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Development Branch Changelog

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04-11-2014

EXE rev. 128059 (game)

EXE rev. 128055 (launcher)

Size: ~252 MB

DATA

  • Added: Get out low actions for FFV
  • Fixed: Missing text for Helicopters DLC pop-up
  • Fixed: Flying soldiers in Support #1
  • Showcase Gunships - Being shot down while attacking the Naval Base now causes the mission to fail
  • Fixed: Ambient animations on OPFOR side in Support
  • Removed: Sniper groups from Support #1
  • Tweaked: Various optimizations for Support MP
  • Fixed: Cropped text in DLC vehicle notifications
  • Fixed: Wrong image for the Starter Pistol in the DLC browser

ENGINE

  • Fixed: Physics warning [RTD]
  • Fixed: Pending object's object does not exist during function call
  • Fixed: Precise get in / out animations not taking vehicle lock into account
  • Updated: Sound: Crash sound delay
  • Fixed: Destruction by collision of horizontal rotors connected [RTD]
  • Fixed: Dedicated Server AI aiming [FFV]

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05-11-2014

No update today - our team has been on data lock for the 1.34 release, so there aren't many data updates / fixes until tomorrow.

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06-11-2014

EXE rev. 128109 (game)

EXE rev. 128101 (launcher)

Size: ~316 MB

DATA

  • Vortex Ring State is back for Dev-Branch
  • Fixed: The Ghosthawk rotor now collides properly with the ground
  • Fixed: Removed non-existing source warnings from RPT
  • Fixed: The clock in the cockpit of the PO-30 was turning counter-clockwise
  • Fixed: Taru is not bouncy anymore after getting in with AFM
  • Fixed: Destruction of Huron rotors
  • Fixed: Removed non-existing turret body warning from RPT
  • Added: New deflection parameter for all materials
  • Fixed: Arma 3 Helicopters website link in the Expansions menu
  • Fixed: Error message when an empty array is sent to function BIS_fnc_sortNum (http://feedback.arma3.com/view.php?id=20998)
  • Fixed: Mk6 was still taking damage while firing in some edge cases
  • Fixed: Text clipping in the Setup Server UI
  • Optimized several ammunition types with new parameters. Their previous purpose and effectiveness should remains roughly unchanged, while a few shell types are slightly optimized or updated.

Potential campaign spoilers:

  • Fixed: Beyond Recognition: Volume of the ending conversation with Crossroads
  • Updated: Adapt outro voice-over samples

ENGINE

  • Fixed: Issue with player being in the commander turret instead of the driver seat in MP
  • Fixed: Ignore locking of vehicle only for units inside it. Moving the getting off destination further away from the vehicle.
  • Fixed: Group lines being drawn in the map when a moving units operation is in progress
  • Fixed: Extensive values in low FPS recoil [FFV]
  • Fixed: isAbleToMove [RTD]
  • “DaMmage†was killed by fire and only damageHalf and damageFull are kept
  • Added: Debug message for catching a possible crash
  • Fixed: Sleeping of not moving PhysX objects with applied force
  • Added: Condition variable PlayerVehicleIsHookable for Sling Loading
  • Fixed: Automatic Zeus groups deletion
  • Attempt to fix a crash when releasing PhysX joints
  • Buoyancy data is correctly serialized to / from the binary format
  • Fixed: attachWaypointObject script command can handle vehicles (fallback to attachWaypointVehicle when using a non-static object)

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07-11-2014

EXE rev. 128126 (game)

EXE rev. 128103 (launcher)

Size: ~498 MB

DATA

  • Adjusted: Get out points for Taru and Orca to prevent passengers getting stuck in the helicopter
  • Tweaked: Config refactoring of Air_F_Heli into older addons (should not affect the game)
  • Fixed: Headless Client is properly displayed as made by Bohemia Interactive
  • Fixed: Broken particle interval in rare cases for some effects
  • Fixed: Groups - Team Leader in the OPFOR Small UAV Team is spawned inside the UAV
  • Tweaked: Tactical Strikes should now be twice as powerful (Support)
  • Changed: TT08 - Removed simulation of random catastrophic party tent failure
  • Tweaked: Support Katalaki:
  • Sector dependency changed and redesigned


  • The 3 middle sectors now control the spawning of vehicles


  • Many spawn points were re-positioned or deleted


  • Manpower caps and spawn setting adjusted


  • Group config adjusted: auto riflemen added, medics replaced by riflemen, and AAT replaced by AT units


  • Spawn points adjusted on both sides


  • Spawn points are now separated by type


  • There is no dependency of the spawn points in sectors A and E


  • If a side has at least 1 of the middle 3 sectors, it gets a bonus vehicle spawn point activated


  • Tweaked: It should be possible to complete a task when the player successfully crash-lands (Support)
  • Fixed: Make sure players cannot get into the mission if the scenario is over (Support)
  • Fixed: Added missing items to cfgPatches
  • Fixed: Spawn AI Options module (Support)
  • Added: Possibility to turn on / off spawn point emitter according to the linked sectors states. If multiple sectors are linked, the toggle can be controlled via AND or OR logical operators (Support).
  • Fixed: Group splitting in Support. Newly created groups were not counted to any manpower cap - they were not registered to any spawnpoint.
  • Updated: Introduced new parameters:minTotalDamageThreshold (as minimalHit for total hit point), and explosionShielding (for total hit point for structures)
  • Fixed: Sabot rounds did insane damage to structures
  • Fixed: Link color in the main menu newsfeed after first launch

ENGINE

  • Added: isLockingDisabled parameter for all entities (they can be configured now so they are not lockable by anything)
  • Added: Possibility to set up an indirect damage protection coefficient for crew (crewExplosionProtection)
  • Added: New condition variable isInHelicopter
  • Fixed: Cut hit point diagnostics output
  • Improved: Better handling of unit info color changes
  • Fixed: setPos command not disembarking unit properly [FFV]
  • Fixed: Only the target group strength was recomputed after joining groups via the join script command

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10-11-2014

EXE rev. 128152 (game)

EXE rev. 128146 (launcher)

Size: ~361 MB

DATA

  • Fixed: Purging RPT spam at start-up (tens of messages have been addressed)
  • Fixed: Path to Tempest driver death pose
  • Tweaked: Content browser images
  • Fixed: Displaying of HUD in Darter's driver position
  • Changed: Distance of audibility of weapon firing

Potential campaign spoilers:

  • Fixed: Attention Deficit - South-West player dies by falling

ENGINE

  • Fixed: Possible CTD
  • Fixed: IssueHook so it is able to use a player’s vehicle as well
  • Tweaked: Dedicated Server simulation methods
  • Added: Auto-INIT scenario server-side
  • Fixed: Log spam: "Permanent link cannot point to non-permanent object" in MP
  • Removed: Sound: Shooting from attenuation
  • Fixed: Damaging crew before they can get out of a helicopter when drowning
  • Fixed: Remote controlled units can now enter an empty vehicle without being forced to get out (Zeus)
  • Fixed: AI won't start moving if its target destination is hard to reach
  • Fixed: AMV won't go through fences

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11-11-2014

EXE rev. 128176 (game)

EXE rev. 128180 (launcher)

Size: ~103 MB

DATA

  • Added: Sound of some stance changes and weapon to binoculars switching
  • Adjusted: Shadows of BLUFOR rifleman
  • Added: Function for opening the Field Manual (BIS_fnc_openFieldManual)
  • Added: Proper images for Sling Loading Field Manual entries
  • Changed: Moved contents of UI_F_Bootcamp to UI_F_Curator
  • Added: Group callsigns for Support MP
  • Fixed: Script error in Support MP
  • Added: Unstuck mechanics for Support MP

Potential campaign spoilers:

  • Fixed: Attention Deficit - South-West player dies by falling (second attempt)

ENGINE

  • Fixed: UTF string handling in addon path
  • Tweaked: Blending of satellite map and detail map can be better adjusted

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12-11-2014

EXE rev. 128209 (game)

No new launcher

Size: ~79 MB

DATA

  • Tweaked: Minor sound changes for weapon switching
  • Added: More foley sounds for characters
  • Added: Interactive links to the License Texts in the Field Manual
  • Supports:
  • Tactical Strikes are now twice as effective


  • Added possibility to resupply and repair when crash landed at the maintenance point


  • Unstuck mechanics tweaked


  • Boarding units will now unstuck even when they are in combat


  • Tweaks connected to Sling Loading in the Command Menu:
  • The drop cargo command is available only when pointing to the ground


  • The lift cargo command is available when a player is in a Sling Loadable vehicle


  • The background of the menu was made longer so the items don't overflow


  • The disembark command was disabled for all units in a helicopter with Sling Loaded cargo


ENGINE

  • Tweaked: Players can now order multiple units to Sling Load cargo
  • Fixed: Leaders were repeating the dismount command when a Landing Zone was not found
  • Fixed: CTD in multiplayer when a hooked object is deleted
  • Fixed: Added missing eject in emergency situations
  • Added: Scripting command for determining player chat is shown (shownChat)
  • Workshop ID query for subscribe next and unsubscribe all feature in launcher [steamLayer]
  • Added: Addon list changed event [steamLayer]
  • Fixed: Possible CTD caused by wrong configuration of getInProxyOrder in the transport class
  • Fixed: Possible CTD
  • Fixed: Possible CTD when a hook waypoint has no target
  • Fixed: Camera drift while using TrackIR with aiming deadzone
  • Fixed: Filters [steamLayer]

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13-11-2014

EXE rev. 128232 (game)

No new launcher

Size: ~376 MB

DATA

  • Fixed: RPT warnings about missing hit points for stand-alone Taru pods
  • Added: crewExplosionProtection parameter to all land vehicles (further tweaking will follow according to additional testing)
  • Removed: Rope object from editor and Zeus
  • Fixed: Darter starts drowning way too early
  • Support MP:
  • Improved: Trigger for crash landing at a repair point


  • Improved: Medevac procedure:


  • Soldiers run for empty space where a helicopter can land


  • Smoke is refreshed every time it wears off


  • Smoke is offset randomly to look more realistic


  • Medevac now triggers faster


  • Tweaked: Optimized damage resistance of Cargo structures according to the findings of testing
  • Fixed: If chat is disabled, it is not shown after 2 x Esc in MP
  • Added: New textures for AFM gauges to layout editor
  • Tweaked: Increased distance of explosions audibility
  • Tweaked: Decreased distance of launching missiles audibility for Wipeout

ENGINE

  • Fixed: Possible CTD
  • Fixed: AI climbing a ladder repeatedly
  • Fixed: Ordering multiple helicopters to load one cargo
  • Fixed: Zeus creating of units so it can be called even when a center is full of groups (you have some group prepared)
  • Added: Clutter coloring by satellite map can be adjusted
  • Fixed: Multiple analog inputs on one action are averaged instead of summed. Be sure to not set input you are not using for that action as this will lower the overall input.

Edited by DnA

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14-11-2014

EXE rev. 128257 (game)

No new launcher

Size: ~107 MB

DATA

  • Fixed: Minor bug related to desynchronized animation sounds
  • Tweaked: Vehicle tires are now more susceptible to explosive damage
  • Tweaked: Made MRAP tires equal in durability to those of wheeled APC
  • Fixed: Boats were not able to store inventory
  • Added: Weapon and equipment stats for Virtual Arsenal.
  • Added: DLC weapons are now marked by a DLC icon in Virtual Arsenal
  • Added: BIS_fnc_configExtremes - scans config paths and returns min and max values for each given property
  • Added: New modules to cfgPatches
  • Added: Icons to flaps, landing autopilot and periscope depth actions
  • Tweaked: Decreased indirect hit damage of RPG HE rocket and Titan AP rocket, for they did too much damage to certain structures. Their main purpose of anti-infantry rockets and ability to cripple armored vehicle movement remains unchanged.

ENGINE

  • Added: Possibility to force Advanced Flight Model from server config
  • Fixed: Gunners not disembarking from drowning helicopters
  • Fixed: Possible CTD
  • Fixed: Possible CTD and added a RPT message when this error happens
  • Fixed: Problems with removeAllContainers in MP (JIP messages for containers remain on the server)
  • Fixed: Possible CTD in game editor
  • Fixed: Not loading WRP file for a terrain when it is in local files and not binarized
  • Fixed: RPT spam "LODShape::AddLoadHandler: Handler not present in shape..."
  • Tweaked: Optimized rope simulation in some cases
  • Changed: Renamed getObjectDLCs script command to getPersonUsedDLCs
  • Added: New getObjectDLC command

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18-11-2014

EXE rev. 128268 (game)

No new launcher

Size: ~92 MB

DATA

  • Fixed: Removed winch destruction effects from helicopters without winch
  • Tweaked: Durability of boats
  • Added: TTs with Sling Loading will fail when the SLG component is destroyed and there are still loads to sling
  • Tweaked: TT10 - Sling Load drop zones enlarged to allow for quicker drops
  • Tweaked: Sound of mortar and GMG shooting
  • Tweaked: Reorganization of vehicle collision samples

ENGINE

  • Fixed: Crash when updating weapon sound
  • Fixed: Possible CTD on AutoReload
  • Added: Sound: Internal variant for hit sound - extra set of samples
  • Fixed: Switching between optics in personTurret positions in helicopters with pilotCamera [FFV]
  • Changed: Do not show action to switch to launcher in personTurret [FFV]

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19-11-2014

EXE rev. 128296 (game)

No new launcher

Size: ~75 MB

DATA

  • Fixed: Hellcat (both variants) rotor bug
  • Fixed: Typo in configs of Neophron
  • Fixed: Commander turret of Sochor had a wrong selection name in one of the distant LODs
  • Fixed: Driver of Motorboat has correct death animation now
  • Changed: Kart no longer protects its ‘crew’ from explosive damage

ENGINE

  • Optimized: Updating of attached objects for buildings
  • Fixed: CTD when accessing a non-existent PhysX shape
  • Fixed: PhysX helicopters not resetting their ‘stopped’ status
  • Fixed: Z-axis of the camera shake shake equation
  • Added: Support for new Post-Process antialiasing technology - CMAA
  • Fixed: AI in personTurret staying in the vehicle in combat mode
  • Added: setUnloadInCombat script command

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20-11-2014

No new game EXE

EXE rev. 128317 (launcher)

Size: ~209 MB

DATA

  • Adjusted: Ghosthawk lights now aim forward more to be more useful during landings
  • Fixed: Vehicle class in ORBAT asset list
  • Adjusted: Firing from vehicles aim limits for HEMTT, Zamak, Tempest and Huron and position of the shooters
  • Fixed: Equipment lists in Arsenal on the right (e.g. grenades or explosives) didn't disappear once a different category was selected
  • Tweaked: MP Support 1: The middle sector extra importance reverted. Now all sectors have the same impact on the gameplay.
  • Fixed: The locking and unlocking of vehicles improved to fix a potential exploit of getting into the wrong seat by killing the crew

LAUNCHER

  • Added: Local addon support
  • Tweaked: Major code improvements
  • Tweaked: Performance tuning
  • Added: "Click to update" / "Click to repair" buttons
  • Added: New icons indicating status of an addon: busy, corrupted, update available
  • Changed: All Steam addons are now considered mods (in the sense of mod info)
  • Changed: Pre-requirements check verifies the installation of the Visual C++ 2013 runtime
  • Fixed: Added missing loaded addon cache invalidation
  • Removed: A duplicate marking for loading when switching presets
  • Added: Subscribed content list changed event handler to Launcher's Steam facade, beside the addon list changed (right now this is just for diagnostics)
  • Fixed: Possible CTD when no Steam directory is found in the registry
  • Fixed: Typo in the name of an event in BatchSubscriber
  • Added: Sanitizing multiple dots in addon folder names
  • Added: Enabled logging from the Utils library
  • Added: Additional exception logging
  • Fixed: Position of the "Select all" checkbox in addon manager was misaligned with addon checkboxes
  • Fixed: Width of the app menu button was smaller than the options button (resized to match)
  • Added: Dialog description when selecting a local addon and localizabled the message box displayed when the selected folder doesn't contain any addons
  • Added: Better detection of mod corruption
  • Added: Better handling of the addon destination path after download
  • Fixed: Addon remained in busy state when the delete before repair failed
  • Added: A specialized message box is now displayed when multiple corrupted addons are marked for load when user hits the play button
  • Fixed: Added missing bullets to the list of corrupted addons in the message box connected to the Load all / Unload all action
  • Modified: Updated web page URL for item subscription, added the 'Mod' tag to filter
  • Modified: Updated download queue to synchronization queue
  • Added: Parameter check for download queue items
  • Fixed: Updated main synchronization loop and added sync locks
  • Added: Localizable tooltips for standard caption buttons (minimize | maximize | close)
  • Fixed: De-optimalized loaded extension collection refresh after list composition

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21-11-2014

EXE rev. 128328 (game)

EXE rev. 128330 (launcher)

Size: ~46 MB

DATA

  • Added: Delay parameter for Virtual Providers in Supports module
  • Fixed: Virtual Support Provider disappears in some cases when closing the Communication menu
  • Fixed: Muted HQ in Supports module
  • Changed: Categories in Editor > Modules are alphabetically sorted now
  • Decreased explosive resistance of Quad Bike tires, so they are now properly destroyed even by anti-personnel mines
  • Added: Weapon and equipment stats for Virtual Arsenal
  • Added: DLC weapons are now marked by their DLC icon in Virtual Arsenal
  • Fixed: Company logo in ORBAT credits wasn't visible

ENGINE

  • Updated: Slightly faster handling of static target distribution
  • Updated: Optimization when processing a contact of two PhysX entities
  • Removed: Warning about missing hit point when switching house to damaged object
  • Hotfixed: Animation weights serialization caused non-deterministic data (P3D file) used to be generated during the binarization process
  • Changed: Move NetworkServer send messages to a different thread
  • Added: Buldozer - Ability to lock elevation of objects during terrain sculpting [WIP]
  • Fixed: RoadSurfaceY test. Removed duplicate code. Better RoadSurfaceY performance in some cases.
  • Tweaked: Terrain uses shader without texture fetching in depth pre pass (based on feedback from Intel)

LAUNCHER

  • Modified: Separated and grouped extension manager initialization; failed initialization of extension manager should not block player from running the vanilla game.
  • Modified: Commands and controls in options view related to local extension storage will be disabled when no local extension storage is created
  • Added: Button to addon management page to subscribe to ‘Mods’ from Steam Workshop (besides addons)

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24-11-2014

EXE rev. 128353 (game)

EXE rev. 128338 (launcher)

Size: ~85.5 MB

DATA

  • Fixed: M-900 had a wrong set of hit points
  • Tweaked: Re-linked sound samples for Sling Loading
  • Fixed: Vehicles - Assault / Rescue Boat - Gunners inside the ship levitated slightly
  • Fixed: Reloading GM6 Lynx did not have an animation while in personTurrets
  • Fixed: Craters created after helicopter / airplane crashes in the Virtual Reality terrain
  • Fixed: Destination selection handling in the Transport support module
  • Fixed: Virtual Support provider would sink when placed above water
  • Fixed: Vehicles - HEMTT Medical - One of the passengers was clipping through cover
  • Added: overviewScript CfgMissions entry to allow displaying special information in the overview menu (to be used by Challenges)

ENGINE

  • Updated: Sound: ‘global’ samples recycling
  • Fixed: Free camera when head tracking is active
  • Improved: Optimized handling of light position updates (buildings) so they are updated only when there is some movement and not each frame
  • Fixed: Possible CTD
  • Fixed: Ragdoll death under water (more time to settle down)
  • Tweaked: Minor PhysX-related optimizations
  • Added: Option to DisplayCapture to sort scopes by average or sum of durations
  • Fixed: Sound: Closure sound uses fire audibility / distance
  • Improved: Creation of sound object only if audible (uses fast distance test to optimize shooting)
  • Fixed: Potential CTD
  • Changed: Standard shadow setting has lower cascade count
  • Tweaked: Sound: Dynamic sound source - extended sample selection rule to handle case when only one sample is set
  • Added: Script function configProperties

LAUNCHER

  • Added: New localization identifiers for updated UI, added new localizable strings
  • Added: English and Czech localization of strings and messages related to local mods
  • Fixed: Translations for UI elements that were moved to different containers or were renamed
  • Added: 'Add local mod' dialog now opens with pre-selected folder that is a parent of the last added mod folder
  • Added: Dark border to the scroll bar to enhance its visibility
  • Added: Localized BattlEye related message boxes (Czech localization)
  • Updated: en-US localization
  • Fixed: The 'Toggle All' command now displays the same message box as the 'Play' command when some addons can't be loaded

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25-11-2014

EXE rev. 128378 (game)

EXE rev. 128374 (launcher)

Size: ~75 MB

DATA

  • Fixed: Strings were replaced by numbers for duty and variantAfter properties in several states (engine expects numbers)
  • Fixed: Animations - Step over animation played during other actions when holding a rocket launcher and turning
  • Tweaked: Proper aim precision for two transition animation states
  • Fixed: Sorting of anti-water part of Assault Boats
  • Fixed: BLUFOR Recon Marksman received batteries for his Laser Designator. Happy birthday to him!
  • Tweaked: A bazillion of localizations and translations for various languages
  • Added: Target medal times and best / previous results in Challenges selection menus
  • Tweaked: Supports: FSM adjusted, the cargo class is now controlled and the cargo needs to stay alive for at least 5 secs for the task to complete
  • Fixed: Strings were replaced by numbers for command properties in several command menu orders (engine expects numbers)
  • Added: Sorting of topics and hints in the Field Manual

ENGINE

  • Fixed: AI reactToDanger executed more often
  • Fixed: Sound: Shooting not attenuated by distance when "cameraSwitch" is used
  • Fixed: Impossible ejection from moving airplanes
  • Changed: Block and unblock for network server thread simulation
  • Fixed: Unhook waypoints so AI is able to drop even object type cargo
  • Tweaked: Extended string usage statistics for MP
  • Added: Command-line parameter ‘-loadMissionToMemory’ to enable loading a mission file into memory before sending it to players

LAUNCHER

  • Added: Profile loader now automatically detect changes in folders where profiles are stored

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26-11-2014

No new game EXE

EXE rev. 128421 (launcher)

Size: ~144 MB

DATA

  • Fixed: Independent armored vehicles don't write warnings about their mirrors anymore
  • Fixed: The commander hatch of the Sochor now pops properly
  • Added: Throw and Put ‘weapons’ to VR characters
  • Fixed: Even Kerry in later stages of the campaign shouldn't have random headgear and facewear
  • Fixed: Take actions were inconsistent
  • Fixed: Kajman gunner is now willing to use even APDS on aerial targets

LAUNCHER

  • Fixed: Addons / mods are no longer automatically marked as loaded after repair; they retains their previous state
  • Modified: Changed "Addon" labels for "Mod" as a general term for user content and modifications

Edited by DnA

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27-11-2014

EXE rev. 128434 (game)

EXE rev. 128433 (launcher)

Size: ~503 MB

DATA

  • Fixed: Crawling animations are played slowly
  • Fixed: Animations - Soldier with no gun stands up from prone very fast
  • Fixed: Improved connections between pistol and swimming
  • Removed: Redundant moves and cleaned up RPT log
  • Fixed: Player reloads Zubr through their own hands
  • Improved: Katiba and M200 reloads
  • Fixed: Lean (barrelroll) left / right without weapon problem
  • Fixed: MBT-52 Kuma crew helmets stick out of the turret
  • Added: Gorgon inside positions
  • Fixed: MH-9 Hummingbird - When players sit on the bench without gear they have the wrong idle animation
  • Added: More names for Altis and NATO people
  • Fixed: Vehicle class Training localized
  • Added: "curatorObjectRemoteControlled" scripted event handler triggered when Zeus takes or release control of a unit. Passed arguments are [<curatorLogic:Object>,<player:Object>,<controlledUnit:Object>,<control:Bool>]
  • (control argument is true when Zeus takes control and false when he release it afterwards)
  • Tweaked: Accuracy of vehicle gunners was seriously lowered for Supports
  • Fixed: HEMTT Medical - One of the passengers was clipping through cover
  • Added: Sound for building destruction
  • Added: Samples for Quad-bike collisions
  • Changed: Made sounds for house hit point destruction guaranteed
  • Added: Missing UI textures
  • Added: Tooltips to buttons used for sorting in Field Manual
  • Added: Faction Showcases can now be properly ended
  • Added: Faction Showcase icon for the exit task
  • Improved: Formatting of Challenge overview results

Potential campaign spoilers:

  • Tweaked: Randomization of Kerry's headgear and goggles is now fully blocked
  • Added: There is a safety check making sure the proper headgear and goggles are used
  • Removed: Names "Ryan" and "Taylor" from the pool of names the system can use to generate new identities
  • Added: 2 NVGs into the starting equipment pool for "Adapt"
  • Fixed: The flashlight is now properly set as a required piece of gear on the hub and correctly transfers to the Crossing Paths mission
  • Tweaked: The destination waypoint position of one of the soldiers returning from mission adjusted so it leads them away from the briefing area. This should fix the possible collision of this soldier with the Kerry during the briefing cutscene.
  • "Win" outro:
  • Improved: Starting sequence (mainly timing of the events so they align much better)


  • Changed: All ambient AI-driven vehicles are now locked


ENGINE

  • Fixed: Ambient (local only) animals are not taken as targets
  • Added: BattlEye support for Headless Clients
  • Added: Auto-change of Headless Client player identity (identity / profile name of the HC is automatically changed to the assigned role name)
  • Fixed: Crash in the objectIntersect script command
  • Tweaked: Optimizations in data stream compression techniques
  • Fixed: Helicopter fuel consumption
  • Fixed: Player ejected into air when starting movement after a get out animation is initiated
  • Fixed: configProperties now returns the correct list of properties in case of subclasses
  • Improved: FFV interpolation
  • Fixed: Cursor following the weapon when reloading [FFV]
  • Fixed: Wrong animation after ejecting from a jet with small height
  • Tweaked: Better and faster tracing of fire sectors (optimization)
  • Fixed: 2 x Ctrl now works in crouched pistol stance

LAUNCHER

  • Fixed: Parameters with multiple visual representations are no longer duplicated in Arma’s command line
  • Added: Support for EBO local mods; Launcher now accepts local mods with extension '?bo'
  • Fixed: Error message box wasn't displayed when user attempted to add invalid local mods and specific conditions were met
  • Added: Some commands now use Steam client instead of a web browser to display Steam pages (Open Steam addon web page, Add Steam addon, Add Steam mod). This feature is controlled by a checkbox in the Options (and can be deactivated there)
  • Fixed: Removed unnecessary quotes from the pre-requirements check message

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28-11-2014

EXE rev. 128446 (game)

EXE rev. 128452 (launcher)

Size: ~342.4 MB (+ ~1 MB hotfix)

DATA

  • Removed: Obsolete addon Air_F_RTD
  • Changed: Units can no longer fire while picking up a different weapon
  • Tweaked: Adjusted prone geometry / collisions
  • Added: Vertical get in animations
  • Fixed: Inventory animations are now properly looped
  • Added: Farsi and Altian VR protocols
  • Fixed: Weapons (Launchers) - Missile blast was split in half (all but Alamut)
  • Fixed: Supports: Seems like the helicopter evac sequence was triggered too soon (now postponed until the driver is killed or 3 secs elapse)
  • Fixed: Field Manual collision of IDCs that caused an unwanted texture change
  • Fixed: Weapon holders now use a multi-proxy model to display all the content

Potential campaign spoilers:

  • Tweaked: Weather updates are now properly forced using command 'forceWeatherChange'
  • Fixed: Inconsistency between the 'briefing' time and 'in action' time

ENGINE

  • Changed: Configuration of camera shake caused by damage was moved to config files
  • Improved: Model (P3D file) pipeline:
  • The object's data (geometry and animations) is reversed right after P3D file load (original data)


  • No more reverse operations at game run-time


  • Tweaked: Formating of the MP strings statistics
  • Updated: Steam SDK to v1.31
  • Fixed: Possible crash on Altis caused by wrong position transformation of coordinate system
  • Tweaked: Small change for speed usage in MP prediction (should lower camera zoom flicker)
  • Changed: The defaultMod flag so it works correctly even with -mod= parameter
  • Fixed: customMods flag
  • Added: Setting default profile for Headless Clients
  • Changed: Using SurfaceY test for remote objects instead of RoadSurfaceY
  • Tweaked: MP entity simulation precision

LAUNCHER

  • Added: Bohemia Interactive logo is now clickable and opens company web page
  • Fixed: Arrow in addon sort icon looked bad
  • Fixed: Concurrent logging and async preview image update could cause a handled exception to appear in the log
  • Modified: Subscribe / Add mod buttons moved to bottom of the window
  • Modified: English strings updated after proofreading them
  • Modified: Adjusting position of Bohemia Interactive logo to align it with the Add / Subscribe mod buttons

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01-12-2014

EXE rev. 128494 (game)

EXE rev. 128492 (launcher)

Size: ~73 MB

DATA

  • Added: Animation for hiding rocket pods of Hellcat due to a community request
  • Added: BIS_fnc_setObjectRotation
  • Added: Potential fix for an Arsenal camera problem
  • Fixed: Unpredictable behavior of Arsenal camera when close to the ground
  • Tweaked: Supports: OPFOR base size was wrongly set to 50m (changed to 200m)
  • Fixed: Truck Library string (http://feedback.arma3.com/view.php?id=19474)
  • Fixed: Static weapon crew is no longer shielded from explosive damage

ENGINE

  • Improved: Faster simulation of soldiers inside some vehicles
  • Fixed: Wrong condition for reading of the ‘order’ parameter when building Buldozer roads
  • Fixed: Proper ragdoll after replacing dead character in a Taru pod [FFV]
  • Removed: handleScore being issued by addScore from scripts
  • Hotfixed: Possible crash in IsLevelLocked
  • Fixed: Sound: Output voice differs from voice SendList, causing CTD
  • Disabled: BattlEye initialization in Headless Clients
  • Improved: First part of script event handlers refactoring and fix of an issue where removing an event also reindexed others behind it
  • Fixed: Possible crash in calculating normals
  • Improved: Possibility to command AI to get in personTurrets and cargo separately [FFV]
  • Fixed: Model property reading (buoyancy, reversed)
  • Disabled: Placing and interaction with mines in personTurrets [FFV]

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02-12-2014

EXE rev. 128518 (game)

EXE rev. 128517 (launcher)

Size: ~52 MB

DATA

  • Adjusted: Camera shake parameters for damaged helicopters
  • Fixed: Rogue missing "$" has been found, dragged back to its place in config, and instructed that it’ll be severely punished next time it goes AWOL

Potential campaign spoilers:

  • Fixed: "Win" epilogue: Timing of the init events and effect
  • Fixed: "Win" outro: Timing of the init events and effect

ENGINE

  • Fixed: Crash on entering vehicles [FFV]
  • Tweaked: Sound: Optimized distant vehicle simulation
  • Fixed: respawnAtPlace so it is not getting a dead soldier out of a vehicle where he died
  • Fixed: Crash connected to objects without anything in their Roadway level
  • Fixed: Removed drawing of obsolete custom waypoint
  • Fixed: Sound: Avoid XA2 effect memory leaks, and updated the effect interface
  • Fixed: Available space in Steam Cloud storage is not counted correctly
  • Changed: DecompressShader function is no longer a template

LAUCHER

  • Fixed: Exclusion of Steam mods from Local extension storage didn't work as intended
  • Modified: Steam download manager now uses new file system helper

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03-12-2014

EXE rev. 128543 (game)

EXE rev. 128549 (launcher)

Size: ~112 MB

DATA

  • Tweaked: Beyond Recognition - Removed requirement for the pilot to reach the waypoint before the ending progressed
  • Improved: Supports:
  • Improved: Dead units and players are excluded from the group doing the evac sequence


  • Improved: Stop code execution when no-one is alive


  • Fixed: Problem counting dead crew as kills for OPFOR pilots


  • Tweaked: When a helicopter is destroyed on the respawn spot, it gets deleted much faster now


  • Hotfixed: An issue where personal turrets get locked and could not be unlocked (as a result the transport task could not get completed for helicopters with personal turrets)


  • Fixed: Recoloring of icons to black in the Editor after a change in Game Options
  • Fixed: Selection ‘camo’ in the BLUFOR sniper model
  • Improved: New fireplace sounds
  • Fixed: Missing accuracy rings on moving zombie pop-up targets
  • Fixed: Double inclusion of an include file

ENGINE

  • Fixed: Potential CTD when using switchMove on gestures
  • Added: New commands for getting all controls from inside a display as well as all displays registered in-engine
  • Tweaked: Lowered the limit when shared system memory is used
  • Added: New command for getting list of all variables from given namespace (allVariables)
  • Fixed: Vehicle mouse steering is not influenced by vehicle speed
  • Added: Enabling mods report in retail (RPT)

LAUNCHER

  • Modified: Decoupled code interface and implementation of profile loader
  • Fixed: Folder watcher not updated after custom profile folder was changed
  • Fixed: LES may crash while composing list of local addons with UnauthorizedAccessException: Access to path is denied
  • Removed: "Subscribe Workshop addon" from the mod manager (the Addon tag is now considered obsolete and all Workshop items have been marked with tag Mod)
  • Added: Localization for 1.36

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04-12-2014

EXE rev. 128569 (game)

EXE rev. 128563 (launcher)

Size: ~33 MB

DATA

  • Fixed: Icons of known and locked targets in the Field Manual
  • Removed: Debug message in the Field Manual
  • Fixed: Condition for displaying DLC indication in the Field Manual

ENGINE

  • Improved: Optimizations of swimming state handling so it is not calculated when you are not near water
  • Added: Buldozer - Ability to lock elevation of objects during terrain sculpting [WIP]
  • Fixed: Missing implementation of ordered cargo positions in scripting command lockedCargo
  • Changed: configProperties - last two parameters are optional now
  • Added: command turretOwner

LAUNCHER

  • Added: References to localized strings for the big update button / repair button styles
  • Hotfixed: Prevent localization container from localizing value with null or an (strictly) empty value
  • Modified: Hides text label "Mod" from the Subscribe Mod from Steam Workshop button
  • Added: Localization for 1.36
  • Fixed: Update button visibility converter may cause CTD
  • Fixed: File download continued when an item was unsubscribed from Steam Workshop

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05-12-2014

EXE rev. 128595 (game)

No new launcher

Size: ~109 MB

DATA

  • Fixed: Textures and icons for Combat Fatigues for Kerry and Miller
  • Changed: Second default face in Arsenal disabled
  • Fixed: Respawn camps had incorrect author
  • Added: Ability to prevent respawning happening at all at mission start
  • Adjusted: Crash sounds of the Quad bike
  • Tweaked: Sounds for pistols
  • Tweaked: Stance indicator can now be positioned separately from weapon info

ENGINE

  • Tweaked: Cleanup of unused technology in physics
  • Tweaked: Small physics optimizations
  • Tweaked: Ongoing netcode optimizations
  • Fixed: PhysX static weapons are not ‘sleeping’
  • Added: Missing getters for object variables
  • Fixed: Static assertion in the Linux build
  • Improved: Simpler allVariables scripting command implementation

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08-12-2014

EXE rev. 128609 (game)

EXE rev. 128608 (launcher)

Size: ~38 MB

DATA

  • Fixed: Player is now able to exit planes after belly landings
  • Fixed: Minor discrepancy in the duty values of pistol stances (also make it slightly less demanding to move around with a pistol)
  • Added: Ability to toggle vision modes (night vision, thermal vision) in Virtual Arsenal by pressing N
  • Fixed: Possible abrupt scenario end when a client reconnects to the game in MP Headhunters

ENGINE

  • Fixed: Incorrect reading of colors for roads

LAUNCHER

  • Added: Click on the Play button now temporary disables the Play button for s brief period of time (1 second) to prevent users from launching the game twice when they double-click on this button

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09-12-2014

EXE rev. 128627 (game)

EXE rev. 128629 (launcher)

Size: ~430 MB

DATA

  • Tweaked: The non-functional engine temperature display in the Mohawk has been set to a more reasonable value so it will not scare pilots by being red all the time
  • Improved: The on-board clock in the Mohawk is fully functional now, because time is money, pilots!
  • Fixed: Huron (Black) RPT warnings about animation sources
  • Fixed: Upper mirrors on the Ifrit are now facing in the correct direction
  • Fixed: Some 20-30mm cannons don't damage buildings
  • Tweaked: Slightly decreased base deflecting values of pistol bullets

Potential spoilers:

  • Fixed: The "Obtain AA Launcher" task is no longer marked as completed if the player destroyed the helicopter by other means in Showcase SCUBA

ENGINE

  • Improved: Mods have been refactored so we can add new types of mods more easily
  • Fixed: Small dot drawn on the top of the screen when the compass is shown and a custom waypoint is set
  • Improved: More exact near water detection for some sub-routines
  • Changed: AddXYZWeaponItem, RemoveXYZWeaponItem should support also magazines
  • Fixed: Defective client IP check in loopback mode
  • Added: Sound: Helper classes for effect management

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