture issue in the name patches of Civillian and IDAP variants of the UAV Bag Fixed: Karts couldn't be properly transported in another vehicle (i.e. Van) due to missing configuration for their bounding box Added: The DLC Content Browser (LShift+P) can now show Steam Achievements available for a given DLC (currently configured only for Laws of War DLC) Remnants of War (potential spoilers) Spoiler Fixed: Some lines for the EOD were incorrect Tweaked: Volume for bobcat plow animation in the Oreokastro scenario Tweaked: Sound of the carousel in the Oreokastro scenario ENGINE Fixed: The channelEnabled command returned false instead of an array in case of failure. If it was an invalid channel, the command switched to the next one. Fixed: Potential crash Fixed: Diary map sections did not clear between scenarios Eden Editor Added: "Laws of War" tag to Eden Editor LAUNCHER Added: Launcher support for Laws of War DLC 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 15, 2017 15-08-2017 EXE rev. 142613 (game) EXE rev. 142613 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Fixed: UAV Bags had some minor visual glitches Tweaked: Utility Worker is now able to fix vehicles Fixed: 1Rnd_Leaflets_East_F was dropping leaflets defined in CfgLeaflets >> West and the other way around Tweaked: TT12 - removed undesirable traffic signs ("if you read the sign, it's already too late") Tweaked: More correct timing values for the Faction Showcase IDAP Expo dummy Demining Drone Fixed: The Faction Showcase IDAP Expo Demining Drone would often land outside of the LZ (and crash) Fixed: Faction Showcase IDAP will no longer fail if the player had no active role in the destruction of drones Fixed: Incorrect pitch on some Showcase Laws of War identities Added: Hit sounds for pumpkins Added: Camo selections to all sidearms which didn't have them before Added: Camo selections to both remote designators Fixed: Iron sights on the GM6 were folding in an incorrect direction Tweaked: Texture usage on the M-200 machine gun was optimized Added: New camo selection for the M-200 machine gun Fixed: Van wrecks should no longer fly away after destruction of the vehicle Remnants of War (potential spoilers) Spoiler Tweaked: Struggling to find the first flashback scenario trigger for 5 minutes made the task appear automatically in the first Oreokastro scenario. The time was increased to 7 minutes and no conversation is played now, as it did not make sense. Fixed: The player started with a Mine Detector already equipped in the first Oreokastro scenario Tweaked: The memory fragment about IDAP impartiality was available from the beginning, while it was supposed to be unlocked only after finishing The Redacted Tweaked: No dead NATO soldiers are present around the church after finishing The Major (it didn't make sense since Andy said that NATO collected their dead) Tweaked: When switching to a memory which the player cannot leave by walking away (e.g. IDAP tent), a hint was displayed, but it didn't last too long on-screen. Now it remains until the player switches back. Tweaked: In the first instance of the Oreokastro scenario, the hint about the Mine Detector now remains visible until the player detects a mine Tweaked: Skill level of AI squadmates in The Redacted was increased from 50% to 85% Tweaked: CTRG operatives in the outro cutscene of The Redacted are now equipped with SPAR-16s instead of MXs, as the conversation mentions found shell-casings (MXs are case-less weapons) Tweaked: The hint about using flares is shown only after the conversation about having to do so is finished in The Peacekeeper Fixed: The outro conversation in The Peacekeeper was interrupted by another conversation in some cases Tweaked: The hint about the next memory fragment in the Oreokastro scenario (yellow marker in the map) is now stored persistently Fixed: Radio messages were sometimes played during cutscenes Tweaked: The logic deciding which memory fragment would be revealed next has changed (it was the furthest one, now the order is defined manually) Fixed: Some enemies were still alive in the outro of The Major, which takes place several days afterwards Tweaked: The flight altitude of the aircraft in The Peacekeeper is now 150 m as opposed to the previous 100 m. This should prevent it from crashing into the cliff north from dropzone Alpha. Fixed: The scenario did not fail when the aircraft in The Peacekeeper crashed Tweaked: A flare is added to the player's inventory if he has none at the end of The Peacekeeper. This happens only if the player doesn't have the inventory open at that moment. Added: A marker showing the area in which the civilian cars are in The Guerrilla Added: The task for building the barricade in The Guerilla now shows icons of the vehicles which can be found in the town Fixed: Conversations hinting about potential car locations were not played in The Guerilla Fixed: Rejecting Kate's call in the Oreokastro scenario three times resulted in no further calls appearing again, blocking the scenario progress Tweaked: The savegame in The Guerilla after taking the backpack is now a bit delayed to make it feel more natural Tweaked: Markos Kouris received the ability to fix vehicles ENGINE Fixed: Potential crash connected to SQS scripts 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 16, 2017 16-08-2017 EXE rev. 142639 (game) EXE rev. 142639 (launcher) Size: ~1.1 GB (depends on Apex ownership) DATA Fixed: Disassembling and reassembling the Demining Drone erased information about restricted areas (as a result, the drone was unable to drop bombs anywhere afterwards) Fixed: Utility Drone (Medical) was missing its civilian livery in the Virtual Garage camouflage selection list Fixed: Leg Strap Bag would clip through some T-Shirts Fixed: The colors used in inventory icons of EOD Vest (Coyote) and Civillian and IDAP versions of the UAV Bags were incorrect Tweaked: Reduced amount of time needed to hold actions for the News Article / Field Manual in Showcases IDAP & Laws of War Tweaked: Respawn VO repeats less often in Showcase Laws of War Fixed: Some systems in Showcase Laws of War were not correctly terminated when switching sims Fixed: The aiming feedback in Showcase Laws of War now triggers sooner and only activates with your weapon raised Tweaked: Dangerous behavior feedback now requires more direct player involvement in Faction Showcase IDAP Tweaked: AC positioning in Faction Showcase IDAP Fixed: Incorrect damage handling when crashing the helicopter in Faction Showcase IDAP Fixed: Typos on Faction Showcase IDAP whiteboards Fixed: An info board in Faction Showcase IDAP had a non-canonical map of Chernarus Tweaked: Icons of Laws of War props were updated Fixed: Incorrect objective and enemy spawning in Combat Patrol (Tanoa) Tweaked: The CCIP for Kajman & X'ian were slightly adjusted Fixed: Ambient Occlusion related visual bugs with the Flat TV prop Added: Camo selections to all weapons which were missing them Added: Joystick animations to MRAPs Tweaked: The visual appearance of MRAP displays was improved Fixed: Visual artifacts on iron sights of weapons with an under barrel grenade launcher when certain scopes were attached to them Fixed: Sections on the M-200 machine gun so that camo selections display correctly Remnants of War / Showcases (potential spoilers) Spoiler Fixed: Script error when resuming the mini-campaign Tweaked: Some voice overs were polished and post processed Tweaked: The condition for a successful airstrike in The Redacted is now destroying the garrisoned building and at least 2 of 3 technicals (all other targets are now marked as optional) Fixed: The water tower with a sniper on top of it was indestructible Tweaked: Improved art quality of Remnants of War mini-campaign overview images Tweaked: Skill levels of combatants in The Survivor were decreased Tweaked: The task to go to the church in The Survivor now appears right after leaving the house without a weapon, as opposed to having to walk several meters further Fixed: The conversation about not picking up the phone was played even when the player picked up the phone Added: A small composition around the IDAP ambulance to make it look like it's still operational in The Guerrilla Fixed: The major didn't have correct unit insignia in The Major Fixed: A mine was sometimes present near the church even before player placed any in The Major Fixed: The First Aid Box was not interactive in The Major (to fix it, it was moved closer to the entrance) Tweaked: Enemies were throwing grenades inside the church too often in The Major Tweaked: Dead NATO soldiers now have more ammo on them in The Major Tweaked: The major now uses the player's name (Dimitriou) in radio comms in The Major Tweaked: Task "Go to the church" was changed to "Follow the major" to increase the chance that the player will see the mine dispenser demonstration in The Major Fixed: Enemies were sometimes repeatedly shouting the "Hold fire" command in The Major Fixed: Ambient VR SFX were not properly disabled during the intro in the tent in Showcase Laws of War Tweaked: Improved handling of the civilian who picks up a weapon in Showcase Laws of War, if you manipulate the weapon before he gets to it Tweaked: Swapped SUV near reporters in Showcase Laws of War for an AAN Van Fixed: Restored group leadership after a respawn following renegade-status in Showcase Laws of War Added: Respawn to the 'Strikes' sim in Showcase Laws of War should you manage to get killed there Tweaked: The room search feedback in Showcase Laws of War now is less frequent Fixed: The civilians in the UXO field in Showcase Laws of War were not properly simulated The East Wind (potential spoilers) Spoiler Tweaked: Player can no longer shoot during the quotation intro of the Signal Lost scenario Fixed: Levitating magazines on the beach in the Signal Lost scenario Fixed: The Moral Fiber scenario could end when the wheels of convoy vehicles were destroyed Fixed: Players could complete the 'Secure the Defenses' task in the Resurgent West scenario without clearing out the area in some cases Eden Editor Added: Unexploded Ordnance to the Minefield module ENGINE Tweaked: Spotting and aiming error values of AI were improved Added: A new variant for the sendSimpleCommand script command [this sendSimpleCommand "stopTurning"] Fixed: It was not possible to change your role selection in the MP assignment screen in some cases (https://feedback.bistudio.com/T125357 - though this reintroduces another smaller issue) 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 17, 2017 17-08-2017 EXE rev. 142650 (game) EXE rev. 142650 (launcher) Size: ~306 MB (depends on Apex ownership) DATA Fixed: Clock, compass and gear indicators were not working properly on the dashboard of the MB 4WD Fixed: Aid Worker Clothes (Cargo) were not visually correct on the lowest graphical settings Remnants of War (potential spoilers) Spoiler Added: Compositions for more memories in the Oreokastro scenario Added: The following information are restored after restarting or reloading the Oreokastro scenario: revealed mines, played memory fragments and hints about the next memory fragment. This should make exploration more interesting even while stepping on mines and reloading. Added: An extra delay before the conversation about unlocking all memory fragments in the Oreokastro scenario Tweaked: There is now less talking after arriving to Oreokastro for the first time (the player should focus on getting used to the Mine Detector without too many distractions) Fixed: It was not possible to switch to 3rd person camera when arriving to Oreokastro in the van Added: Switching from a memory will restore the Info Panels which were displayed before the switch Fixed: Task "Take control of a drone" no longer has a position (it's done through action or terminal, no position is required) in the Oreokastro scenario Fixed: Trying to open the back door of the former AAF house did not trigger the conversation about the house being inaccessible in the Oreokastro scenario Tweaked: Position of IDAP personnel after switching back from the memory in the van in the Oreokastro scenario Tweaked: To skip a cutscene, space now needs to be held only for 0.5 s instead of the previous 1.4 s ENGINE Fixed: AI gunners with high skills would refuse to engage targets in some cases 10 Share this post Link to post Share on other sites