bis_iceman 7384 Posted August 18, 2017 18-08-2017 EXE rev. 142654 (game) EXE rev. 142654 (launcher) Size: ~878 MB (depends on Apex ownership) DATA Fixed: Facewear of the Paramedic unit was not properly randomized (https://feedback.bistudio.com/T126479) Tweaked: Leaflet configuration; apart from existing side-specific classes in CfgLeaflets, it's possible to used pre-defined Custom01 to Custom10 classes Tweaked: Game simulation is no longer stopped when reading a leaflet Added: A new BIS_fnc_initInspectable function to initialize an object with an action to inspect it, the same as is already used for leaflets (the leaflet system is now using this function) Added: New parameter for the BIS_fnc_initInspectable function defining an override of the texture aspect ratio Added: Sound when activating the hold action on leaflets Fixed: The civilian ambulance van could display part of an IDAP logo in the interior (https://feedback.bistudio.com/T126487) Fixed: The inventory icon of the UAV Bag (Utility) had an incorrect color scheme Added: Cluster Bomb MFD icons for Jets DLC planes Tweaked: Scalpel missiles are now slower and more agile Fixed: Leaflet-related errors in both Laws of War DLC Showcases Added: Ability to inspect the small info signs near assets in Faction Showcase IDAP Remnants of War (potential spoilers) Spoiler Fixed: The Oreokastro scenario was unplayable when resuming an older save file Tweaked: The IDAP doctor operating in the town in The Redacted was behind a window and not visible in Thermal Imagery. While realistic, this made him too well hidden for most players. The window is now broken, so players are more likely to spot him and decide whether to delay the strike or not. Fixed: The IDAP doctor could get stuck while running towards to the church, making not killing him extremely difficult in The Redacted Fixed: After saving and loading the scenario, disarming tripwire mines did not completely remove them from the world in the Oreokastro scenario Fixed: The player's death position is no longer saved when skipping The Brother using a cheat Tweaked: Conflicting conversations in the Oreokastro scenario near the trigger for The Major Fixed: Returning from a memory while in the map resulted in a black screen Fixed: Some bounding mines sometimes detonated randomly after switching back from a memory in the Oreokastro scenario Tweaked: While all mines in the Oreokastro scenario were revealed after the credits, playing with scene and map icons disabled had no benefits. To counter it, extra map markers are now added on every mine to make clearing the town more enjoyable. Fixed: Restarting during the last Oreokastro instance broke the blame selection and the credits scene Fixed: Clearing all mines in the Oreokastro scenario sometimes did not end the campaign properly Fixed: The call overlay was not displayed in some cases Eden Editor Added: Proper picture for the Demining Drone in Eden Editor's "Pylon Settings" tab Added: Training Mine to the Minefield module ENGINE Fixed: Target marking / indication ranges could be affected by user's view distance 13 Share this post Link to post Share on other sites
DnA 5154 Posted August 21, 2017 21-08-2017 EXE rev. 142670 (game) EXE rev. 142670 (launcher) Size: ~507 MB (depends on Apex ownership) DATA Fixed: Removed the IDAP livery from the armed UGV Stomper in VR Garage Tweaked: Ambulance van beacon light timing Fixed: The AddUnits method in the friendly fire module was not working properly Remnants of War (potential spoilers) Spoiler Fixed: It was possible to unlock the "Memories of Oreokastro" achievement even before finding all memories Fixed: The unlock order of some memories in the Oreokastro scenario was incorrect (each flashback scenario should now unlock 7 new memories) Fixed: Barricade vehicles no longer levitate in the air prior to playing The Guerrilla in the Oreokastro scenario Added: Some barricade vehicles are now set on fire while the player is placing mines in The Guerrilla Added: An IDAP convoy is now visible on the road, with Nathan MacDade standing next to it in The Peacekeeper Tweaked: After inspecting all crates in The Peacekeeper, the remaining guerrillas will start pursuing the player (this should prevent a situation where the player cannot find the last enemy) Tweaked: The outro conversation for The Peacekeeper was shortened Tweaked: Most post-war building doors are now opened by default in the Oreokastro scenario Tweaked: Company logo in the call overlay ENGINE Tweaked: The game may start up to 5 seconds faster Fixed: TT13 did not have the correct permissions to contribute to the relevant achievements Fixed: Mine Detector audio cues were not affected by SFX volume settings Fixed: Some asset animations were not working correctly due to recent optimizations of related commands 19 Share this post Link to post Share on other sites
DnA 5154 Posted August 22, 2017 22-08-2017 EXE rev. 142695 (game) EXE rev. 142694 (launcher) Size: ~878 MB (depends on Apex ownership) DATA Tweaked: Improved the Utility / Demining Drone optics views (HUDs) Tweaked: Advanced Hints - if an action referenced in a hint is not bound to any key, the action name is displayed in red instead of a generic "undefined" (this should help players find out and set the keybinding for the action) Tweaked: Slightly adjusted rocket impact point indicators for Kajman & X'ian Tweaked: Clicking on a DLC icon in the main menu now opens the DLC Content Browser, not the Field Manual Tweaked: The Mine Detector panel now shows circles indicating critical distances to common explosives Tweaked: Icons of not yet detected mines (i.e. the blurry clouds) in the Mine Detector panel now appear at the same time as the audio cues Remnants of War (potential spoilers) Spoiler Fixed: Arriving to the town for the first time in the Oreokastro scenario, one of IDAP tents was destroyed Tweaked: When in a memory in the Oreokastro scenario, the player can now switch back by pressing 'Space' as well as the less intuitive 'U' (hints now mention that as the primary way of switching) Added: The AAN news article now states that it's just a draft (as the narration implies as well) ENGINE Tweaked: Small reduction in AI spotting speeds in connection to recent tweaks 15 Share this post Link to post Share on other sites
DnA 5154 Posted August 23, 2017 23-08-2017 EXE rev. 142727 (game) EXE rev. 142727 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Tweaked: NATO Mine Specialists now use a Carryall backpack so all desired items fit (https://feedback.bistudio.com/T126529) Tweaked: Ambient shadow values for the van driver cabin, because it was too dark in overcast weather Added: Simple symbols to the van steering wheels Fixed: It was not possible to sling load the vans Fixed: Missing Utility Drone sound file Remnants of War (potential spoilers) Spoiler Fixed: Major Gavras' ears had visible seams Tweaked: Journalist voice-over post processing was not consistent for all lines ENGINE No EXE changes today 10 Share this post Link to post Share on other sites
DnA 5154 Posted August 24, 2017 24-08-2017 EXE rev. 142753 (game) EXE rev. 142753 (launcher) Size: ~945 MB (depends on Apex ownership) DATA Tweaked: Translations (mainly for Laws of War DLC) Fixed: Chernarus was incorrectly located on an infoboard in Showcase IDAP Fixed: The announcer title was not localized in Showcase IDAP Fixed: It was possible for unintended damage amplification to occur in Showcase IDAP Added: A warning whistle to the Demining Drone explosive charges (to make it less easily used as offense / surprise weapon) Added: An information prompt is displayed when the Info Panel controls aren't mapped Remnants of War (potential spoilers) Spoiler Tweaked: The car alarm now sounds more natural in The Guerrilla Tweaked: The cutscene after clearing the minefield using the Demining Drone was replaced by a more natural transition back to the player in the Oreokastro scenario Fixed: When switching to / from a memory in the Oreokastro scenario, the player sometimes got stuck in an object which was in the way Added: A few patrolling guerrillas in the town in The Guerrilla Tweaked: In order to get the "Humanitarian" achievement, the player previously had to replay the whole campaign and make the 'right' choices. You can now replay (i.e. not revert) just specific scenarios. Fixed: Lights of barricade vehicles were lit after loading in The Redacted and The Major ENGINE No EXE changes today 13 Share this post Link to post Share on other sites
DnA 5154 Posted August 25, 2017 25-08-2017 EXE rev. 142767 (game) EXE rev. 142767 (launcher) Size: ~917 MB (depends on Apex ownership) DATA Tweaked: Reduced capacity of the Utility Drone case to be more reasonable Fixed: Beacon lights were missing in one of the resolution LODs of the Utility Drone Tweaked: Improved TI data for the Utility Drone Fixed: Missing faces in the last resolution LODs of the Utility Drone case Tweaked: If you drop your VR gear in a Showcase Laws of War sim, it will terminate Fixed: Lack of collision with the instructor in Showcase Laws of War (https://feedback.bistudio.com/T126522) Added: Training Mine placement sound Tweaked: Training Mine deactivation sound Tweaked: Corrected text in the texture of the IDAP UAV Bag Remnants of War / Showcases (potential spoilers) Spoiler Fixed: The call overlay was sometimes shown even when Nathan was talking with Andy over radio in the Oreokastro scenario Tweaked: Memory fragments are now ordered more logically, and collecting them according to the map hint marker should result in less backtracking across Oreokastro Tweaked: More robust detection of civilian casualties in the "Strikes" sim in Showcase Laws of War Fixed: Usage of cluster munitions was not always detected in the "Strikes" sim in Showcase Laws of War ENGINE No EXE changes today 13 Share this post Link to post Share on other sites
DnA 5154 Posted August 28, 2017 28-08-2017 EXE rev. 142777 (game) EXE rev. 142777 (launcher) Size: ~576.5 MB (depends on Apex ownership) DATA Tweaked: Non-Medical Utility Drones now have white beacon lights Fixed: The Swifd livery of the Utility Drone had the wrong color applied to its beacon light body Tweaked: Improved the destroyed state of the Utility Drone Tweaked: The tent exits are not available until starting at least 1 sim in Showcase Laws of War Tweaked: Your view now resets between sims and the tent in Showcase Laws of War Tweaked: More nicely aligned VR components in Showcase Laws of War sims Tweaked: The player loadout is now restored / reloaded when respawning in Showcase Laws of War sims Added: A selection (emergency_lights, 4th element in the selection array) for changing materials of the van beacon LED lights Fixed: The "Beacon On/Off" action was not available for the transport van Added: A Pilot Camera icon to the Utility Drone optics to indicate the purpose of the ladders at the top & left Tweaked: Adjusted the position of placed UAV terminals (https://feedback.bistudio.com/T126550) Remnants of War / Showcases (potential spoilers) Spoiler Added: First iteration of campaign / DLC credits to the Oreokastro scenario Fixed: The IDAP doctor left too soon after being identified, making the decision to wait with the strike rather pointless in The Redacted Fixed: The player could end up in limbo after a vehicle collision in the Showcase Laws of War "Non-Combatants" sim Tweaked: The civilian who picks up a weapon in the Showcase Laws of War "Non-Combatants" sim is now more clearly a legal target afterwards Tweaked: The Showcase Laws of War "Non-Combatants" sim now shows more clearly which corners still need to be cleared Tweaked: In the Showcase Laws of War "Strikes" sim you now need to disable the convoy (not necessarily fully destroy the vehicles) Added: 1 AA gunner to the Showcase Laws of War "Strikes" sim Tweaked: Balancing of the Showcase Laws of War "Strikes" sim Fixed: Most CAS strikes would not actually engage the convoy vehicles Tweaked: Removed all non-cluster weapons (except board cannon) from cluster-specific CAS aircraft in the Showcase Laws of War "Strikes" sim Fixed: Selecting artillery but not calling it in the Showcase Laws of War "Strikes" sim was incorrectly seen as using it Tweaked: The infantry assault team in the Showcase Laws of War "Strikes" sim now more effectively chases the convoy ENGINE Fixed: When drones have low health the screen would start blinking Added: "dispersion" now works for rockets / missiles 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 29, 2017 29-08-2017 EXE rev. 142789 (game) EXE rev. 142789 (launcher) Size: ~1.0 GB (depends on Apex ownership) DATA Added: Laws of War DLC music tracks (small tweaks pending) Tweaked: IDAP Time Trial medal times Added: IDAP Time Trial Steam Leaderboards Added: Asset-specific SFX for placement, triggering and defusal for the following explosives: APERS Bounding Mine APERS Mine APERS TripWire AT Mine Explosive Satchel Charge Explosive Charge Claymore Charge Added: Specific Supports icon for helicopter CAS Tweaked: The Game Credits were updated Remnants of War (potential spoilers) Spoiler Fixed: Nathan MacDade no longer looks quite so pale Fixed: There were dead NATO pilots in the town in The Peacekeeper Fixed: The major was sometimes stuck at the church entrance, blocking the progress of The Major Added: Final version of Oreokastro compositions. The town is now finished, and all memories show a unique scene. Fixed: Player was able to heal at an IDAP ambulance in The Escape Added: Player is now wearing a Leg Strap Bag as a backpack, removing the need for a messenger bag once the toolkit is available in the Oreokastro scenario Fixed: The call overlay was visible even when Andy was talking, showing a placeholder pink avatar Fixed: Animals were sometimes frozen after entering a memory in the Oreokastro scenario Tweaked: The sound effect when activating a scenario memory should no longer sound like slow ticking in the Oreokastro scenario Added: Triggering the memory on dead Markos now teleports the player to the place where the campaign started in the Oreokastro scenario Eden Editor Added: Leaflets can be now equipped for Utility Drones through the "Pylon Settings" tab ENGINE Added: A new "DriveOpticsIn" parameter for vehicle drivers (similar to turret "OpticsIn", but uses "OpticsModel" instead "gunnerOpticsModel" for the optics model) 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 30, 2017 30-08-2017 EXE rev. 142807 (game) EXE rev. 142807 (launcher) Size: ~181 MB (depends on Apex ownership) DATA Fixed: Slightly better collision system for the tent instructor in Showcase Laws of War (https://feedback.bistudio.com/T126522) Fixed: 2 ambient sim recruits would not move in Showcase Laws of War Remnants of War / Showcases (potential spoilers) Spoiler Added: New music for the statistics text at the beginning and the end of the campaign Added: New ambient music when in a memory in the Oreokastro scenario. Environmental sounds (e.g. crickets) are no longer audible there. Added: New texture for the AAF checkpoint sign outside Oreokastro Added: Escalation music in anticipation of the cluster strike in The Redacted Added: Ambient sounds for the carpenter and car repair shops in the Oreokastro scenario Added: Ambient interior / exterior sounds while in the tent in Showcase Laws of War Added: Area markings for the UXO field in the Showcase Laws of War "Mines" simulation ENGINE Tweaked: Vehicle animation sources "reload", "ammo", "ammoRandom", and "reloadmagazine" now work correctly even when a different weapon is selected Tweaked: AI vehicle spotting time 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 31, 2017 31-08-2017 No EXE update EXE rev. 142825 (launcher) Size: ~265 MB (depends on Apex ownership) DATA Added: New particle effects for the Demining Charge Tweaked: The destructive power of Deming Charges against vehicles was reduced Fixed: UAV Bag patches were clipping through the bag when looking up with a weapon drawn Fixed: Used premium assets from unowned Jets / Laws of War DLC were not listed during scenario debriefings Remnants of War (potential spoilers) Spoiler Tweaked: Background noise was too loud during some conversations in Remnants of War Tweaked: The sound effect for switching to memories was too loud in the Oreokastro scenario Tweaked: Fake categories in the AAN article are now in upper-case in German and Spanish in the Oreokastro scenario, as lower-case would be unusual in these languages ENGINE No EXE update today 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 1, 2017 01-09-2017 EXE rev. 142841 (game) EXE rev. 142841 (launcher) Size: ~545 MB (depends on Apex ownership) DATA Fixed: Bullet penetration properties of the wooden Pallet assets were incorrect Tweaked: The debriefing presentation of usage of non-owned DLC assets has been improved; it now matches the visual style of the DLC Content Browser (Shift+P) Tweaked: When previewing a DLC in the Content Browser (Shift+P), assets which the player used in the scenario are sorted first and marked with an exclamation mark Remnants of War / Showcases (potential spoilers) Spoiler Fixed: Number formatting in the intro/outro statistics texts was incorrect in several languages for Remnants of War Fixed: "This is War" in the final choice was not translated in the Oreokastro scenario Fixed: The task to disperse mines was untranslated in The Major Fixed: The Main Menu spotlight for the Remnants of War campaign used an incorrect line break in German Fixed: Loading during the "Mines" sim in Showcase Laws of War could make the UXO field malfunction ENGINE Fixed: Precision of the CCIP was increased Tweaked: The aiDispersionCoefX/Y parameters now work on the shotShell ammo type Fixed: Missing particles from turret weapons when a different weapon was selected Fixed: Target aggregation in Radio Protocols was using 'AND' incorrectly upper-cased Tweaked: Planes and helicopters with sensors are now locking faster Fixed: Potential CTD during creation of objects via scripting commands (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3228878) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 4, 2017 04-09-2017 EXE rev. 142848 (game) EXE rev. 142853 (launcher) Size: ~67 MB DATA No data update today ENGINE Tweaked: Fuel leaking for cars and tracked vehicles should now work correctly Tweaked: Crews of vehicles should now better react to small forces (acceleration, gun fired) Tweaked: The pilot camera can now turn more than 180 degrees 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 5, 2017 05-09-2017 EXE rev. 142854 (game) EXE rev. 142854 (launcher) Size: ~231 MB (depends on Apex ownership) DATA Fixed: Typo on an info board in Faction Showcase IDAP Fixed: Typo in the NATO default leaflet Remnants of War / Showcases (potential spoilers) Spoiler Fixed: The subtitle for the landmine explosion in the outro scene was not localized in The Major Fixed: Some UXO was sometimes hidden underground in the Oreokastro scenario Fixed: After returning back to Oreokastro, some previously revealed explosives were no longer revealed in the Oreokastro scenario Fixed: Music was not playing in memories after loading the Oreokastro scenario Fixed: Disarmed tripwire mines sometimes stayed even after switching to a memory, and the player was able to pick them up and place them in the Oreokastro scenario Fixed: Map icons of soldiers and civilians remained even after toggling memories in the Oreokastro scenario Tweaked: The First Aid Kit on the bench was removed in The Major (it was not supposed to be there; the correct one is near the entrance) Fixed: The civilian car driver in the "Strikes" Showcase Laws of War sim was not counted as collateral damage himself Fixed: It was not intended for mines to be restored when respawning in the "Mines" sim in Showcase Laws of War ENGINE No EXE update today LAUNCHER Added: Laws of War Launcher theme 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 6, 2017 06-09-2017 EXE rev. 142863 (game) EXE rev. 142863 (launcher) Size: ~235 MB (depends on Apex ownership) DATA Added: Main Menu spotlight videos for Laws of War DLC content Remnants of War (potential spoilers) Spoiler Fixed: Goats were triggering mines when the player returned from a memory in the Oreokastro scenario Fixed: The laser designator used as a trigger for The Redacted was sunk into a table in the Oreokastro scenario Fixed: When arriving at Oreokastro in the Oreokastro scenario, the IDAP guys who got off the van were sometimes positioned incorrectly, blocking the van's path ENGINE Added: A new "zeroing" vehicle weapon animation source 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 7, 2017 07-09-2017 EXE rev. 142881 (game) EXE rev. 142883 (launcher) Size: ~255 MB (depends on Apex ownership) DATA Added: DLC Content Browser video for Laws of War DLC Fixed: RPT errors related to Laws of War location types ENGINE Fixed: Potential crash when connecting to Dedicated Servers with BattlEye switched off 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 8, 2017 08-09-2017 No update today due to logistical issues 8 Share this post Link to post Share on other sites
DnA 5154 Posted September 11, 2017 11-09-2017 EXE rev. 142916 (game) EXE rev. 142916 (launcher) Size: ~145 MB (depends on Apex ownership) DATA No changes to data today ENGINE No significant EXE changes today (mostly 'just' code clean-up) 6 Share this post Link to post Share on other sites
DnA 5154 Posted September 12, 2017 12-09-2017 EXE rev. 142935 (game) EXE rev. 142935 (launcher) Size: ~3.4 GB (depends on Apex ownership) DATA Added: Hidden selections to the Mechanic Clothes Fixed: It was possible to disassemble several drones under AI control in Faction Showcase IDAP Tweaked: Removed countermeasures from the IDAP helicopter, as releasing them terrified staff in Faction Showcase IDAP Tweaked: Get in entry points & get out animations for Van Tweaked: Position of some of the Van passengers so their legs no longer clip with the floor (https://feedback.bistudio.com/T126644) Added: Siren 'horn' to the Offroad_01 Gendarmerie variant Fixed: Mine Dispenser Mines were not working correctly in Zeus Fixed: Editor previews of some ground decals Tweaked: Decreased FPS drop when using the Blackfish 105mm cannon in optics mode Tweaked: Minimal barrel elevation of the Kuma (https://feedback.bistudio.com/T123481) Added: soundFly sound for missiles & rockets Tweaked: Dispersion of vehicle rocket launchers Tweaked: aiDispersionCoefs for tank cannons Tweaked: Improved Skyfire firing particle effects Fixed: Wipeout front wheel animations during landing Fixed: Zafir reload actions when in adjusted prone stance so they no longer force you to default state after switching magazine Fixed: Splendid Camera disabling chat in multiplayer (https://feedback.bistudio.com/T126611) Fixed: AI helicopters climbing indefinitely when focused on by a spectator (https://feedback.bistudio.com/T126582) Fixed: Several crawl sound configs Tweaked: Ramparts are no longer destructible Tweaked: Improved shadow for the "Magazine (Rifle)" object ENGINE Fixed: White texture for 1 frame when upon destruction of an object Tweaked: Scalpel missiles from UAVs had trouble hitting targets 15 Share this post Link to post Share on other sites
DnA 5154 Posted September 13, 2017 13-09-2017EXE rev. 142946 (game) EXE rev. 142946 (launcher) Size: ~184 MB (depends on Apex ownership) KNOWN ISSUES Pop-up error related to Tactical Ping DATA Tweaked: Doors, gates and hatches now use new technology for detection of user actions (actionNamedSel parameter) ENGINEEden Editor Fixed: Ghosthawk crew spawned in the wrong order in Eden Editor 13 Share this post Link to post Share on other sites
DnA 5154 Posted September 14, 2017 14-09-2017EXE rev. 142969 (game) EXE rev. 142955 (launcher) Size: ~979 MB (depends on Apex ownership) KNOWN ISSUES Small object / Demining Drone physics glitches DATA Added: Glass destruction to WY-55 Hellcat, CH-49 Mohawk & PO-30 Orca Fixed: Editor previews of several ground decals ENGINE Tweaked: Updated PhysX to version 3.4.0 (22121272) Fixed: Crash when releasing a physics constraint without any actor Added: New vehicle config parameters tankTurnForceAngSpd, accelAidForceCoef, and accelAidForceSpd Tweaked: Enabled PhysX wheel sweep collisions Added: PhysX-simulated and animated tank tracks according to PhysX wheels rotation 28 Share this post Link to post Share on other sites
DnA 5154 Posted September 15, 2017 15-09-2017EXE rev. 142981 (game) EXE rev. 142984 (launcher) Size: ~191 MB (depends on Apex ownership) DATA Fixed: Some VR transition effects in Showcase Laws of War did not work correctly after resuming a saved game Fixed: The VR widget in Showcase Laws of War did not show after resuming a saved game Tweaked: Shown hints during the Showcase Laws of War "Non-Combatants" sim Fixed: Issues with reverting customization applied through the Eden Vehicle Appearance module Fixed: A line break in a task description in VR training - helicopter basics Showcases (potential spoilers) Spoiler Fixed: The moving civilian car in the Showcase Laws of War "Non-Combatants" sim was not correctly detected as an illegal target ENGINE Fixed: Collisions of small objects after yesterday’s PhysX update Fixed: Tactical Ping pop-up error LAUNCHER Fixed: Crash when the list of subscribed items returned by Steam client is not a valid list (https://www.reddit.com/r/arma/comments/6zv8hd/bug_797_launcher_crash_exceptions/) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 18, 2017 18-09-2017 No update today due to technical issues. 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 19, 2017 19-09-2017 EXE rev. 143015 (game) EXE rev. 143015 (launcher) Size: ~72 MB (depends on Apex ownership) DATA Tweaked: The most obvious "hand to face" idle animations are no longer used for player characters (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3228601) ENGINE Tweaked: Headlights of land vehicles can now be turned on even during day time Tweaked: Countermeasures now support dispersion 23 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 20, 2017 20-09-2017 EXE rev. 143016 (game) EXE rev. 143016 (launcher) Size: ~912 MB (depends on Apex ownership) DATA Fixed: Broken open/close door actions on various types of objects - Barracks, Big Dome, Big Brown & Yellow House and Small Concrete Pipe Wall Narrow Gate ENGINE Fixed: The disableCollisionWith command was not working after save & load 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted September 21, 2017 21-09-2017 EXE rev. 143036 (game) EXE rev. 143036 (launcher) Size: ~436 MB (depends on Apex ownership) DATA Added: Asset specific placement, triggering and defusal SFX for the following explosive assets: Naval Bottom Mine (defusal) Naval Moored Mine (defusal) PDM7 (defusal, triggering) IED Urban Small/Big (defusal, placement) IED Dug In Small/Big (defusal, placement) M6 Slam Mine (defusal, placement) Tweaked: CCIP is now working with pilot controlled weapons for the Kajman & Xi'an Tweaked: The maximum slingload weight of the CH-49 Mohawk was increased to be closer to its real-life counterpart ENGINE Tweaked: The aiDispersionCoefX/Y was not applied in some cases (e.g. Ghosthawk right minigun gunners) Fixed: The dispersion of to countermeasures was not working properly 14 Share this post Link to post Share on other sites