Added: Holding movement input after exiting a vehicle now stops the character from performing the close door action, speeding the process up
Added: Teleporting character now adjusts replicated position on server
Changed: Character server replication system now holds position instead of velocity
Changed: Disallowed weapon reload through inventory unless the weapon is equipped
Changed: Disabled AI switching from gunner position to driver seat until retreat behavior is available to fix AI doing nothing after switching seats
Tweaked: Various vehicle door animations
Tweaked: Dead/injured characters stuck inside the vehicle during remove casualty action
Fixed: Several problems with killing player while getting in/out
Fixed: Car light was disabled when player left driver seat
Fixed: Player got stuck if they opened the front doors from the back compartment and vice versa
Fixed: Switching seat in quick succession made character stuck
Fixed: Open/close door action was not available from inside of some vehicles
Fixed: Restore removing of CanFinishVehicleAction event in the Begin of vehicle actions
Fixed: Open/Close door user action was not available from outside
Fixed: Map - It was impossible to draw lines to the point that had a marker on it
Fixed: Map - It was impossible to pan and zoom in or out while drawing the line
Fixed: Map - It was impossible to cancel drawing of a line - now it can be done with RMB or X on Xbox gamepad
Fixed: Map - When using gamepad, any input would focus random deletion button for drawn line and make it impossible to draw a new line without deleting some other line
Fixed: Map - When using gamepad, user was unable to use the cursor to select which line was meant to be deleted
Fixed: Map - When player would hover over the toolbar, then the crosshair that points to cursor position, it would disappear until map was opened again
Fixed: Map - Cursor would become invisible when using gamepad
Fixed: Map - Map toolbar would never lose focus
Fixed: Drawing on top of some markers would open their respective menus
Fixed: Drawn lines on the map would scale improperly when zooming in or out
Stability
Fixed: Possible crash when generating terrain icons for Terrain Editor tool due to missing texture format detection
Fixed: Multiple possible crashes when entering vehicles
Fixed: Server crash when opening door on a vehicle with hierarchy changes
Fixed: Crash related to Character Controller
Fixed: Crash caused by deleted consumable calling SetAlternativeModel
Fixed: Possible crash after streaming in a vehicle with occupant.
Fixed: Crash when loading a vehicle while character is doing a Get Out action
Fixed: VME in SCR_Flashlightcomponent
Fixed: VME when truck was set on fire
Fixed: VME in callsign manager
Fixed: LoiterType NONE error
Fixed: Crash when opening ProcAnimEditor
Fixed: VME in SCR_AIGroupPerception.AddOrUpdateGunshot if PerceivableComponent was not found
Fixed: VME when detaching UGL grenade
Playable Content
Fixed: Losing a base would sometimes not affect the victory countdown
Fixed: Displaying correct base name in Conflict
Modding
Added: Reporting script compilation error when someone attempts to mark static variable as a replicated property
Fixed: Added additional anim events Event_Vehicle_CanFinishAction to the OpenDoorOut animations
Changed: Dependent mods info in workshop UI changed to show only downloaded mods
Changed: Default SpawnDecalEffect lifetime is changed from infinite to 10 minutes
Changed: Snapshot initialized as wrapper around external buffer can now be reallocated and become owner of new buffer, removing write size limitations - except running out of memory
Changed: Lifted 4 KiB size limit of single RPC argument.
Changed: Second argument of RplNode.SetParent() renamed to unusedAndDeprecated to indicate that it should not be used and will be removed in the future
Changed: Switched from error to warning to make transition easier
Fixed: Integer overflow when parsing size of addons
Fixed: Displaying of dependencies to download size properly fallbacks to dependency reference
Removed: Removed unnecessary vtable pointer from SnapSerializer
Removed: Removed tests checking snapshot write failures when wrapped buffer is not large enough
Removed: References of roadnetwork file
Audio
Changed: Footscape sound at end of get out anim exchanged for regular footstep sound
Fixed: Wrong sound event name for doors in Ural
Fixed: Detonator animation and sound played while placing charges
Fixed: Open door finish SFX
Fixed: Missing seat creak SFX when getting out of co-driver seat
Fixed: Weapon handgrab sound does not play when switching gadgets
1.2.0.102 Update
Attention Soldiers,
We updated the Steam and Xbox versions of Arma Reforger.
Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Changed: HDR Darkness and brightness limits, target brightness, and shutter limits by weather cycle
Changed: Bleeding visible on the clothes will now get gradually more intense as the bleeding continues
Changed: When creating streams for proxies, use an array holding all proxy nodes instead of traversing node hierarchy
Changed: Increased callsign pool for FIA from 128 to 360 to prevent warnings from being spawnedFixed: Clothes would not update the replication parent when an item was inserted/removed
Tweaked: Fuse time on the colored flares is the same as on the white ones
Fixed: Doors were always visually closed after reconnecting or joining a game in progress (T182302)
Fixed: Ability to process multiple open door requests over multiple frames to make sure they all get processed by the animation graph
Fixed: Switching seats and exiting vehicle when primary door is obstructed
Fixed: Accessibility points of Ural-4320
Fixed: Explosive charges being garbage collected straight from player inventory and storage containers
Fixed: Missing fuel progress bar on jerry cans
Fixed: Focus on last focused storage slot when switching from storage mode
Fixed: Highlights on storage no longer ignore equipment storage components when searching for free slots
Fixed: Pop-up notifications were either not working at all in certain scenarios or they were stuck in queue and displayed at once in a row
Fixed: Dragging an item on a supply box transferred it to player's inventory
Fixed: Weapon inspection took magazines attached to other weapons in the player's inventory
Fixed: Time until the detonation of explosive charges would be incorrect for Game Master that was not a host
Fixed: Exiting a flipped or semi-flipped vehicle sometimes caused character to teleport below ground
Fixed: CompartmentManager was not found on compartments that were in a slot
Fixed: Remove duplicated Hierarchy components in compositions and CTI instances
Fixed: Characters were snapped to canopy on net machine guns on turret exit
Fixed: US roadblock navmesh recalculation
Fixed: Explosive charges wouldn't stream in properly for proxy clients
Fixed: Replication should create all streams for proxies even if user code modifies node hierarchy in RplLoad callback
Fixed: Checking for item usage as a condition for being able to get out of the vehicle
Fixed: Cancel item use when getting out of the car
Fixed: Optimized simulation of bloody clothes
Fixed: Low ready stopped working after arbitrary conditions failed: changing stance, lean, or changing fire mode
Fixed: If shot while wearing clothes, your skin will now show damage after removing the clothes
Stability
Fixed: Spawning UAZ-469 with PKM in Pause crashes the game
Fixed: Freeze during navmesh tracing
Fixed: VME when no EditorManager is found
Fixed: Crash due to missing handlers
Fixed: Memory leak in BaseLoadoutClothComponent
Fixed: Rare RoadBlockManagerCrashes
Fixed: Logs spamming about unknown keywords in prefab of m60d
Fixed: Memory leaks related to road network
Fixed: Added Group and Tripod Catalog to CIV faction and faction less to remove error spamming
Fixed: A possible crash with explosive charges attached to destructible entities
Fixed: -disableAI param shouldn't crash anymore
Fixed: ScriptCompiler: push/pop of plain pointers not working
Fixed: Memory leak in bt::NativeVariable
Fixed: Memory leak for two static instances of DamageContext and DotDamageEffectTimerToken
Fixed: Error spam because placeable item was changing its parent before it was removed correctly from player inventory
Fixed: Crash with WEAPON_FIRED event in turrets
Fixed: VME with SCR_CampaignMilitaryBaseComponent
Fixed: Potential nullpointers in AnimatedAmmoBeltSystem and bloodOnClothesSystem
Fixed: Streamable parameter was turned off on deployable radio's RplComponent, causing all AI with radios to be streamed to clients at all times
AI
Fixed: AI would not get out of BTR
Fixed: Helicopter pilot slot should not be occupied by AI
Fixed: Commanded AI now responds in voice to commands in MP
Fixed: Behavior of AI when group leader dies
Modding
Added: Ability to get AnimationController from AnimationControllerComponent
Added: BaseProjectileComponent.SetInstigator
Changed: Switched m_CharacterOwner in SCR_GadgetComponent from IEntity to ChimeraCharacter
Scenario Framework
Fixed: Deliver vehicle tasks could get completed when the player reaches the task even without the vehicle
Fixed: AI Action Getter optional state wrongly retrieving AI slot
Fixed: ON_TASKS_INIT tasks that are further down in hierarchy do not get spawned by the scenario framework
Fixed: Setting max tasks to more than 5 makes the framework spawn way more tasks than intended
Fixed: Task Clear Area sometimes could not be finished (T182474)
1.2.0.76 Update
Attention Soldiers,
We updated the Steam and Xbox versions of Arma Reforger.
Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Changed: Reordered the parameters of FindDamageEffectsOnHitZone to keep them consistent with the rest of ExtendedDamageManagerComponent API
Changed: Disabled ColliderHistoryComponnet on Vehicle_Part_Base.et until optimized better, remains enabled on Vehicle_Rotor_Base.et and Vehicle_Ammunition_Base.et
Arma Pack
Get the best military sandboxes available with the Arma Pack - an expansive bundle featuring ARMA: Cold War Assault, Arma 3, and Arma Reforger. This collection offers a comprehensive overview of warfare, from historical conflicts to modern-day engagements.
ARMA: Cold War Assault
Bohemia Interactive's debut game - published by Codemasters as Operation Flashpoint in 2001 - was a genre-defining combat military simulation and the No. 1 bestselling PC game around the world. ARMA: Cold War Assault has won many international awards, including “Game of The Year” and “Best Action Game”. Over 2 million copies have been sold since its release.
Step into one of the most immersive military simulations ever created. Arma 3 offers a massive, open-world experience where every decision counts. Command troops, pilot vehicles, and utilize authentic military tactics in an expansive sandbox environment. Whether you're engaging in massive multiplayer battles or crafting your own missions, Arma 3 delivers endless possibilities.
Experience the next evolution of the Arma series with Arma Reforger. Powered by the new, powerful Enfusion engine, Arma Reforger brings stunning visuals, enhanced gameplay mechanics, and a rich, immersive environment. Experience the tactical depth and realism Arma is known for, with a fresh perspective. If you've honed your skills in Arma 3, Arma Reforger offers a new theater of war to master, with advanced features and a robust modding community that keeps the battlefield ever-changing.
For even more in-game assets, scenarios, mods, and other types of content, visit the Arma Reforger Workshop in-game or via a web browser. Here, you'll find tons of free items shared by talented community content creators.
Reinforcements have arrived! Just when you thought the frontline was reaching a stalemate, the Arma Reforger 1.2: Reinforcements update brings a host of new assets, features, and improvements that will assist you in your battlefield combat readiness.
From AI commanding and driving to defensive helicopter weapons, flares, bayonets, and more, find out what's new in the new 1.2 Major Update below.
AI Driving
Until now, only humans could operate ground vehicles in Arma Reforger. AI soldiers can now drive, navigate road networks, and avoid obstacles, opening up a world of possibilities for both cooperative and competitive gameplay. AI can also lay down suppressive fire with vehicle weapons, decide which crew member should man the weapons, and reassign a different crew member if the gunner is down.
AI Commanding
Take command of your fellow soldiers! Now, you can direct AI comrades to move to different waypoints, halt, lay down suppressive fire, heal one another, follow the squad leader, defend objectives, and get in and out of vehicles. These fundamental commands will allow you to utilize AI soldiers as weapons on the battlefield and more effectively carry out operations across the islands of Everon and Arland. Learn more about our implementation of AI commanding in our latest Dev Report.
Defensive Helicopter Weapons
Transport helicopters in Arma Reforger have been somewhat vulnerable since 1.0, especially when landing. We've installed mounted weapon turrets on the UH-1H and Mi-8MT to lay down suppressive fire and protect themselves against enemies. This upgrade is sure to change the dynamics of the battlefield, as helicopters are no longer just RPG fodder but a formidable threat to infantry and vehicles alike.
Flares, Explosive Charges, and Bayonets
This update introduces three key combat assets that will completely augment nighttime combat, battlefield sabotage, and close-quarters combat:
Flares - Until now, the cover of night has been all-encompassing, with no effective way to increase visibility without significantly compromising your position. We've added underbarrel grenade-launched flares to the game allowing you to tactically illuminate wherever you fire them.
Explosive charges - The US and Soviet factions have both gotten their own explosive charges with detonators, opening up possibilities for sabotage, ambushes, and other explosive tactics on the battlefield. With both timed fuses and detonators, explosive charges will surely shake up engagements across the islands of Everon and Arland.
Bayonets - With attachable bayonets for all three factions, close-quarters combat has become even more deadly. Silently attack with an element of surprise or defend yourself against attackers in close proximity when the fight comes to you.
New Weapon and Assets
The Soviet arsenal has gotten another weapon! Introducing the AKS-74U - a lightweight, shortened variant of the AK-74 well suited for close-quarters combat. It's the perfect complement for an AT or medic loadout, allowing soldiers to specialize in their roles without compromising firepower.
In addition, new pilot suits and gloves expand your options for authentic kits for in-game factions, reinforced by multiple new soldier roles, including US and Soviet special forces units placeable by the Game Master.
New Game Master Features
Two of the most requested waypoint features for Game Master are now in-game!
Cycle waypoints allow you to make cyclical routes for AI soldiers. Previously, AI could just be sent from point A to B. With cycle waypoints, you can loop their patrol route indefinitely, making it easier for a Game Master to set up a scenario and create a more immersive environment for the players.
Linking waypoints allow you to link waypoints with entities. For example, you can now make a waypoint that tells AI to enter a particular vehicle or destroy a specific object. This added level of control will give you more options for creating scenarios and leading thrilling Game Master sessions on the fly.
And finally, the civilian faction is now available in Game Master mode. You can now utilize civilians in your operations and spawn them with randomized loadouts with percentage chance values for which gear they will receive.
Inventory Improvements
The inventory has received a massive overhaul, greatly improving functionality and performance. Inventory replication has been refactored, addressing performance issues caused by the previous system. Drag-and-drop has been improved, and the entire inventory UX/UI has received a cosmetic overhaul. We think the new inventory is a significant upgrade and hope you enjoy the new interface!
New AI Firing Behaviors
Next time you're engaging an FIA squad, you'll probably notice that AI soldiers can more accurately suppress your position thanks to our updated AI firing behaviors! In addition to suppressive fire being an AI command, AI will use suppressive fire to cover and suppress an area with both bullets and indirect fire grenades. They will also more quickly suppress suspected enemy positions if attacked and will do so for longer.
In addition, firing timing logic has been completely redone to achieve more natural firing patterns and allow the AI to better regulate the firing rate during different combat situations.
Deployable Radio Rework
Deployable radios have gone through several iterations already, and the latest version brings more to the table than ever before. Now, deployable radios can be refilled with supplies and use supplies in their immediate vicinity. Instead of abandoning a deployed radio that has run out of spawns, you can refill it with supplies to enable more spawns. This also means that radios cost 200 supplies, as they come loaded with 100 supplies worth of spawns. In addition, Game Masters have the option to switch between three different types of budgets for radios (unlimited spawning, supply usage, and limited spawn tickets), and a new use action visible to the owner of the radio allows for spawning with loadouts to be disabled.
Additional Features
Finally, we have three new features that address issues identified by our community:
Vehicle unflipping is now in-game, so you can get out of a bind more easily if you accidentally overturn your vehicle. However, be aware that the feature often requires teamwork, just as it would in the real world.
Copilots can now take over the controls of a helicopter if the pilot is incapacitated.
The "get-in/get-out" refactor addresses several issues with vehicles. Now, opening the door and getting into a vehicle are two separate actions. This means no more repeatedly opening and closing helicopter doors; now, you can get in or out of any vehicle while leaving the door open. As a part of this factor, vehicles without roofs that go careening through the air and flip over can also eject passengers, and passengers exiting vehicles traveling at speed can be seriously injured by doing so.
We hope you enjoy the latest update to Arma Reforger. Please read the full changelog for a detailed breakdown of all the new additions, changes, and tweaks.
Visit our Dev Hub to read about Known Issues. You can also help us improve the game by posting your feedback on the Feedback Tracker.
We are thrilled to announce that the Arma Platform is joining forces with Vigor in a new Bohemia Shooter Pack. The bundle features Arma 3, Arma Reforger, and Vigor. This pack is perfect for those who crave high-intensity combat and tactical gameplay.
Arma 3
Step into one of the most immersive military simulations ever created. Arma 3 offers a massive, open-world experience where every decision counts. Command troops, pilot vehicles, and utilize authentic military tactics in an expansive sandbox environment. Whether you're engaging in massive multiplayer battles or crafting your own missions, Arma 3 delivers endless possibilities.
Experience the next evolution of the Arma series with Arma Reforger. Powered by the new, powerful Enfusion engine, Arma Reforger brings stunning visuals, enhanced gameplay mechanics, and a rich, immersive environment. Experience the tactical depth and realism Arma is known for, with a fresh perspective. If you've honed your skills in Arma 3, Arma Reforger offers a new theater of war to master, with advanced features and a robust modding community that keeps the battlefield ever-changing.
Survive the aftermath of a brutal conflict in Vigor, a unique blend of survival and shooter gameplay. Set in post-apocalyptic Norway, Vigor challenges you to scavenge, build, and fight your way to survival. For Arma fans, Vigor’s tactical combat and strategic elements will feel familiar yet refreshing, providing a different kind of battlefield where every encounter could be your last.
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
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.