We've got a stocking full with a major update to Siege and some exciting changes for server hosts. Easier initial server set up and Linux server testing are just a few of the changes we have in store! Thank you so much for a wonderful 2017 and we can't wait to bring you more in 2018!
Updated Map
Siege map updated and touched up with new art and assets. The new map is entitled “Hydra” and is an Extract map.
More maps will be updated in the coming year.
Server Registration
Server admins need not register their servers anymore. Simply start a server using the Host a Server tool and you are good to go. The new server will appear in the browser for all players.
Dedicated Servers
We are testing our official servers on Linux dedicated servers. We expect to be able to release these to the public for use sometime early in 2018.
This update is chock-full of bug fixes, quality of life improvements, and content. We are adding two AA2 favorites that have been lovingly updated by our art team for AA:PG. Our community weapon skins are all ready to go and can be used right away! Several maps have received performance improvements. We have created some new options with flashbangs. The tinnitus sound they produce can be uncomfortable to some users, so there are options to make that better while keeping it fair. There are a few weapon balance changes and fixes as well.
New Maps Two favorites from AA2 have returned! Each is a faithful recreation with the same layout and gameplay as the originals with updated visuals.
Sandstorm
Insurgent Camp
Weapon Skins
User-made weapon skins are now available for use. They are free and open to everyone – no unlocks required!
Black & Grey by Root-Access
Available on the M4
Magma by –VI-troub!E
Available on M4
Woodland Hex by [ENG]Uni-Sol
Available on all weapons
Worn Desert by [-n00b-]Bones
Available on M4
Screamin’ Eagle by Keebler750
Available on M4
Desert Hex by [ENG]Uni-Sol
Available on M249
Big Game Hunter by Smurffy
Available on M24
Stainless Steel by Smurffy
Available on M9
Nickel by [-n00b-]Bones
Available on M1911
Maps
Redline & Homestead performance improved in numerous areas
Fixed issues with geometry getting culled out incorrectly on Redline
Cleaned up collision in Checkout where players could reach unintended areas
Weapons no longer shoot through trees on Raptus
Fixed a spot where players could see through geometry on Rusneyev
Fixed a rock on Stone Ruins players could hide within
Door functionality improved – hold the “use” key to quietly close or open a door
Doors now block flash effects and grenade damage
May now revive and secure players who die within the dreaded elevator on Redline
Fixed an unintended sightline on Springstreet
Fixed areas where the player would clip into sandbags on Homestead
Added a blocking volume to an area of Overload where players could clip into pipe work
HUD/UI
Players may now pickup objectives by running over them if desired; this is enabled from the Settings menu
The minimap updates across several frames now, resulting in a performance increase
Main menu buttons more centered with smoother animations
Spectator hint text now supports gamepads
Hint text now supports multiple lines where needed
Orange added as a selectable color for scopes, crosshairs and nameplates
Function keys may now be bound in the Settings menu
Deploy menu, Team Select, Enhanced Spectator, Bug Report and Report Player bindings added to the Settings menu
VOIP indicators no longer appear in single player
Fixed an issue where sometimes the color selection for nameplates would not stick
The overhead map now properly shows enemy fire locations in the same manner as the minimap
Mouse scroll zoom on the MySoldier menu works as expected now
Fixed issue where the vote text would not update properly when multiple votes are called in the same round
Flash Bang Audio Settings
There is a new setting in the audio settings menu labeled "DISABLE TINNITUS SOUND. It is intended to be used by those that find the tinnitus sound from flashbangs uncomfortable. The normal audio effect of flashbang grenade is a tinnitus sound that plays over other sounds but still allows the player to hear other sounds. This setting, when used, replaces the tinnitus effect with a reduction of volume to 10% of the current setting, restoring to normal over the same time the tinnitus effect would have faded. The in-game effect is to deafen the player for a short time
Weapons
M16 damage increased slightly
M1911 deals slightly more damage has faster sight-up time and is more accurate
M16 and M1911 damage drop off over range reduced slightly (will deal a bit more damage further out)
Shotguns a bit more effective over range
Pistols do not create suppression (added unintentionally at some point)
Fixed several long-standing cosmetic animation issues with the M14
Burst fire audio now properly handles bursts of less than three rounds or an interrupted burst
Players will now see their own tracers when simulated munitions is enabled
Miscellaneous
Option to pick-up an objective via run over added to the Options menu
When an objective is brought out of bounds it will instantly drop at the border volume
The server option to remove character shadows once again works as intended
Custom map makers can now enable NVGs on a per team basis
Spectators can now see progress reticles when the player spectating interacts with an activate or destroy objective
Depth of field limited when using NVGs to avoid overly blurry reticles
All magnification scopes no longer use a depth of field effect; this removes the blurry reticle issue on many scopes
Flashbangs now properly impact players who are in the process of being revived when flashed
Fixed issue where stamina would not regenerate at the desired rate following a jump
Fixed an issue where a player’s stamina could become out of sync with the server
Top Performers properly lists players who have exited the game
Weapon swap while reviving or bandaging is now prevented
Fix for rare case where a player could get two frag grenades
Fix for takedown animation not properly freezing the victim in place
Fixed an exploit where some player names could not be kicked
Fixed a problem where the last played map was not displayed properly on the map vote
Deleted unused textures to reduce the download size by a few hundred megs
Carried objectives can no longer be picked up after a round ends
Fix for door sounds not always properly replicating
Players no longer able to mute themselves
Credits updated with development babies and more
Fixed issue where the spotting scope could be lost when changing loadouts in single player
Fixed exploit where adjusting shader quality would result in loss of ambient audio
Fixed an issue where a server with autobalance off could get into an infinite loop if the VIP left during the warmup phase
Players who use the “Withdraw” option before the round begins will no longer be considered for VIP selection
Fixed an issue with the prone bandaging animation where players could be seen to pop into standing for a single frame
Fixed issue where if the VIP changed teams they would be highlighted improperly on the scoreboard
The bomb no longer falls through objective meshes if dropped on one
ESC and ENTER may no longer be rebound via the settings menu
Fixed for Coldfront maps not appearing in the map list for the Host a Server tool
Spectators can now see objective progress for activate and destroy objectives
Ported the game to PS4 – out now!
Hotfix (27 JAN 2017)
We have fixed the VOIP issue and the issue with BDX_SPRINGSTREET_EX.
Unfortunately this will require server owners to update their servers.
The build will be live shortly.
Game Update Notes (26 JAN 2017)
MAP FIXES
NETCODE FIXES
MISC
Game Update Notes (21 NOV 2016)
New maps are here! We are happy to finally put Furious, Rusneyev, and Raptus into our Official map rotations! We've also added a few new achievements and fixed a few bugs.
Have a great Thanksgiving and enjoy the update!
The three Concrete Jungle Maps are included in this release. We made them all available in both FLO and BDX format:
Four New Achievements!
Misc. Bug Fixes
Game Update Notes (03 NOV 2016)
This is a small bug fix update to tidy up a few bugs while we work towards our November version update. Later this month we will roll out the new User Made Map Contest winners. We're all really excited for you to check those out, they are great!
Game Update Notes (20 OCT 2016)
Happy early Halloween! Our October update is here and with it comes a host of fixes and improvements. The biggest thing to note is a massive overhaul of our 'netcode'. You can check out our podcast covering some of the information HERE
A full list of the changes is also at the bottom of the post, and Dev Kartigan will be watching the forums answering any questions you have regarding the 'netcode' update.
Account Changes
VIP
Environment Changes and Bug Fixes
HUD/UI Changes and Bug Fixes
Host a Server Tool
Miscellaneous Bug Fixes
List of all 'Netcode' changes and updates
AAPG First Released Three Years Ago
8/29/2013 was the initial release date of AAPG and the start of the open beta.
It is hard to believe it has been three years! People today are playing a vastly different game than the one we first released.
We released with 12 maps (ignoring BDX/FLO versions of the same map. All but the Hospital family of maps were "training" maps. They were not well received by many people. I can't blame them; we didn't like them all that much either. It is a long story as to why those maps were made the way they were.
Our features have changed and evolved over time. For the better I hope. Some examples:
When the game first came out people could spectate their own dead bodies. This was a bad idea. :) We knew it but it took a while to get permission to change that. One would often hear "Nade my body!" over comms in those days.
Once upon a time players could be revived twice and downed bodies would never bleed out. Made for a very different game then. We are much happier with the current implementation.
It has been quite a journey. I am proud of what our team has accomplished. Most will never know the obstacles we have had to overcome. Every game has its challenges and working for the Army has its own unique set of challenges! I know some in the community will never be satisfied. That is fine, that is how things are. Can't please everyone all the time. Even Overwatch and its 15 million players has its critics.
AAPG isn't done. In the short term we have more UMM contest winning maps and a net code update is on the horizon.
Thanks for playing America's Army. We only ask that you enjoy it!
A quick tour of other notable updates over the past three years:
Oct 31, 2013: Added lean, added equippable grenades (previously they were only quick throw), added the Hooah! key
Feb 20, 2014: Redline and Harbor Assault maps, C4 game type (yes we messed up making the bomb securable by defense!)
Mar 27,2014: Mission Editor available
July 3, 2014: Added roles including sniper and M24, Coldfront and Slums, Tactical movement, actual minimaps (previously was a radar with no background)
Sept 23, 2014: Players can drop and pickup weapons, Intercept added, weapon damage falloff introduced
Oct 30, 2014: Overload is our first UMM contest winner
April 17, 2015: The first of several opt-in tests begin
Oct 1, 2015: AAPG officially out of beta with new HUD/UI, rank system, weapon skins, new character models, enemy weapons, demorec, etc.