Arma Reforger cover
Arma Reforger screenshot
PC Series X Steam
Genre: Shooter, Simulator, Strategy, Tactical

Arma Reforger

Modding Update 0.9.8

Attention soldiers,

As you know, we released the 0.9.8.50 Experimental Update, which brought a fairly large number of improvements and fixes, and subsequently bumped the game version to 0.9.8.
However, we need to warn you that this update may break a large number of mods currently in use. There's an experimental version of the tools available for you to download and test your mods before the stable update goes live.

Read more πŸ‘‡
https://reforger.armaplatform.com/news/modding-update-may-10

Mod Report #1



Attention soldiers,

We released a pilot of the series called Mod Report bringing information that can be useful for the modding community. In the first Mod Report, you will find information regarding improvements for Workbench, Blender upgrades, Arma Reforger Samples and modding resources, GitHub repositories updates, a tutorial for Weapon Animation, and more.

Read more here πŸ‘‡
https://reforger.armaplatform.com/news/mod-report-1

COMRAD #8



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!

Discover more here πŸ‘‡
https://reforger.armaplatform.com/news/comrad-8

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.

Update 0.9.7.106

Attention soldiers,

we're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.


0.9.7.106 Changelog


  • Added: Peaked cap for USSR hvt character
  • Changed: Build support structure task disabled
  • Changed: DamageManager.HandleDamage now takes instigator as a parameter instead of damageSource
  • Fixed: Multiple cases where instigators would be reset before player death
  • Fixed: Missing viewgeo of DoorFrame_MetalGate_04_Small
  • Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager

Dev Report #16



Attention soldiers,

In our sixteenth Dev Report, we'll discuss the updates of the past months, Enfusion Blender tools upgrades, solutions to ghosts on our server browser, changes in logs savings, GUID crash reports, and more.

Read more here πŸ‘‡
https://reforger.armaplatform.com/news/dev-report-16

Update 0.9.7.102

Attention soldiers,

we're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
We are bringing the VFX Update with this release! Check our website for more information.

0.9.7.102 Changelog

Game

  • Added: Free Roam Building Composition direction indicator
  • Changed: Optimized colliders on Sandbag_01_bunker
  • Changed: Free Roam Building - New implementation of the ranks limitation
  • Tweaked: Tripod prefabs + compositions which uses them. Also assigned correct anim graphs to tripods and tweaked compartment accessibility
  • Fixed: Quick regenerating navmesh tiles could lead to incorrect final result
  • Fixed: Make log-scopes infinite recursion bulletproof.
  • Fixed: Closing stream not having prio record added when it's last frame was ACKed
  • Fixed: Free Roam Building - It's not possible to place composition into the water. A more precise placement check added
  • Fixed: Null pointer to instance in SetAIWaypoint function


Modding - Enfusion Blender Tools

  • Added: Automatically register & import TXA files upon export
  • Added: Support for importing structures prefabs to blender.
  • Fixed: Bug with importing materials that has space in a path


Modding - General

  • Added: Version of MpTest world without game mode and any other prefabs which can be used by the community to test their custom game modes


VFX Update

  • Added: Particle FX light
  • Added: Particles - possibility to disable collision until certain distance
  • Added: Weapon case 3d particles
  • Added: 3D vehicle debris and explosions
  • Added: Light into explosion
  • Added: Lights into flash
  • Added: SCR_ParticleEmitter - CreateOriented(), CreateAsChildOriented() and CreateOrientedEx() methods
  • Added: Collision-enabled particle interaction layer settings
  • Added: Case for 762x39PS, tweaked material
  • Changed: Metal bullet casing impacts, generic attenuation curves
  • Changed: Better particle FX collisions
  • Tweaked: SCR_ParticleEmitter - deperecated CreateWithTransformAsChild(), CreateWithTransformAsChildEx() and CreateAsChildEx() methods
  • Tweaked: Default values for particle material/prefab.
  • Tweaked: Particle editor - new emitter is always created with the default material/prefab
  • Tweaked: Disabled lens flares for particle lights
  • Tweaked: Firearms particles
  • Tweaked: Polish of muzzle smokes
  • Tweaked: Particle FX - ConeAngleMinDist and ConeAngleRndRange
  • Fixed: Instability/oscillation/drifting of nearly static particles, sliding particles (oscillation and speed issues), adds more options for controlling bounce direction and sliding friction
  • Fixed: Disabled some invalid combinations of particle settings Collisions for local-space-simulation particles, local-space for prefab particles (the option is unavailable in the editor, but it was loaded and used anyway)
  • Fixed: Particle FX - random emit angle distribution for ConeAngle.x < 360
  • Fixed: Particle FX - emit cone visualization for ConeAngle.x < 360
  • Removed: PI division for diffuse lighting
  • Removed: Casings on vehicle roof impact bank


Stability

  • Fixed: Linux DS crash on bleeding particle FX
  • Fixed: Crash in font rendering
  • Fixed: Render Crash - Loading GM save with character holding RHS AN/PRC-152 radio
  • Fixed: Crash while loading configs when lot of mods were enabled


Render

  • Fixed: Flickering shadows


Workshop

  • Fixed: Loading of offline available addons, corrupted addons shouldn't prevent the game from starting


0.9.7.95 Update

Attention soldiers,

we're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.


0.9.7.95 Changelog

Game

  • Changed: Player in building mode can no longer delete static guns with others players in them
  • Changed: Refund value from deleted compositions in Free Roam Building was changed to 100%
  • Fixed: Misaligned board at Chotain's millitary base vehicle depot
  • Fixed: Possibility to switch to sea level placement
  • Fixed: Moving a weapon from one inventory slot to other causes it to be dropped and bugged
  • Fixed: Sprint impossible while weapon is raised
  • Fixed: Procedural animations would fail on change of model mesh, for example destruction of radio tower
  • Fixed: Teleporting of vehicles was stretching particle effects, now properly resets velocity
  • Fixed: UserActions weren't properly initialized in Vehicle depots
  • Fixed: Handle case where mesh object is changed with ProcAnimComponent
  • Fixed: A dangling pointer, automatically reacts to a PhysicsComponent change etc.Β 


Multiplayer

  • Added: Replication statistics available to user code (including scripts)
  • Fixed: RplSession script callbacks were sometimes invoked too many times (beginning) or not at all (ending)
  • Fixed: Possible network stall when encoding limits are hit


Modding

  • Fixed: Create default export profile in the addon of given modelΒ 


0.9.7.91 Update

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about a newly introduced feature Free Roam Building and Known Issues on our web.


0.9.7.91 Changelog
Game

  • Added: Free Roam Building feature
  • Changed: Changed crack puddle sharpness for a bit more explicit puddles from detail textures
  • Changed: Moved the MG in compositions to make sure Players stand behind it rather than sit
  • Changed: Sorting is always set to default - behavior is now consistent across all browsers
  • Changed: Optimized usage of pathfinding component in AI movement
  • Tweaked: Position of context for open door action
  • Fixed: Color values in LightRunway_02 prefab
  • Fixed: AILimit counter condition when removing AI agents
  • Fixed: Fixed Arland time zone
  • Fixed: Wrong lighting on bunkers
  • Fixed: Streamed out friendlies appeared as unknown source in VoN display UI
  • Fixed: Combat ops - End screen only shows objectives that were completed while the player was connected
  • Fixed: Conflict - Wrong points color in HUD
  • Fixed: Coastal bases do not have Signal/antenna icons when missing range
  • Fixed: Spawning in Morton, added 2 bunkers
  • Fixed: Destroyed vehicles do not shut the engine down
  • Fixed: Incorrect keybind hint in tutorial stage 67
  • Fixed: Tutorial - Screen flickering upon scenario start
  • Fixed: Vehicles collide with grenades on the ground and can get stuck
  • Fixed: Cannot loot binoculars and compass from dead bodies
  • Fixed: Services in bases can be duplicated
  • Fixed: Updating mesh of every frame on supply trucks in conflict
  • Fixed: Players can get stuck on loading in deploy screen when deploying to remote locations and getting spawn killed
  • Fixed: Tutorial - Wrong waypoint position for bunker building stage
  • Fixed: Wristwatch was not being updated after dropping and picking up
  • Fixed: Entities were force-streamed to the client even when the editor was opened, but the mode that required streaming was not active
  • Fixed: Compression on flashlight overlay textures in the map changed from ColorHQCompression to DXTCompression to remove the artifacts
  • Fixed: Budgeting for stationary nodes with per connection streaming disabled
  • Fixed: Create permission record on the fly
  • Fixed: Conflict - Spawnpoint activation upon building an antenna in a base when all other conditions are already fulfilled
  • Fixed: Conflict - Spawnpoint activation upon connecting a base to the HQ radio network by capturing another base on the way
  • Fixed: UAZ wheels damage, misconfigured roof frame, and canvas
  • Fixed: HQ Tents should no longer use Medical crates. Morton spawn moved.
  • Fixed: A check is added to make sure that opened storage is still within the vicinity of the player
  • Fixed: Crash when looting dead character
  • Fixed: Engine not starting up reliably on high FPS
  • Fixed: Disappearing interaction in vehicle depots
  • Fixed: Conflict - No XP loss when causing a friendly fire from a turret
  • Fixed: Regenerated vehicle maintenance depots for Conflict and editable prefabs for new signs.
  • Fixed: Crash on shooting barbed wire


Modding

  • Added: Math3D::IntersectionSphereAABB API
  • Added: CharacterVicinityComponent::GetDiscoveryRadius API
  • Added: Workshop API to get unfinished download
  • Changed: Editor manager variable was not available in all events
  • Tweaked: Workbench - Resource manager - Anim file types enabled for being duplicated in addon
  • Fixed: Server events for mode activation and deactivation were not called in all situations
  • Fixed: When importing FBX from not loaded project error message
  • Fixed: When importing FBX check for it in all loaded Addon Projects
  • Fixed: Check if FBX is imported from not loaded project
  • Fixed: Error message when importing a model with wrong GUID and relative path


Scenario Framework

  • Added: ScenarioFramework - Mission header for CombatOps with the ability to set the number and type of tasks
  • Added: ScenarioFramework - Add Task Defend
  • Changed: Names of the classes of the SF components.
  • Tweaked: ScenarioFramework - Replacing obsolete GetTitleText() with GetTitle()
  • Tweaked: ScenarioFramework - Formatting of code to comply with set conventions
  • Fixed: ScenarioFramework - Exfil task is called move for clients
  • Fixed: ScenarioFramework - Multiplayer issues with SCR_CharacterTriggerEntity, improved exfil countdown, and further polished the feature
  • Fixed: ScenarioFramework - Randomized task generation issues that sometimes prevented tasks from being created



Xbox

  • Added: UGC privileges are now considered in custom group texts
  • Added: Group name/description now respects UGC and is also a friendly option
  • Added: View target user created content Xbox permission
  • Changed: Xbox mod storage has been increased to 20GB. Players on Xbox need to re-download all the mods.
  • Fixed: Avoid underflow of Xbox PLS space reservation
  • Fixed: XR-045 - Player with Blocked UGC privilege can see custom group names in deploy screen


Rendering

  • Added: Upper limit when computing offset to light cluster structure to avoid possible GPU crash
  • Fixed: Broken river flow-maps generating
  • Fixed: GPU crash due to page fault when accessing const buffer out of uploaded range
  • Fixed: GPU crash due to vertex buffers overwrite in particles system
  • Fixed: Rendering glitches on particles
  • Fixed: GPU crash, fog read from unset const buffer instead of the internal structure



Multiplayer

  • Fixed: Fixed rare case where reliable RPC sent once, followed by a constant stream of unreliable RPCs, may never be ACKed and gets resent constantly.
  • Fixed: It isn't possible to join a modded server with dependencies after the game restarts
  • Fixed: Rare case when sliding window ACK sending is blocked due to uninitialized RTT.
  • Fixed: High memory consumption on server - caused by replication stats


Workshop

  • Tweaked: Workshop checks for an invalid state to improve API stability
  • Tweaked: Improved download pause and resume stability
  • Tweaked: Prevent downloading a mod twice at the same time
  • Tweaked: Safety check on creating a http transfer
  • Fixed: IsEnabled didn't work correctly for local mods
  • Fixed: Mods from a different environment break update
  • Fixed: Race condition in request scheduling
  • Fixed: Deleting and re-downloading mod leads to a crash
  • Fixed: If the player deletes and re-downloads a mod, it is deleted after opening the workshop
  • Fixed: Mods in certain state after download can prevent game starting
  • Fixed: Crash on mod update on a Linux server
  • Fixed: Infinite addon update if patch is empty
  • Fixed: Pausing and resuming download results in failed addon data validation


Performance

  • Fixed: Items in arsenals had active physics


Free Roam Building

  • Changed: Free Roam Building activation limited to user action only
  • Changed: Virtual area shaders now inherit from VirtualArea.emat. Shader set to MatCommon base on discussion Base building area is now more transparent at the bottom and less towards the top. -
  • Changed: Made the virtual area gradient not transparent, just at the line of contact with the ground in building mode. This change doesn't affect other virtual area usages
  • Fixed: Provider can't be accessed outside of the provider range.
  • Fixed: Removing obsolete file
  • Fixed: Bases without HQ tents were missing a sign to initiate a Free Roam Building
  • Fixed: The missing sign at Chotain military base.

Year 2022 in Review

Attention soldiers,

The time has come to summarize the past year in Arma Reforger. From ups to downs, the changes, obstacles, fixes, additions, and everything that has happened. From the release of Early Access to the future of Arma. Thank you for being on this wild ride with us.

Read here πŸ‘‡
https://reforger.armaplatform.com/news/review-2022

0.9.7.61 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about Known Issues on our web.

0.9.7.61 Changelog

Game

  • Added: EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity events
  • Fixed: Conflict - Reconnecting players should now always have the correct saved data applied
  • Fixed: BaseInventoryStorageComponent::GetOccupiedVolume is not taking additional volume into account (#T169255)
  • Fixed: GetClothByArea and IsAreaAvailable functions were not returning the correct slot when passing the parent type class as a parameter
  • Fixed: SetAdditionalWeight and SetAdditionalVolume were not reliable RPC
  • Fixed: Unable to switch items in both hands after mashing the number keys, caused by gadget show/hide animations getting stuck
  • Fixed: AI should no longer spawn inside a tent
  • Fixed: Removing an item from the quick slot with the gamepad resulted in an item slot stretched across the screen
  • Fixed: Spawning on bases with no reverse signal (cannot reach HQ back)
  • Fixed: Input: filter preset from/to combo user binding


Combat Ops

  • Added: ScenarioFramework - Trigger notifications, expanded logic, and implementation to CombatOps Exfil point
  • Added: Task Kill
  • Added: ScenarioFramework - Waypoints for Task Kill
  • Added: ScenarioFramework - Settings for the maximal number of tasks that can be generated
  • Added: Kill hvt task, with hvt soldier classname placeholder
  • Added: Music when extractions starts, some compositions into tents
  • Added: CombatOps - Task Kill to all viable areas
  • Added: Finished Tasks list
  • Added: ScenarioFramework - Proper end screen based on completed tasks and new logic counter features for easier workflow
  • Tweaked: SCR_PopupNotification refactor
  • Tweaked: ScenarioFramework - Minor fixes for the exfil trigger and addition of countdown to CharacterTriggerEntity
  • Tweaked: Exfil trigger countdown notifications, play sound during countdown and removed obsolete ALL_PLAYERS since we have a percentage slider for PLAYER activation
  • Tweaked: ScenarioFramework - Random Percent default value set to 100 as it caused improper spawning chance
  • Tweaked: ScenarioFramework - End screen formatting improvements
  • Fixed: Broken merge of CombatOps_Arland_Areas.layer causing some layers not to be created
  • Fixed: SCR_PopupNotification progress bar timer setup
  • Fixed: SCR_PopupNotification filter reset
  • Fixed: ScenarioFramework - Exfil trigger was not properly decreasing counter and tweaked notification spam
  • Fixed: ScenarioFramework - Edge case for delivering intel task trigger not being correctly assigned which prevented completing the task and icon relocation on the map
  • Fixed: ScenarioFramework - Seeking existing object could not properly retrieve ResourceName of the StaticModelEntity which caused Task Destroy not to register Antenna
  • Fixed: The turning animation keeps playing after turning right
  • Fixed: CombatOps - m_iExtractionCounter attribute was still present even though it was removed from the prefab
  • Fixed: Debug spheres in combat ops
  • Removed: ScenarioFramework - Obsolete extraction counter that is not utilized


Game Master

  • Fixed: Spawn occupants could still be called with shortcuts potentially causing a budget overflow
  • Fixed: When respawn menu was opened while the player list was visible, it prevented the player list from being opened in respawn menu


Multiplayer

  • Fixed: Excessive preload requests could lock the player on respawn loading screen
  • Fixed: Updating addons on the Linux server could fail due to the wrong path


Workshop

  • Fixed: Workshop deleting of local mods and mods from different backend environments

Backend

  • Added: Backend - Experimental feature allows us to fix issues with incorrect player counts in the Server Browser.
  • Fixed: Backend - Server Crash when player disappears during auth.


Stability

  • Added: Crash Reporter - Crash unique GUID being logged
  • Fixed: Crash when reading specific JSON files
  • Fixed: Crash when adding HierarchicalParametricMaterialInstanceComponent on an entity.
  • Fixed: Crash when starting ragdoll with a weapon in hand that doesn't have a physics component
  • Fixed: Crash in AIWeaponTargetSelector caused by a null pointer
  • Fixed: Crash in AIInventoryCache which was probably caused by dangling callback
  • Fixed: Crash on Game cleanup due to a missing null check.


Enfusion Blender Tools

  • Tweaked: The P3D import dialog now informs the user if Workbench with net API enabled is running, which is necessary for the proper P3D import process
  • Added: New properties to EBT -> Export -> FBX window


Reminder: If you misconfigured your BattlEye server configuration, players now might get kicked. Please follow the instructions on our wiki for proper settings.