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EXE rev. 111358

Size: ~130 MB

  • FIX: XH-9 family of helicopters doesn't produce such shake in external view anymore
  • FIX: Shadow of plastic chairs now behaves better
  • FIX: Credits have been updated
  • FIX: The bolt of Rahim is moves correctly even in first person view
  • FIX: Swimming at water surface
  • FIX: Rendering items over ctree's scrollbar
  • FIX: Change indirect grenade damage behind cover
  • FIX: Replacing weapons created duplicates in some circumstances


I'm otherwise engaged the next few days


to avoid irreversible damage by wearing protection. Edited by DnA

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EXE rev. 111383

Size: ~40 MB

  • Target bearing is no longer based on formation direction
  • New command bar and map icons for the Buzzard

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EXE rev. 111433

Size: ~62 MB

  • Fixed: TI issues on the Orca’s rockets
  • Resolved issues with a shaky camera for the MH-9 helo family
  • Sound: Protocol: Use of insideSoundCoeff for 3D sound (one configured in data, this will help with issues of hearing radio commands when you should not be able to in 3D space)
  • Sound: Radio: More aggressive occlusion
  • Sound: Unit can no longer cough and talk simultaneously
  • Fixed: The deleteVehicle command on a UAV now also deletes the AI crew in it
  • Fixed: Replacing weapons with a magazine destroyed linked weapons in some circumstances
  • Fixed: A rocket fired from AT stayed in the launcher
  • Fixed: A throwable weapon is now properly selected after taking a sidearm

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EXE rev. 111471

Size: ~60 MB

  • Fixed: Environmental map on DMS optics
  • Vests should now correctly refresh when getting changed
  • Added: New aspect ratios to Video Options
  • addMagazine now correctly checks for magazine classname validity
  • Fixed: Crash related to yesterday's changes to deleteVehicle when used on UAV
  • Maximum number of servers listed in MP is changed back to 500 (unfortunately there is no way around this for now)
  • sentenceColorType parameter of createRadioChannel is now optional

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EXE rev. 111518

Size: ~326 MB

  • Added: Campaign episode “Surviveâ€
  • Please consider carefully whether you’d like to test this version here now - or would rather wait for the release on Oct 31.

  • There are known issues related to weapon persistence while progressing through the episode. We are mostly interested in issues related to progression at this stage (e.g. getting stuck entirely).

  • Known issue: inconsistencies between (English) subtitles and voice-overs

  • Added: 3 new music “Survive†tracks
  • Fixed: Missing tasks for clients Joined In Progress with disabled AI in Headhunters and both Escape missions
  • Fixed: Duplicated class names in music selection list
  • Added: New UI icon for DMS optics
  • Fixed: Repair icon position
  • AI turret control improved
  • Save / Load while reloading doesn't break the game anymore. Older saves might not work correctly

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EXE rev. 111581

Size: ~57 MB

If you do try the campaign episode already, we recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.

As per usual: sometimes issues can be fixed by verifying local data in the Steam client.

If you delete your savegames manually (not recommended for normal users) - please do so while the game is not running.

  • Known issue: The campaign menu may crash when having custom campaigns installed
  • Known issue: The campaign menu does not refresh after playing - until you go back to the main menu first
  • Fixed: Parachute animation (strange black surfaces between wires)
  • Fixed: A bug where RMB multiplied magazines from the weapon magazine slot after loading a savegame
  • Added: Simulation of movement effect for rain
  • Improved channel detection for Instructions
  • Adjusted deflection for various GL ammo types
  • Campaign: Wrong mission name in map & pause menu fixed for Patrol
  • Campaign: Units in hubs now more reflect the day / night cycle
  • Campaign: Problem with wrong direction for "walk in to briefing" animation fixed

Changes with potential campaign spoilers:

  • Campaign: CO should no longer get stuck when you reach the crash site
  • Campaign: Conversations at crash site will no longer overlap each other

---------- Post added at 16:13 ---------- Previous post was at 14:53 ----------


There is a Czech Republic national holiday on Monday. We'll have people working anyway, but cannot guarantee a devbranch update.

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EXE rev. 111600

Size: ~35 MB

  • Tuned rain parameters; added color saturation for the rain
  • Fixed: Save / load of air units circling around using a Loiter waypoint
  • Fixed: Crash related to changed campaign menu structure (user-made campaigns)

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EXE rev. 111658

Size: ~42 MB

  • Fixed: Cinema borders now properly hide other GUI elements
  • More campaign texts have been adjusted to match voice-over work
  • Fixed: Safecheck mechanic that could break the campaign progression
  • Fixed: Taking a sidearm could break the weapon info
  • Fixed: CTD when lasing a target with an UAV as a team leader
  • ctrlAddEventHandler and displayAddEventHandler now accept game code as well as strings
  • Command removeAllActions changed

Changes with potential campaign spoilers:

  • Squad mates would sometimes get stuck while retreating after planting the demo charge on the wreckage
  • Fixed: Players would sometimes get stuck after the introductory Maxwell animations
  • Maxwell: Missing chemlights at night
  • Maxwell: Soldier that was leaning against a tree and was clipping removed
  • Dead identities should be now correctly replaced by new ones
  • Patrol notification was showing even if the Patrol gets disabled
  • World object persistency detection / destruction was failing in case of the radio tower in A_in / A_in2
  • The mission intel OSD was showing the wrong location information in Maxwell
  • The "discussion group" detection distance for ambient conversations was set generally too high
  • Starting gear in the equipment pool was adjusted
  • Tried to prevent more cases of medics getting stuck after they tend to the wounded
  • Improved behavior of mortars in the episode finale. Standing still when not in cover is guaranteed to kill you. Moving and staying in cover drastically decreases the chance

  • Like 1

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EXE rev. 111700

Size: ~203 MB

  • Fixed: Incorrect hub defined for campaign phase 6, causing persistence corruption
  • Preventing medics from getting stuck in some campaign scenarios
  • Fixed: Crash when double-clicking tree in campaign menu
  • Correctly unsetting of texture in film grain PP
  • Fixed: HUDinfo does not show grenade info when character has no weapon
  • DDE owners: Added "Survive" OST

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EXE rev. 111758

Size: ~46 MB

  • Fixed: Campaign menu double-click behavior
  • Zone restriction module has been updated for soldiers
  • Added zeroing for AI target tracking
  • Helicopters are no longer able to move with destroyed main rotor
  • Fixed: AI gun shots inaudible after reload (http://feedback.arma3.com/view.php?id=15044)
  • Terrain shadows tweaked

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EXE rev. 111658

Size: ~447 MB

  • Tweaked hiding of rocket pods on unarmed variants of light helicopters
  • Fixed: Hitpoints of main rotor for Mohawk
  • Fixed: More appropriately sized missiles for Cheetah
  • Added: CfgFactionClasses entries now contain 'flag' attribute defining what flag texture is used
  • Sabot hit effect tweaked
  • Tweaking of dust effects created by infantry
  • Hit of ground by rifles should be now better visible on medium and low particle quality
  • Added: Holding right shift while moving Splendid Camera will slow down the movement. Useful for precise camera positioning.
  • Fixed: Cinematic borders didn't cover the screen edges (http://feedback.arma3.com/view.php?id=15765)
  • Added: BIS_fnc_deleteTask - a function to completely remove a task
  • Divers and their equipment has been visually tweaked
  • Independent soldiers have been visually tweaked
  • Fixed: When using "Vehicle Respawn" module with respawn on start position, vehicles were not respawn precisely on the spot.
  • Added: When using "Vehicle Respawn" module with respawn on marker, vehicle now respawned on starting position when no marker is found. This is true only when the vehicle has simulation enabled.
  • Added: It's now possible to remove vehicle respawn (see header of BIS_fnc_moduleRespawnVehicle for more details)
  • Added: Triggers synchronized to "Sector" module through "Unlock" logic will be activated based on sector owner. This enables triggering specific events or modules based on who's in control of the sector. See in-game module description for more details.
  • Added: Some "Sector" module attributes (e.g., participating sides or sector areas) can now be modified on the fly.
  • Added: Improved visualization of sectors added by "Sector" module
  • Added: Faction flag is now used to visualize sector owned instead of side flag
  • Added: "Players cost" attribute in "Sector" module can now be a code, dynamically calculated during mission
  • Added: "Deserted delay" attribute replaced by more logical "Deserted distance". When vehicle is abandoned, a vehicle will respawn after no player is in the given distance from it.
  • Repaired penetration material on some signs
  • Fixed: Vehicle equipment loads in response to this issue (http://feedback.arma3.com/view.php?id=14161)
  • Unified standardized ammo loads for each vehicle type for very faction

  • Unified smoke and smoke shell colors for every faction

  • Added Titan AP rockets for BLUOR IFV and INDEP IFV

  • Added RPG HE rockets for OPFOR BTR

  • Fixed: Rear lights on HEMTTs
  • Fixed: Bad penetration materials on static Titan launcher (AT)
  • Configured second ladder for dp_smallFactory_F and added a second ladder
  • Fixed: Label shading on ammo boxes
  • Fixed: inSpeed and inDir variables for explosion effects

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EXE rev. 111857

Size: ~181 MB

  • Fixed: AH-9 minigun barrel axis is wrong (http://feedback.arma3.com/view.php?id=645)
  • Adjusted HUD of Buzzard
  • New underwater effect for smoke grenades
  • Thin armor plate surface added
  • Fixed: BIS_fnc_deleteTask no longer attempts to delete non-existent tasks
  • Fixed: Tasks were not deleted globally (by the previous function)
  • Changed BLUFOR Recon Marksman default rifle to EBR (from MXM variant)
  • Fixed: SUV has a texture error inside (http://feedback.arma3.com/view.php?id=13883)
  • Decreased weight of OPFOR Marksman Rahim rifle
  • Increased weight of BLUFOR Marksman MXM variant rifle
  • Tweaked camera shaking from medium and heavy ordnance firing, hits and explosions
  • Fixed: Stretched LCD overlay UV for CROWS optics
  • Better LCD screen resolution for current state of vehicle optics
  • Fixed: Bad normal mapping on MRCO optic
  • Slammer fire geometry and damage setup improvement (WIP)
  • Event handlers return value is used only if non-null (details)

Edited by DnA

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EXE rev. 111925

Size: ~445 MB

  • All official objects should now in editor correctly show their author
  • Fixed: RAH-99 spot light emissive texture is always active (http://feedback.arma3.com/view.php?id=12819)
  • Added Tactical vest for OPFOR Helipilot
  • AAF have their helmets visually tweaked
  • Tweaked resolution of the onClick code for triggering missions through strategic map to prevent blinking after the map fades to black
  • Fixed: handleDamage EH issue (http://feedback.arma3.com/view.php?id=6644)
  • Improved ambient animation termination code to make it more reliable
  • “Report In†task navigating to the mission givers will now properly show the waypoint in all situations
  • Missing line breaks in “Patrol†task description were added
  • Compositions of Maxwell updated
  • Duplicity in equipment visualization after briefings fixed
  • Improved transition from strategic map into briefing
  • Simple termination of the 2nd ambient animation added to prevent unwanted collisions during briefing cutscene, where some of the soldiers suddenly had no weapons
  • Player can now freely switch between 1st and 3rd person views during briefings
  • Player can now freely switch between 1st and 3rd person views during ‘welcome to Maxwell’ cutscenes
  • Pressing [space] before scene is rendered should not break the intro walk-in part
  • Transition from Patrol to Maxwell improved; it is not playing intro animation anymore
  • Force-started briefings now directly trigger the default mission and there is no armory after the briefing is done
  • Added a safecheck code to prevent overlapping of the two different mission intel OSDs
  • Removed first red page from Notepad, File (documents) and File (top secret)
  • Fixed: Floating scope on MXM weapon (http://feedback.arma3.com/view.php?id=3102)
  • If no handleDamage handler returns a value the damage remains unchanged instead of setting it to zero
  • Fixed: Preview image for selecting interface colors was always white
  • Tweaked camera shaking from medium and heavy ordnance firing, hits and explosions

Potential spoiler updates:

  • Adjusted the crash site composition to prevent the medic from getting stuck
  • Miller's identity was not set correctly
  • Further improvements to the balance of the mortar segment
  • Slight adjustments to player's team's reactions to paratroopers
  • Further improvements to the behavior of the extraction boats
  • Name of Alpha Lead in ORBAT was not updating correctly
  • Fixed potential script error with mortars in Tipping Point

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EXE rev. 111995

Size: ~181 MB

  • Missing PhysX and suspension settings on Kamysh and Tigris
  • Kamysh hull hitpoints improved
  • Kamysh and Tigris front side armor easier to pierce through
  • Reflection and macro UV stretching on Marshall wheels fixed
  • Marshall interior damage materials tweaked
  • Marid damage material UVs tweaked
  • Panther materials tweaked
  • Flickering shadows in interiors of cars should be fixed
  • Small uniform weight / capacity ratio update
  • Updated setup of heli pilot / heli crew / pilot equipment so it's now comparable across factions
  • Swapped load order of some equipment to help engine to load inventory properly (heavier stuff should go first)
  • 'colorBackground' attribute in CfgORBAT renamed to 'colorInsignia'
  • Bug caused by change of EH functionality in engine fixed
  • Fixed: Range on M2HMG misaligned (http://feedback.arma3.com/view.php?id=15126)
  • Fixed: Can we please get the ramps on the H-Barrier watchtowers working? (http://feedback.arma3.com/view.php?id=15884)
  • Fixed: Text area for number of respawn tickets was too narrow
  • Game Options: Language switch changed to ComboBox
  • Added: RscTree expandOnDoubleclick parameter
  • Updated: MP mission HUD (i.e. the bar visualizing sectors or remaining respawn tickets) now shows side score of all involved sides, instead of merely displaying the leading side
  • Fixed: Sector icons in the 3D scene were not based on difficulty
  • Stop propeller animation for ships when engine is hit
  • HandleHeal event handler is now also called for self-healing
  • Added: New CTree config option to expand / collapse tree using double-click
  • playableSlotsNumber command added - returns number of available slots or playable units
  • Fixed: exThreads parameter can break some script commands (e.g. scriptDone) (http://feedback.arma3.com/view.php?id=7456)

Edited by DnA

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EXE rev. 112057

Size: ~229 MB

  • Fixed sun flare intensity computation
  • New network script function setObjectTextureGlobal
  • Helicopters have their supplies transport capacity tweaked
  • Fixed: The stick of xH-9 family helicopters works again
  • Adjusted rudder coefficient of Buzzard
  • Fixed: Dead pilots in Buzzards have a correct pose
  • Ambient animation function now auto-terminates if it is executed on unit that is already playing ambient animation
  • Fixed: Weapon pool persistent variables causing issues when reverting campaign
  • Hub briefing skip mechanics fixed & improved. Players can now skip the whole briefing and get directly to the armory if they press [space] before it loads
  • Getting out of a static turret now causes player to face the turret
  • Ejecting has been removed from action menu for static weapons because there is no need to eject when getting out is enough
  • Improved: Fall into rocks by lighthouse and unable to get out (http://feedback.arma3.com/view.php?id=7276)
  • Weapon weight diversification:
  • Overall weapons weight increased

  • Increased weight of heavy pistols

  • Greater and better scaled weight differences between various weapons of the same type

  • Fatigue: Further changes will follow according to devbranch feedback and tweaks
  • Grenades now cast shadow while flying towards their target
  • Mines now have a correct side
  • The artillery computer of mortars has been re-calibrated to actual computer type (slightly more accurate)
  • Zephyr missiles have their distinctive magazines
  • Merged from OA / DayZ: Small MP optimization related to simulation precision

Potential spoilers:

  • Maxwell composition updated to fix the clipping in Wet Work briefing
  • Adjusted dates and time of briefings at Maxwell

Edited by DnA

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EXE rev. 112144

Size: ~352 MB

  • Soldier equipment protection tweaks (WIP - things like body armor, in an attempt to shift focus from character class to equipment worn)
  • Campaign: Weather is now correctly updated when the time shifts for a briefing (e.g. fixes out-of-place rain during one briefing). Wind and rain are handled better.
  • Removed old lights from Zamak
  • Various small objects have their models reworked (wooden piles and electronics)
  • Bunker object makes better use of its ladder
  • Added: Links to Community Wiki and editing forum to debug console header
  • Added: Feedback button leading to http://feedback.arma3.com is now displayed in the pause menu when devbranch is running
  • UI: Insert Marker - Flags are no longer colorized (the white parts were incorrectly colored)
  • Fixed: Disappearing magazines when changing to same weapon

Edited by DnA

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EXE rev. 112166

Size: ~96 MB

  • Fixed: Surround sound issues with conversations especially
  • Tweaked animation, fatigue and weapon sway configuration according to first feedback
  • Swapped weapon sway axes for small radius

  • Slightly decreased weapon sway in crouch

  • Slightly increased weapon sway in prone

  • Changed duty values of certain animations

  • Overhauled duty modifiers of terrain slopes (now it is possible to actually regenerate fatigue while moving down the slight hills)

  • Fixed odd speeds of certain animations

  • Set up proper animation speed for transition from prone to crouch

  • Fixed: Panther material problems
  • Added: New armor plate materials for future appliances
  • Tweaked: Position of members of AAF groups in editor
  • Fixed: Tooltips of controls in more than one control group
  • Removed parameter from getShadowDistance script command

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EXE rev. 112219

Size: ~319 MB

  • Fixed: Animation slowdown issues like:
  • Too slow inventory opening in some stances

  • Too slow binocular / range-finder on / off

  • Position changes speeds between various different stances

  • Few other small animation speed related issues

  • Updated: BIS_fnc_objectSide can now detect actual player's side, even after it was changed on the fly. This affects BIS_fnc_MP function, but the its behavior should remain same.
  • Added: BIS_fnc_playerSideFaction - returns the representative faction of the given side
  • Fixed: SP mission sometimes didn't end when some display was opened
  • Minor balance of OPFOR equipment:
  • Decreased weight of pilot uniform

  • Decreased capacity of standard uniforms

  • Increased weight of standard uniforms

  • Increased capacity of harnesses vests

  • Removed: Chair on top of building in Showcase Armed Assault (would float after building destruction)
  • Lowered damage of destroyed house hitpoints
  • New materials, improved textures for timbers and wood pile
  • Assistant Missile Specialist (AT) for all factions now carries one Anti-Personnel rocket and three Anti-Tank rockets, instead of just four Anti-Tanks rockets. Thus he offers somewhat broader spectrum of possibilities for Missile Specialist.
  • Increased amount of supplementary ammo carried by Assistant Automatic Rifleman for all factions to:
  • BLUFOR 12x 6.5mm 100 round magazine

  • OPFOR 8x 7.62mm 150 round magazine

  • INDEP 6x 6.5mm 200 round magazine

Possible spoilers:

  • Added: Crossing Paths light flash on LZ Connor when AAF starts the attack
  • Fixed: Crossing Paths Camp Maxwell task was not declared completed

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EXE rev:icon_twisted: 12312

Size:icon_twisted: ~87 MB

  • FIX: Minor speed bug preventing running slowdown with rifle introduced by previous fix of adjustments slowdown.
  • FIX: Some more wrong animations slowdowns.
  • FIX: Animation for gunner of Gorgon.
  • FIX: Cinematic border has been fixed properly, now.
  • FIX: Flaw in the logic of BIS_fnc_quotations and BIS_fnc_cinemaBorder was preventing saving from being re-enabled when they terminated.
  • FIX: Minor fix of INDEP equipment. GL vest variant for INDEP Squad and Team leaders to match the distribution with other factions.
  • FIX: Rebalanced independent vests to introduce even more diversity among armors.
  • FIX: Minor redistribution of Guerrilla weapons.
  • FIX: HarnessOSpec variants on same protection degree as it should be.
  • FIX: Tweaked parameters of SDARs underwater ammo.
  • FIX: TRG rifles have correct mouse-over description of caliber.
  • FIX: Introduced minor variability in BLUFOR assistant automatic rifleman supplementary ammunition.
  • FIX: setShadowDistance works again.
  • ADDED: New parameter drawLightSize for simple point light.

Compiled by pettka while Master lord Joris ascends to higher zen level

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EXE rev. 112324

Size: ~141 MB

  • Fixed: Speed of walk animation at campaign start
  • Fixed: Pause menu effects were visible after returning to a mission from which player previously exited the game while in pause menu
  • Fixed: Some vests were too durable
  • Added: New optional attribute for Sector - score reward. Defines how many points are awarded to a side which captured the sector.
  • Added: Calling 'true call BIS_fnc_moduleSector' will now list all sectors.
  • Fixed: FIA truck cabin was not visible from the back (http://feedback.arma3.com/view.php?id=16043)
  • Fixed: Offroad Armed was only enterable from drivers side (http://feedback.arma3.com/view.php?id=16025)
  • Fixed: Camo in view LOD of transport truck
  • Fixed: Textures of bridges in lower LODs
  • Added: Faction score in debriefing screen
  • Updated: Marker colors based on sides are now named consistently with other uses of sides. Previous classes were preserved because of backward compatibility.
  • Fixed: Returned distance from trigger border in BIS_fnc_inTrigger was twice the actual value
  • Added: Expand button to campaign menu
  • Fixed: Crash when setting zero or negative mass
  • Updated: Scripted side recognition - (side group player) and (playerSide) is now replaced by (player call BIS_fnc_objectSide)

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EXE rev. 112503

Size: ~395 MB

  • Recent work on fatigue and personal protection was disabled temporarily because they are not quite ready yet, and we are preparing for a main branch update. Work on them should continue right after that release (planned for this week).
  • Moon and stars are now affected by fog
  • Multiple tweaks and repaired hidden selections on armored vehicles
  • Redefined camo selections on armored vehicles
  • Removed lights from lower LODs of Bobcat
  • Fixed: Missing textures on Gorgan (http://feedback.arma3.com/view.php?id=16032)
  • View-pilot LOD of Gorgon tweaked
  • Speedboat has now correct sorting of anti-water material
  • Fixed: Crash while starting -server
  • Fixed: Indestructible communications tower in Showcase Vehicles
  • Configured new marker lights for e.g. runway lights and airport tower lights
  • Fixed: Geometry component of Scrap Heap
  • Fixed: Walking on stairs on cargo tower and cargo patrol tower

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EXE rev. 112548

Size: ~76 MB

  • Fixed: Missing 'colorCivilian' marker color (http://feedback.arma3.com/view.php?id=16124)
  • Fixed: Campaign / Scenarios / Challenges menus expand & collapse buttons
  • Added: All UI trees can now be expanded by double-click on an item

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EXE rev. 112601

Size: ~31 MB

  • Fixed: Campaign and Challenges menu inconsistency around expanding and collapsing trees

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EXE rev. 112641

Size: ~231 MB

  • Maxwell: Navigation waypoint is no longer attached to the briefing speaker unit but is attached to the briefing center object
  • Added: Ability to set forced sector owner using: [<sector>,<side>] call BIS_fnc_moduleSector;
  • Tweaked: ScrollBar scrollSpeed
  • Fixed: Priorities of disassembling static weapons and getting into them
  • Added: centerSize parameter for visible point lights
  • Tweaked: Adjusted stances have their speeds
  • Tweaked: Panther turning and acceleration performance
  • Fixed: Wheeled APCs damage balancing
  • Tweaked: Kamysh hull hitpoint (minor)
  • Fixed: Speed of tracks for most of the tracked vehicles
  • Tweaked: Slammer hitpoints (tracks less resistant to mines)
  • Fixed: Gorgon turret animations
  • Tweaked: Tracks fire geometry for artillery
  • Tweaked: T-100 geometry
  • Fixed: Wrong view geometry of wreck of Slammer, offset in wreck proxy position
  • Improved: Slammer damage visual indication
  • NATO technicians replaced optically camouflaged suspension of Slammer tank with more powerful traditional variant
  • Fixed: MLRS launcher elevator animations
  • Showcase AAF: Buzzard will try to avoid collision with objects on runway again
  • Fixed: Setting number of respawn tickets to 0 resulted in unlimited tickets, and the other way around (MP Defend)
  • Fixed: Blinking face in the thistle model
  • Mortar has new UI icon and various visual tweaks
  • Fixed: Cropping of the campaign overview text
  • Opacity of black alpha in 3D scopes reduced
  • Reduced power of 120mm APFSDS (armor balancing)
  • Fixed: OPFOR ACO now glows green in the dark (glowed red before)
  • Tweaked: Zamak and HEMTT trucks
  • Adjusted: Collision damage coefficient for Darter to make landings a bit easier
  • Repaired camo selections of HEMTTs and Zamaks
  • Tweaked: PP refract texture for the rain
  • Adjusted sun flare underwater
  • Fixed: Disappearing rain in relation to ATOC
  • Added: Script command getClientState
  • Fixed: It was possible to respawn on removed respawn position (http://feedback.arma3.com/view.php?id=15988)
  • Added: Unit playback by BIS_fnc_unitPlay can be now terminated by calling: <object> setVariable ["BIS_fnc_unitPlay_terminate",true];

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No new EXE (auto-tests failed)

Size: ~75 MB

  • Known issue: rogue empty listbox in some playable content menus
  • T-100 commander gun more fragile
  • Fixed: T-100 missing hitpoints of commander's turret
  • Functional mirrors for Gorgon
  • Added wrench icon to command menu of FIA engineer
  • HEMTT models have been reworked - proxies have been merged into models for better performance
  • Minor key presets improvement. Zooming in and out mapped on mouse side buttons in all presets by default. It might be more convenient for some users then to have it on Numeric keys by default (though that is still available).

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