We're going to update the Steam and Xbox versions of the game. The Steam version will be updated today. There will be server downtime between 12:00 - 15:00 CEST.
Arma Reforger 0.9.5.116 changelog:
Multiplayer
Fixed: Disconnection after alt-tabbing while joining a MP session
Fixed: Replication save that could sometimes fail due to multithreading issue, which led to the disconnection of a player
Fixed: Possible crash on server shutdown
Fixed: Possible crash on joining a modded server
Fixed: Xbox - crash after leaving a modded scenario
Game
Fixed: AI message “northwest” was not localized
Fixed: PKM barrel, ammo belt, and magazine were sometimes black
Fixed: Errors in BSP setup of one of the Garage objects
Fixed: Horn sound kept playing if the driver switched seats while using the horn
Fixed: Possible crash in AnimationPlayerComponent
Fixed: Camera could be wrong for a spawned unarmed character
Fixed: Conversion of large floats to integer
Fixed: Crash in Workbench Layout Editor
Fixed: UGL grenades were pickable after they were fired
Tweaked: M203 is not visible in inventory anymore
Changed: Logo, splash screen changed to Reforger for Xbox
Added: Option to set item visible in inventory
Dev Report #10
Attention soldiers,
In the tenth Dev Report, we are presenting network optimizations, improvements, plans for the ongoing development, and crossplay. We also talk about our first upcoming major update 0.9.6, in-game Workshop on our web, and more!
Read more here 👇 https://reforger.armaplatform.com/news/dev-report-10
0.9.5.109 Update
Attention soldiers,
We’re going to update the Steam version of the game on Wednesday, August 10th. There will be server downtime between 12:00 - 15:00 CEST.
As you might have noticed, we are renaming our updates - now the title reflects the numerical version of the update.
Arma Reforger 0.9.5.109 changelog:
Crossplay
Added: Crossplay is enabled now
Added: Dedicated server config allows platform setup of PC or Xbox+PC crossplay
Added: Server browser crossplay filters
Added: Warning to loading screen displayed when joining a crossplay server
Added: Crossplay privilege checked and used on Xbox
Added: Player list showing a column with platform icon
Game
Fixed: Missing open trunk user action on Ural truck
Fixed: Possible crash in building mode
Fixed: Possible crash when exiting ladders
Fixed: AI getting stuck when exiting ladder after climbing it up
Fixed: Semi-lowered weapon does not shoot immediately on mouse click but raises the weapon
Fixed: Crash possible after grenade throwing is canceled
Fixed: Get in and switch seat action on cargo variants of trucks is now accessible
Fixed: Controls conflict between saved camera in GM and saved selections
Fixed: Control hint for using slot 4 on the controller was missing
Tweaked: Deploying MHQ on top of rocks is restricted
Changed: Server browser now sorts by ping by default
Changed: After using a bandage, automatically assigns a new one to the quick bar
Changed: Arrow keys are no longer controlling character movement
Added: Unbind action to keybinding settings
Added: Official and community server filters in server browser
Added: Possibility to delay deactivation of an animated object on BaseItemAnimationComponent
Modding
Fixed: Crash caused by clicking on Retry button in Virtual Machine Exception window
Fixed: World Editor invalid bounding box when starting a mission with an empty world
Changed: Workbench profile folder is now separated from the game, called ArmaReforgerWorkbench
Added: Script methods to bind and call custom commands and variables in animation data
Added: CallCommand4I was missing in _AnimationControllerComponen_t
Multiplayer
Fixed: Prevent certain network desyncs when removing items from replication to crash the game
Fixed: Prevent a crash when the client receives an RPC for an item that has locally been removed from replication
Fixed: State replication could be stalled by bandwidth limit
Tweaked: Optimized http requests using the same connection
Tweaked: Minor streaming optimization for UniversalInventoryStorageComponent
Added: Separate RplError value for kick due to flooding and stalling to better differentiate between these two cases
Cinematic & VFX Tutorial
Welcome to the Cinematic & VFX tutorial! Community videos and cinematics (also known as machinimas) have always been a part of Arma and DayZ platforms. And you, our community, have always been keen on learning and exploring our games' options. That is why Vladimír Jaške, Director of the Arma Reforger launch trailer, will show you a step-by-step workflow for creating awesome cinematics and visual effects in the Enfusion engine.
We want to help you achieve the most out of Arma Reforger and its engine Enfusion, that is why we will be bringing more tutorials from our developers in the future.
Check our web for the tutorial: https://reforger.armaplatform.com/news/cinematic-tutorial
Development Roadmap
We are releasing our Roadmap that will inform you about three upcoming milestone updates. Learn more about what features and assets you might expect in the future.
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We're here to showcase another batch of incredible community content that was shared over the past month. Let's jump straight into it!
Read more here 👇 https://reforger.armaplatform.com/news/comrad-2
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
Dev Report #9
Attention soldiers,
In this Dev Report, we continue to inform you about our ongoing short and long-term activities as we make progress on bug fixes, optimizations, new additions, and more. In particular, our team wanted to provide some details about how we plan to continue delivering our updates. We've also got some exciting new information on our upcoming release of crossplay, useful additions for modders, and our plans to publish a Release Candidate build for players in the near future.
Read more here 👇 https://reforger.armaplatform.com/news/dev-report-9
New Updates #5
Attention soldiers,
We’re going to update the game today, July 20. There will be server downtime between 12:00 - 15:00 CEST.
Fixed: Crash in BaseLoadoutManagerComponent when the cloth has an invalid area occluder in data
Fixed: Switch to the third-person camera was sometimes not working
Fixed: Crash possible on replicated entities due to hitzones getting released too early
Fixed: Crash on accessing AttachmentSlotComponents of weapons
Fixed: Crash if sway modifiers are wrongly configured
Tweaked: Better default particles (disappearing less radically)
Added: Container opening sounds to vehicles and traversing
Multiplayer
Fixed: Muzzles not synced entirely when streaming could cause broken hit registration
Fixed: Player disconnection was possible when a replicated entity was released from replication and made a part of another replicated entity
Fixed: BattlEye was accidentally enabled even for servers with it disabled
Changed: HitZones no longer replicated, replication routed via the parent hitzone container
Changed: Updated BattlEye binaries
Added: A2S bind address can now be configured independently from replication itself
Audio
Fixed: Xbox communication device handling, consistent with device permissions
Fixed: Changing the microphone when the default device is edited while in game
Controls
Fixed: Gamepad combos were not displayed properly in the keybinding menu
Fixed: Rebinding certain actions were not setting proper input filters
Tweaked: Smoother input curve for aiming using a gamepad
Changed: Split VONToggle into separate actions, using VON of another type will now cancel the original if toggled
Changed: Push to talk is now on press instead of delayed hold
Added: Weapon inspect keybindings and default bindings adjusted to Ctrl+R / RB + X, grenade slot binding to View + B
Added: Ability to rebind Hint, Hint details, Objectives, and Current objective
Removed: Default joysticks bindings until joystick rebinding is supported
Modding
Fixed: Inverted controller vertically didn't work with helicopter pitch action
Changed: NavmeshEditorTool to allow saving of parts of navmesh
Added: Rework of serialization system
Added: BinSerializationContainer for serialization
Added: Support for modding of parts of navmesh
Dev Report #8
Attention soldiers,
In this week's Dev Report you will find information about current issues and what we are doing to resolve them. Specifically, we want to address some of the major reasons for player disconnects and crashes. changes in voice over network, and some of the upcoming changes - such as cross-play!
Read more here 👇 https://reforger.armaplatform.com/news/dev-report-8
As always, thank you all for your patience, support, and feedback!
New updates #4
Attention soldiers,
We’re going to update the game today, 13th of July. There will be server downtime between 12:00 - 15:00 CEST.
Arma Reforger 0.9.5.97 changelog:
Multiplayer
Fixed: Improvements to door network synchronization
Fixed: Explosion projectiles applying damage to multiple items was optimized
Fixed: NwkMovementComponent extrapolation would work with the previous value rather than the latest one
Tweaked: Logging RplId of nodes that could not be found during creation
Tweaked: Added a note regarding prefab entityID network serialization
Added: Streaming all content of the current cell first logic
AI
Fixed: AI getting stuck in aiming after an attack and investigating
Fixed: Rotation of AI when provided with a lookAt location
Added: New navmesh area type for ladders
UI and Localization
Fixed: Disabling and enabling a dependency of a mod showed a wrong confirmation dialog
Fixed: Faction attribute now supports other entities that use the faction controller
Fixed: Author name in the loading screen
Fixed: Multiple strings for localization
Fixed: Login dialogs need the player’s email instead of their username
Fixed: Opening the context menu by clicking RMB on an entity did not hide its tooltip
Fixed: Script error when opening the entity browser
Changed: Kick notifications now state the reason why the player was kicked (if it happens through player interaction, e.g. a vote to kick for excessive teamkilling, etc.)
Changed: Debug info in entity tooltips is now based on the debug menu
Changed: Visuals of VON UI unified with other HUDs and simplified; the whole widget is about 25% smaller in both X and Y axis
Changed: Icon indicator for continuous transmission changed to “lock”
Added: Feedback Tracker link to the community section
Game
Fixed: Opening the inventory now pins a grenade instead of throwing it
Fixed: Camera shaking when the player would melee while in ADS
Fixed: Set ‘draggable’ to false on all arsenal, ammo, equipment boxes; block users from moving boxes into vehicles/inventories
Fixed: Dropping a transmitting radio would not end the transmission
Fixed: Spawning inside radio operators
Fixed: AI could block construction sites
Fixed: In some cases the building process was not blocked for the player when building was in progress
Fixed: Reloading while holding the fire button does not break the reloading animation anymore
Fixed: Changing fire mode cancels weapon firing to prevent ‘full-automatic shooting’ with semi-automatic weapons using rapid fire mode changing
Fixed: The death camera was not following the player character
Fixed: Toggling between Picture-in-Picture and 2D scopes should no longer cause issues
Fixed: PiP HDR possibly using an improper camera index
Fixed: VME when swapping PiP scopes
Fixed: Correct collider materials assignment and fixes to hit effects and decals on the municipal office building
Fixed: Complex loadout compositions may break if inserted via a request spawn item, as an entity needs a HierarchyComponent in order to be parented via the SpawnParams Parent property
Hotfixed: Ragdoll Y position not synchronized when streaming ragdolls in
Tweaked: Shaking of the turret in ADS while rotating it or the vehicle moving
Changed: Door component disabled for Door_FactoryHall_E_01_Elevator
Changed: Map deactivates/activates the player camera when it opens/closes
Changed: Rocket M72 with a new model and rig (fixes sticking out fins)
Backend
Fixed: HTTP response queue depletion, when joining to / disconnecting from a modded server
Fixed: Potential Workshop crash
Fixed: Backend - Crash when someone exceeds the data size and JSON creation fails during Save or Upload
Fixed: Checking ping before entering the server browser
Tweaked: Backend - Service status test time value reset on errors
Tweaked: Backend - Removed the SetFailed() state from OnErrorHandling response callback as it was redundant and called already
Tweaked: Support for deleting mods (API)
Changed: JsonApi buffer for local saves increased to 1MB
Changed: Backend - Environment connecting process for clients to be infinite, which allows re-connecting when there are temporary connection issues
Changed: Backend - Refactored Error + Timeout calls to get rid SetFailed() + SetTimeouted()
Changed: Backend - All possible JSON parse errors in WorkshopApi result in a failed state
Added: Backend - IsInitialized() API function to indicate an environment load is being processed
Added: Hiding an author’s content request
Added: Author is blocked API
Added: BattlEye server filter with icons and a localized string
Added: Server browser kick dialogs fallback to error group
Modding
Fixed: BaseWorldAPI::ProjectViewportToWorld missing one parameter in the script declaration
Fixed: Pivot ID not being applied to camera transformation in PiP scopes
Changed: Only allow CharacterAnimationComponent on ChimeraCharacters
Added: Option to set PiP camera angles for specific kinds of optics
Game Master
Fixed: “Clear all destroyed entities” action deletes destroyed vehicles now