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Arma Reforger 1.0 Released, Brings Helicopters & More [Patch Notes]

Published: Nov. 16, 2023
Updated: Nov. 16, 2023

German English

After a year and a half in Early Access, Arma Reforger has been released in version 1.0. Here, you will find the highlights of the release version and read the full official patch notes.

This article includes:

  • All the highlights of version 1.0, including helicopters and a revamped supply system.
  • The full official patch notes

These are the Highlights of Arma Reforger Version 1.0

Almost exactly one and a half years ago, the military simulation Arma Reforger entered Early Access on Steam. Today, on November 16, 2023, Version 1.0 is now available. In celebration of this occasion, developer Bohemia Interactive has released a version overview along with the complete patch notes on the Arma Platform website.

The patch notes consist of over 40,000 characters, making the list of changes quite extensive. In the overview, the developers highlighted four key features, which we will now delve into.

Highlight 1: Helikopter

Arma Reforger 1.0 introduces two types of helicopters, as seen in the image below. These are the UH-1H and the Mi-8MT, which the developer describes as meticulously recreated "iconic helicopters." According to them, these two aircraft offer functional instruments and controls, simulated suspension, and new rotor animations. All of this is aimed at providing the most realistic flight experience in the Arma series to date.

Arma Reforger 1.0 Patchnotes & Highlights Helicopter

Arma Reforger offers couch soldiers two types of helicopters in version 1.0.

As for the function of these "versatile aircraft," they are intended to help players transport their troops and supplies to gain an advantage over the enemy.

Arma Reforger 1.0 Patchnotes & Highlights Helicopter 02

Off to Jurassic Park? In this scene, Arma Reforger is reminiscent of the famous Spielberg movie.

Highlight 2: Completely Overhauled Supply System

To create a more detailed and exciting logistics system, Bohemia Interactive has given the supply system a complete overhaul. In previous versions, supplies were more of a general "point system," but now, supplies exist as physical assets or goods that can be found on both islands.

Arma Reforger 1.0 Patchnotes & Highlights Supply trucks

Supply trucks roll through the countryside with physical goods in Arma Reforger 1.0.

Starting from version 1.0 of Arma Reforger, players can load supplies into any vehicle and use them for a variety of purposes. Supplying player bases with provisions supports the strategic expansion of one's position on the island.

Furthermore, the Bohemia Interactive team has completely revamped the arsenal module and added new support structures, including maintenance points for both light and heavy vehicles, fuel supply points, and helicopter landing pads.

Highlight 3: Transport Requests

The third highlight of Arma Reforger 1.0 addresses the issue when players become separated from their squad and get lost on Everon or Arland. In such a situation, and in other cases, players can now request transport to various locations. To do this, all that's needed is to provide one's coordinates, and you can be transported directly to the vicinity of the squad leader or the assigned target.

Arma Reforger 1.0 Patchnotes & Highlights Transport request

Are you lost in Arma Reforger? Then from version 1.0 it is now possible to request a transport.

However, there are limitations, as mentioned by the developers in their update announcement. Transport cannot be requested too frequently and under any circumstances. Nevertheless, they are confident that the "current implementation is a fair and intuitive way" to help players stay with their team.

Highlight 4: New Assets

Also new in Arma Reforger Version 1.0 are several different types of assets. These include:

  • Wrenches and Repair Trucks: Repair trucks can repair damaged vehicles and can be spawned at bases with maintenance points for heavy vehicles.
  • Gas Stations, Trucks, and Containers: Refueling vehicles at bases is now possible with the new gas stations or on the battlefield using tanker trucks and containers.
  • Shovels: Building a base now requires using a shovel.
  • Med Kits: Medics can equip themselves with a med kit to support their team on the islands.
  • Resupply Packs: Used for mobile resupplying with ammunition and explosives.
  • 6B3 Vest: Offers more protection than any other vests in Arma Reforger, but due to its bulkiness, it doesn't allow the wearer to additionally wear a chest rig.
  • Civilian Vehicles: Civilian versions of Soviet vehicles that players can drive are now available.

 

These highlights mentioned above represent only a fraction of the update's scope. Therefore, we will now present the original patch notes from the developers.

Arma Reforger 1.0: The Full Official Patch Notes

Game

  • Added: Helicopters
  • Added: New Support Services which bring new gameplay: Repairing and Refueling vehicles as well as allowing players to quickly resupply and heal themselves at bases
  • Added: Pausing simulation
  • Added: Prone weapon deployment for weapons with bipod
  • Added: Secondary damage - Supplies and fuel may create explosion damage upon destruction
  • Added: Secondary damage - Supplies and fuel fire effects while the vehicle is on fire
  • Added: Secondary damage - Supplies and fuel deteriorating while the vehicle is on fire
  • Added: Characters are now not ejected from vehicles upon dying
  • Added: Character can now fall out of an airborne vehicle during the get out animation after the GetOut_Eject animation event
  • Added: Character now drowns when underwater for too long
  • Added: Senior rifleman role for USSR faction
  • Added: 6B3 added to USSR arsenal
  • Added: Support service gadgets to be used in tandem with the support services allowing the player to repair, refuel, resupply, and heal in the field
  • Added: You can now load unconscious allies into friendly ambulances' patient slots
  • Added: Characters now respond when getting shot in the helmet but miss the head
  • Added: M69 Olive variant to US arsenal
  • Added: Hint bar to item infoWidgets in inventory
  • Added: Placing multiple compositions into a single location isn't possible anymore
  • Added: Players can now abstain from voting when a vote is active. Hiding the vote notification
  • Added: Voting time left to show players when a vote ends unresolved. Only visible if there is one vote in progress that the player has not voted for
  • Added: Ability to create multiple save files using the new "Save" toolbar action. Available only in singleplayer
  • Changed: Respawn screen opening delay increased
  • Changed: Gadgets - Allow gadget usage in turrets except for binoculars
  • Changed: All vehicle types are garbage managed and have a common interface in VehicleControllerComponent_SA
  • Changed: Another vehicle's driver becomes an instigator only if moving toward colliding vehicle
  • Changed: Increase Xbox persistent storage size to 25000MB
  • Changed: USSR Senior rifleman replaces other roles in several groups
  • Changed: Bandage/tourniquet reactions don't appear when not bleeding
  • Changed: VON is now enabled by default for unconscious characters in the Conflict and Editor gamemode
  • Changed: M151 turret getIn and RemoveCasualty contexts added to the bench
  • Changed: When taking high damage in helmets and most vests players can go unconscious
  • Changed: Unconsciousness screeneffect now indicates how far or close the player is to waking up
  • Changed: Inspect Casualty Widget now disappears after 5 seconds
  • Changed: You now need to have your weapon in hand to be able to reload your weapon
  • Changed: Disabled sorting of the playerlist as it was causing a lot of issues
  • Changed: Balanced helicopter damage. Increased CollisionDamage, reduced chance to light on fire, added driveShaft config and rotor_base prefab
  • Changed: Rotors now take CollisionDamage at lower collision speeds
  • Changed: Deployable radio exclusion zone for enemy bases; also enabled query for all bases, not just HQs
  • Fixed: The deflated model of clothes was not correctly displayed inside the inventory preview
  • Fixed: Exiting a turret now places the character behind it, not on top of it
  • Fixed: Exiting from seat when obstructed left players stranded in another seat
  • Fixed: Switching seats and exiting at the last second will no longer break the seat
  • Fixed: Vehicle ownership could be lost when any pilot compartment is exited, for now first is considered controlling
  • Fixed: Handbrake does not engage and the engine does not shut off if the player ejects from the vehicle's driver seat, even if driving assistance is set to full
  • Fixed: Engine system was only simulated if a vehicle was controlled
  • Fixed: Ragdoll may slide when a character is neutralized during a walk
  • Fixed: Weapon switching animations should now be smoother
  • Fixed: Fuel tank warning icon disappearing while leaking when over low fuel threshold
  • Fixed: Could lose magazine on the client if spamming the F-Key on the magazine in Inspection
  • Fixed: Spotlights with projected texture correctly update also Subsurface scattering color
  • Fixed: Better Subsurface scattering attenuation and diffuse normalization for spot/point lights
  • Fixed: Water-surface vs under-water shaders inconsistencies (especially with the water erasers)
  • Fixed: Character hit animation no longer plays when healing
  • Fixed: The preview of vehicles inside the inventory was missing some parts
  • Fixed: Inventory item previews are not rendering in some cases
  • Fixed: Explosions - Fixed a bug where explosions would deal damage multiple times to some entities, depending on the amount of parent damage managers they had in the hierarchy
  • Fixed: Explosions - Destructibles don't block traces to other destructible
  • Fixed: TaskSystem - Task list entries had flickering buttons and show on map button was not working
  • Fixed: DeployMenu - Task list could not be opened when clicking on the map icon, issues with keybinds and after-respawn misalignment
  • Fixed: Building Mode Budget Going Below Zero
  • Fixed: Base supplies are no longer deducted for pre-built services when loading a save
  • Fixed: General fixes to the voting system and player list 'player action' dropdown
  • Fixed: It was possible to lose a magazine when using Weapon Inspection to remove a magazine
  • Fixed: It was possible to switch position between isolated vehicle sections, like cargo and cabin section
  • Fixed: Rain effects are not visible underwater
  • Fixed: Weapon IK solver breaking elbows in extremes
  • Fixed: Game settings were not saving window mode when it was the only changed setting (#T173508)
  • Fixed: SpawnDecalEffect would not project on multiple entities
  • Fixed: Missing particle light when a particle effect instance is not updated (e.g. because of a paused game)
  • Fixed: Resource/Supply containers were not unregistering from interactors (Services, bases, vehicle actions, etc.) when rights or interaction rules changed
  • Fixed: Resource containers are now ordered properly on interactors.
  • Fixed: Weapon deployment made the character spin if used after getting out of the loiter animation
  • Fixed: Tripod turrets could store vehicles inside them.
  • Fixed: Supply caches now replenish resources once every hour to ensure the world doesn't run dry on supplies
  • Fixed: Ragdoll and dead body position desyncs
  • Fixed: Ragdoll LOD issues
  • Fixed: Dead body teleportation
  • Fixed: Invisible supplies had active collisions with players/vehicles
  • Fixed: Supplies duplication
  • Fixed: Support stations were not able to use supplies as the range was minimal
  • Fixed: Passengers in a helicopter were turned 45 degrees counter-clockwise
  • Fixed: Lights would turn off after the shutdown timer expired, but emissive parts would remain lit
  • Fixed: Vehicle previews were displayed with loaded supplies despite not having supplies
  • Fixed: Weapons were not rendered when viewing characters at long distance
  • Fixed: Bases in conflict generated supplies on initialization to the wrong priority regarding supply containers and depots.
  • Fixed: Gadgets - Flashlight was turning off when put away / ADS
  • Fixed: Gadgets - Possible to toggle the flashlight while unconscious
  • Fixed: It was possible to get out from a hovering helicopter. Get out action has been disabled when altitude above ground level exceeds 3 meters
  • Fixed: Refunding a vest in the arsenal was breaking it into its components
  • Fixed: Character's stance wouldn't reliably change when the character was colliding
  • Fixed: Inventory was not closed when a character was deleted
  • Fixed: Invisible supplies had collisions with projectiles and grenades
  • Fixed: Empty groups on Game Master are no longer visible

Balancing changes:

  • Supply income in bases is increased to the main base and the primary objectives
  • Supply income in bases is increased per each base connected via radio signal
  • Base structures have been reshuffled to allow more choice of vehicles in the beginning
    • Truck is available from the start
    • Helipads are only available from Sergeant
    • Prices are adjusted to provide meaningful choices
  • Vehicles are reshuffled in cost and rank to ensure more advanced vehicles are more difficult to obtain outside of the primary bases
  • The cost of weapons is rounded to 5 marks to make them more readable

AI

  • Added: AITask Node to reset Pathfinding filters
  • Added: BT Task to turn on/off vehicle lights
  • Added: Navmesh Streaming can be disabled from server config - disableNavmeshStreaming
  • Changed: Renamed AILimit methods so they make more sense
  • Changed: Adjusted AI reactions to grenades to be more human-like
  • Fixed: AI was not using their rifles against helicopters
  • Fixed: Loitering AI in Conflict sometimes ignored the enemy
  • Fixed: AI soldiers will now heal their unconscious teammates regardless of their threat level.
  • Fixed: Members of the AI group could spawn on the sea bed instead of being on the sea

Multiplayer

  • Added: RCON commands support
  • Added: Server config param VONCanTransmitCrossFaction
  • Added: Streaming statistics
  • Changed: EnableStreaming(Con, Node) now supports hierarchy changes
  • Changed: Proxy vehicles are no longer simulated
  • Changed: NwkMovement systems now don't replicate when there are no positional changes
  • Changed: Post game mission restart has been enabled by default (30 seconds). It can now also be disabled using the "autoreload" CLI parameter
  • Changed: Marked NetScriptConnectionListener as obsolete
  • Changed: -disableLoadingLatestSave command line param phased out, dedicated server will no longer try to load the latest save automatically. Replaced by -loadSessionSave, which loads the latest save, and -loadSessionSave [fileName], which loads a specific save
  • Fixed: Ragdolls in MP stutter
  • Fixed: Deletion of a child in the hierarchy would not properly update the streaming state/register
  • Fixed: Streaming a huge number of entities in a single tick could bypass budgeting (streamsDelta)
  • Fixed: Proxy could clear interpolation buffer improperly, resulting in choppy vehicle movement
  • Fixed: Engine startup was not delayed so SCR_OnEngineStartBegin was not being called
  • Fixed: SCR_OnEngineStartProgress could be called when the engine was shutting down, now only when starting
  • Fixed: Proxy vehicle would not get proper OnEngineStartFail or SCR_OnEngineStartInterrupt callback
  • Fixed: Old correction could be improperly invoked
  • Fixed: Old vehicle correction could be invoked again upon entry, causing lerp to incorrect position
  • Fixed: Desync when automatically reconnecting after entering a vehicle stalled
  • Fixed: Drowned engine could be desynced during correction
  • Fixed: Small chance of animation event causing engine state desync during startup
  • Fixed: Vehicle correction could cause particles to have huge velocity during teleport
  • Fixed: Proxy vehicles would sometimes float away or become invisible
  • Fixed: Linear velocity allowance for cars was using angular velocity values
  • Fixed: Improper precision range for wheel compression codec
  • Fixed: DataCollectorDriverModule - Player or vehicle is null errors
  • Fixed: Password dialog is missing when the player accepts an invite to the passworded server while he is on another server
  • Fixed: Some vehicle lights would immediately go out again when switched on by a client
  • Fixed: Vehicle parts (rotors, wheels, etc.) couldn't be healed
  • Fixed: HitZone.Handle damage would not deal damage sometimes
  • Fixed: Vehicle lights would immediately go out again when switched on by a client
  • Fixed: Switching vehicle lights on the client would not always update emissive surfaces
  • Fixed: Compartment desynchronization when exiting the driver seat and teleporting back into it
  • Fixed: Game server properties were not kept after server reload

Modding

  • Added: Memory budget for meshes/textures resource category could be defined in game-project config
  • Added: Turrets can now have different angular limits based on character "stance" (sitting or standing)
  • Added: Fitting decals and materials for virtual ballistic protection
  • Added: VON usability in unconsciousness can be toggled in the new gamemode prefab attribute
  • Added: Audio - "Normalized" signals for aiming that are independent of limits for turrets with multiple limit sets
  • Added: Particle material - Overdraw Water feature
  • Added: SetMaxHealth now has flags to modify current health
  • Added: Polymorph object instance support to BaseSerializationContext 
  • Added: ChimeraWorld::GetObservers/GetObserversMP script API. This gives the possibility to know the camera position of each player in a multiplayer environment
  • Added: CameraBase::IsAABBVisible/CameraBase::IsSphereVisible script API
  • Added: Serialization system is now saving only modified components. It is not saving all components anymore
  • Added: Display storage limit reached error if downloading fails due to lack of storage space
  • Added: "Eject unconscious and dead characters" option on BaseCompartmentSlot, which makes it possible to mark compartments that should eject characters when they become unconscious or die
  • Added: New Fire mode MANUAL for manual action
  • Added: Manual Action option in BaseFireMode - Reload key cycles weapon manually
  • Added: Script invoker to EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity
  • Added: It is now possible to set GetOutAligningOnEvent on doorInfo on the vehicle compartment to delay aligning the character to the exit point when exiting the vehicle (will happen at Event_GetOutAlignToExitPoint). Useful for vehicles where multiple seats exit through the same door, as part of the animation is played while still on the seat, and the rest is played at the door
  • Added: CharacterCommandHandlerComponent.IsItemActionLoopTag function to check for TagItemActionLoop tag added for use with continuous context actions (refueling, repairing vehicles)
  • Added: Exposed CharacterCommandHandlerComponent.FinishItemUse(), which can be used to successfully finish item actions with looping animations (bandaging, building)
  • Added: CharacterControllerComponent.TryUseItem(), CharacterControllerComponent.TryUseItemOverrideParams() have a new argument to determine if the gadget should be kept in hand after it is used
  • Added: Exposed CharacterCommandHandlerComponent::IsUsingItem(), which can be used to determine when the character stopped performing an item action (bandaging, arming mine, etc.)
  • Added: Implemented Replicated Memory Tracking for Networked Stats API
  • Added: _AO texture suffix for global AO texture registration in PBRMulti material
  • Added: More information when printing GenericEntity in the script
  • Added: Vehicle_ResourceComponent_Base Component Template for SCR_ResourceComponent which can be used to configure resource systems on vehicles easily
  • Added: SCR_SecondaryExplosions - Common secondary explosions configuration to be used with SCR_DamageManagerComponent, for multiple types of exploding or burning material
  • Added: SCR_DamagePassRule - for SCR_DestructibleHitzone, multiple conditions to pass specific types of damage to root or parent
  • Added: Flammable hitzone fire state signal name can be customized
  • Added: Destructible hitzone can specify the secondary explosion point, taken into account when computing the average explosion position
  • Added: SCR_ResourcePlayerControllerInventoryComponent for handling replication requests for sandbox resource related features and system implementations
  • Added: SCR_SupportStationUseSuppliesEditorAttribute
  • Added: SCR_InventoryStorageContainerUI
  • Added: SCR_SupplyInventorySlotUI for handling the visualization of resources in the slot UI of items
  • Added: SCR_ResourceEntityRefundAction for handling refunding of spawner entities through player action
  • Added: SCR_ArsenalInventorySlotUI for handling the arsenal inventory slot UI
  • Added: SCR_InventoryOpenedStorageArsenalUI for handling the arsenal inventory open storage UI
  • Added: SCR_VirtualArsenalCacheManager for handling the caching of arsenal item entities
  • Added: SCR_ItemSplitDialog for handling the inventory splitting behavior of resources
  • Added: SCR_ItemAttributeCollection::SetDraggable() for allowing an item to be dragged or not in inventory programmatically
  • Added: A new enum constant in EEntityCatalogType for handling items with supplies on them, the enum constant in question is SUPPLY_CONTAINER_ITEM
  • Added: Sandbox resource system implementation into:
    • SCR_CampaignBuildingProviderComponent
    • SCR_CampaignBuildingManagerComponent
    • SCR_CatalogEntitySpawnerComponent
    • SCR_BaseSupportStationComponent
    • SCR_CampaignBuildingBudgetEditorComponent
    • SCR_CampaignBuildingEditorComponent
    • SCR_CampaignBuildingSupplyEditorUIComponent
    • SCR_CampaignMapUIBase
    • SCR_MapUISpawnPoint
    • SCR_InventorySlotUI
    • SCR_InventoryMenuUI
    • SCR_InventoryStorageBaseUI
    • SCR_InventoryStorageLootUI
    • SCR_DeployMenuMain
    • SCR_DeployButton
    • SCR_LoadoutRequestUIComponent
    • SCR_CampaignBuildingStartUserAction
    • SCR_CatalogSpawnerUserAction
  • Added: Virtual arsenal system implementation into:
    • SCR_InventoryMenuUI
    • SCR_InventoryStorageBaseUI
  • Added: API for healing and checking the health of hitzones
  • Added: "PostSimulatePhysics" system point to ESystemPoint enum
  • Added: BaseWorld::GetPhysicsTimeSlice API
  • Added: "SimulatePhysics" system point to ESystemPoint enum
  • Added: GetAnimation, GetLoop, GetPlaySpeed, GetStartTime to AnimationPlayerComponent
  • Added: ScriptCompiler: compile error for static arrays of typename (not supported)
  • Added: ScriptAPI: GenericEntity._WB_OnParentChange + GenericComponent._WB_OnParentChange 
  • Added: Support for writing and reading typenames in the serialization system (#T174003)
  • Added: TargetLayers to TraceParam. This gives the possibility to trace directly to layers instead of passing by the interaction matrix
  • Added: All headgear with armor now inherits from Headgear_Helmet_Base.et
  • Added: It is now possible to limit the stance of gadgets
  • Added: Explosion containers can now configure the physics layer for their traces. The default will be the Projectile layer
  • Added: Particles API - EmitterParam.SHAPE_SIZE
  • Added: Particles API - EmitterParam.SIZE_RND
  • Changed: Blast impulse moved to separate effect on base explosive warhead explosion containers
  • Changed: The following methods are now obsolete, due to the new sandbox resource system for supplies implementation:
    • SCR_CampaignBuildingProviderComponent::GetSuppliesComponent()
    • SCR_CampaignBuildingManagerComponent::GetSupplyComponent()
    • SCR_CampaignBuildingManagerComponent::GetSpawnerSupplies()
    • SCR_CatalogEntitySpawnerComponent::AssignSupplyComponent()
    • SCR_CatalogEntitySpawnerComponent::GetSpawnerSupplyComponent()
    • SCR_CatalogEntitySpawnerComponent::GetSpawnerSupplies()
    • SCR_CampaignBuildingBudgetEditorComponent::RefreshSuppliesComponent()
    • SCR_CampaignBuildingBudgetEditorComponent::OnBaseSuppliesChanged()
    • SCR_CampaignBuildingEditorComponent::GetProviderSuppliesComponent()
    • SCR_CampaignBuildingSupplyEditorUIComponent::UpdateSupply()
  • Changed: Flammable hitzone use ComputeEffectiveDamage instead of OnDamage, allowing it to receive incendiary damage after hitzone becomes destroyed, and have separate thresholds from other types of damage
  • Changed: LightUserAction can now be used for all types of lights instead of specialized implementations
  • Changed: Engine, gearbox, and transmission hitzone template configs switched to SCR_EngineHitZone and SCR_GearboxHitZone
  • Changed: SCR_EArmorLevel.CUSTOM_04's value changed from 25 to 24
  • Changed: Interactors now process and store their last position changes
  • Changed: Replaced SCR_NavigationButtonComponent with SCR_InputButtonComponent
  • Changed: Moved common vehicle functionality and script callbacks into the base vehicle controller class
  • Changed: RestApi GET/POST/PUT/DELETE "Now" does not return a status message when body data are empty (#T166390)
  • Fixed: Reactivating VehicleBaseSimulation does not work (#T174715)
  • Fixed: Resource containers now always unregister if there is even a possibility of doing so on the UpdateInteractor method
  • Fixed: Implicit conversions in local variables in anim expressions
  • Fixed: Implicit conversions in conditions in anim expressions
  • Fixed: ScriptAPI: Math.Repeat: negative values fix
  • Fixed: ScriptCompiler: "vector /= int" proper int to float conversion before division
  • Fixed: SCR_ItemAttributeCollection is not a selectable option for InventoryItemComponent
  • Fixed: RestApi no longer incorrectly returns the request data if the webserver responded with an empty response body. (#T173037)
  • Removed: Removed CharacterCommandSwim.WaterlevelCheck(), use new CharacterInputContext.GetWaterLevel()
  • Removed: Removed CharacterCommandHandlerComponent.GetRelativeWaterLevel(), use new CharacterInputContext.GetWaterLevel()
  • Removed: Virtual Engine and Gearbox hitzones from ground vehicles - Parent hitzones are now obsolete
  • Removed: Legacy wheel hitzones from ground vehicles - wheels are separate entities
  • Removed: CharacterControllerComponent.IsInFreeLook(). Please use the existing function CharacterControllerComponent.IsFreeLookEnabled() instead
  • Removed: Entity Script API - obsolete particle methods
  • Removed: SCR_ParticleEmitter and SCR_ParticleEmitterExtended from the game
  • Removed: StanceLimits property on BaseWeaponComponent. Use the new property StanceLimits on CharacterModifierAttributes (stored in ItemInventoryComponent)
  • Removed: EV_DIAG event mask has been removed and replaced by a diag system

Controls

  • Added: Mouse aircraft control option in gameplay settings
  • Added: Key shortcut for car high beam lights on L Hold / DPad Left Hold
  • Added: QoL - Mouse buttons 4/5 can be used to navigate tabs in UIs like Q/E
  • Added: Map tool shortcut - Compass on K / DPad Up Hold
  • Added: Map tool shortcut - Wristwatch on O / DPad Up Double
  • Added: Map tool shortcut - Protractor on B / DPad Down Hold
  • Added: Map tool shortcut - Pencil on N / DPad Down Double
  • Added: Gamepad - The radial menu can be closed also via Gamepad B
  • Changed: Map tool scaling to MMB / RB Click, Map tool rotation to MMB / RB Hold
  • Changed: Improved protractor rotation on map - follows mouse cursor while active
  • Changed: Improved consistency of main menu bindings
  • Changed: Improved flashlight control hints
  • Changed: KB/M - Toggle illumination moved to Ctrl + MMB, deconflicted melee
  • Changed: KB/M - Low ready changed to C Hold
  • Changed: KB/M - Low ready can work as a toggle with Raise weapon if the same key and input filter are used
  • Changed: Gamepad control scheme for the character has been adjusted based on community feedback and current possibilities
  • Changed: Gamepad - Freelook - RB Hold instead of RS Click toggle (#T169787)
  • Changed: Gamepad - Adjust lean to RS Hold + LS Move Horizontal, reset by sprint (was RB Hold + LS before 1.0.0, LS Hold + LS before 1.0.0.42)
  • Changed: Gamepad - Adjust stance to RS Hold + LS Move Vertical
  • Changed: Gamepad - Helicopter autohover input filter to LS Click
  • Changed: Gamepad - Helicopter engine to LS + X (was View + X before 1.0.0.42)
  • Changed: Gamepad - Helicopter brakes to LS + B (was View + B before 1.0.0.42)
  • Changed: Gamepad - Car gear shifting moved from DPad L/R to Left Stick Vertical
  • Changed: Gamepad - Vehicle lights moved to DPad Left, consistently with Flashlight Toggle
  • Changed: Gamepad - Vehicle engine moved to X
  • Changed: Gamepad - Vehicle persistent handbrake changed from RB + A to A Double
  • Changed: Gamepad - Gadget shortcuts have been moved from DPad Right + XYAB to DPad Hold & Double
  • Changed: Gamepad - Gadget Flashlight to DPad Left Hold
  • Changed: Gamepad - Gadget Flashlight Toggle to DPad Left Double
  • Changed: Gamepad - Gadget Compass to DPad Up Hold
  • Changed: Gamepad - Gadget Wristwatch to DPad Up Double
  • Changed: Gamepad - Gadget Map to DPad Right Hold
  • Changed: Gamepad - Gadget Binoculars to DPad Down Hold
  • Changed: Default quick slot items - Tourniquet in slot 7 instead of Binocular (B, DPad Down Hold)
  • Changed: Default quick slot items - Morphine in slot 8 instead of Map (M, DPad Right Hold)
  • Changed: Default quick slot items - Radio in slot 9 instead of Compass (K, DPad Up Hold) - may change in future versions
  • Changed: Default quick slot items - Building tool in slot 0
  • Changed: Default "Inspect item" binding changed to Hold R / Hold X on the controller
  • Changed: Default "Rotate inspected item" changed to Click R on keyboard / Click X on controller
  • Changed: VON radial menu - Tune frequency with Mouse Wheel / DPad Up/Down, modifier is removed
  • Changed: VON radial menu - Cycle channel with Q/E / DPad Left/Right
  • Changed: Jump out actions - 2x instead of Hold, to better prevent accidental ejections
  • Changed: KB/M - Bigger steps of walking speed adjustment
  • Fixed: Map gamepad cursor was resetting during dragging or rotating
  • Fixed: Input: "virtual" +/- inputs for axis ignored "main" input source blocking by combo. Adjusting zoom with Alt + Wheel shall no longer change movement speed
  • Fixed: XBox gamepad disconnects popup logic. The popup is now skipped if the keyboard is connected
  • Fixed: EndScreen - Debriefing screen could not be opened via keyboard/controller
  • Fixed: EndScreen - Debriefing screen Chat and GM buttons could not be used via keyboard/controller
  • Fixed: Keybinding - Game was freezing after pressing the Reset to Default/Unbind button in the controls settings
  • Fixed: Gamepad - Inverting aiming at the controller should not affect the helicopter's cyclic. Thanks to scalespeeder for the report!
  • Fixed: Gamepad - Wrong scaling of diagonal controller inputs, causing rectangular movement instead of oval. Thanks to bigbe28 for the report!
  • Fixed: Gamepad - Left Trigger adjustable focus delay was interrupted upon key frames, resulting in erratic focusing when toggling ADS (#T176262)
  • Removed: Gamepad - Focus removed from RS Hold - was duplicated with LT
  • Removed: Gamepad - Toggle freelook removed from RS Click - now freelook is on RB Hold

Workbench

  • Added: Support for file tagging and filtering based on it
  • Added: Particle Editor - Improved ways of selecting emitters
  • Added: Particle Editor - Copy/paste emitters
  • Added: Particle Editor - Emitter panel improvements
  • Added: Particle Editor - Full-screen support
  • Added: Behavior Editor - Add context menu when right-clicking on nodes
  • Added: Behavior Editor - Clicking on breakpoints on nodes in the scene disables/removes them
  • Added: Behavior Editor - Enable/Disable breakpoints
  • Added: Node Graph - Snap nodes to grids on mouse move while dragging
  • Added: Full-screen mode (F11) for Resource Manager
  • Added: Workbench: ScriptEditor: cyclic inheritance suggestions fix
  • Added: Workbench - Behavior Editor - Breakpoints panel
  • Added: Behavior Editor - Item Explorer panel
  • Added: 'License' field to meta files
  • Added: Global tags in animation graphs. Define tags that appear on output regardless of the starting node
  • Added: Anim Editor: Add existing anim set instance to workspace
  • Added: Time Save, Time Use anim graph nodes to store local time and reuse it elsewhere
  • Added: Anim Procedural Node: Scale translation of bone / ik target
  • Added: VSync option to workbench options
  • Added: Node graphs settings in Workbench Options
  • Changed: Node Graph - Holding mouse LB and RB at the same time is not allowed anymore
  • Changed: Workbench - Action tooltip now also contains its shortcut
  • Changed: Experimental build now has its own, separate user settings
  • Changed: Forest Generator now supports partial regeneration
  • Changed: A process of importing/reimporting textures in Workbench can now be canceled at any time
  • Fixed: Particle Editor - Emitter list LOD slider handles right click without crash
  • Fixed: Particle Editor - Redundant prompt to save files when opening a new file
  • Fixed: Audio Editor - Selection of nodes out of sync when adding nodes
  • Fixed: Particle Editor - Saving files and create/rename/clone emitters work again as intended without an infinite loop
  • Fixed: Behavior Editor - Mouse RB on nodes does not clear existing selecting any longer
  • Fixed: Clicking on filters did not refresh the Resource Browser instantly
  • Fixed: Wrong search results from 'Workbench.SearchResources' script API
  • Fixed: Behavior Editor - Connecting behavior node ports
  • Fixed: Behavior Editor - Crash when connecting variable ports to node's rectangular port
  • Fixed: Script Editor - on the new script tab, truncated lines when scrolling to the bottom of the document
  • Fixed: Wrong dragging speed in Node Graph editors
  • Fixed: Workbench: Jump to script definition
  • Fixed: Workbench: Creating inherited configs in the addon
  • Fixed: Workbench: ScriptEditor: Proper suggestions on primitive types
  • Fixed: Workbench: ScriptEditor: Proper code suggestion inside methods returning generics
  • Fixed: Light source visualization now respects the enabled/disabled state of the light entity
  • Fixed: UI layout editor - Incorrect behavior during property editing
  • Fixed: Disabled import of resources while scripts are not compilable
  • Fixed: ScriptDebugger - Breakpoint duplication after recompiling on host
  • Fixed: Switching World Editor back from full-screen not retaining window position
  • Fixed: Disallowed publishing of read-only (packed) projects

Workshop

  • Fixed: Incorrect update size if storage was full on Xbox
  • Fixed: Xbox - workshop updates would always fail for addons greater than 2GB

Game Master

  • Added: It is now possible to block the placing of new entities in Game Master through SCR_PlacingEditorComponent
  • Added: Game Master's Budget System now supports the ability to reserve a specific amount of budget and release the reserved budget at any specific time
  • Added: When there is no local player in the world, pressing the 'Home' key in the Game Master interface now teleports the camera to where it was when the interface was opened
  • Added: Map Locations can now be extended by pre-configured compositions from Game Master
  • Added: Mines have been added to Game Master mode, allowing Game Masters to place mines
  • Added: Localization for Game Master's Slot Tooltips
  • Added: Ability to load a specific file using the new "Load" toolbar action. Also available for Game Masters connected to a server
  • Added: Toolbar action for pausing game simulation in the Game Master toolbar
  • Added: Vehicles that have players inside are now identified as Player-Owned within Game Master
  • Fixed: Placing a spawn point or composition with a spawn point in Game Master automatically enables the faction if it's disabled
  • Fixed: Rotation indicator in the Game Master interface was sometimes aligned incorrectly to the surface below
  • Fixed: Dead player body tagged as Unknown Player in Game Master
  • Fixed: Content Browser in Game Master not displaying the correct budget
  • Fixed: Dead Player's name is "unknown player" on Game Master
  • Fixed: ArmaVision camera snapping to the ocean when opened by players without Game Master privilege
  • Fixed: Placeholder images showing up on Game Master's Content Browser
  • Fixed: Entity icons in Game Master were not updated when a dialog window was opened on top (e.g. when editing attributes)
  • Fixed: In Game Master, the "Snap to terrain" context action was available even for composition slots or location labels but did not do anything. The action is no longer shown in this situation
  • Fixed: "Open Game Master" button as shown in the pause menu even when the mission did not offer to become a Game Master (e.g., Conflict)
  • Fixed: In Game Master, it was possible to move soldiers onto a dead body, implying that they should join its non-existent group
  • Fixed: Flushing entities in Game Master.
  • Fixed: Double-clicking on the AI group did not include group members in the properties windows, as opposed to RMB > Edit Properties (#T172196)
  • Fixed: When moving players in Game Master, 3rd person's view and pose in turrets might become wrong
  • Fixed: Game Master compositions could be placed in positions where it shouldn't be possible.

Playable Content

  • Added: ScenarioFramework - Inventory and Tasks Actions
  • Added: ScenarioFramework - Medical actions
  • Added: ScenarioFramework - Dynamic Spawn/Despawn
  • Added: ScenarioFramework - Compositions of common Tasks
  • Added: Helicopters as a possible target for Task Destroy in CombatOps on Arland
  • Added: Conflict - New XP rules: Penalty for suicide, award for veterancy and radio operators
  • Added: Conflict - Reintroduced XP rewards for supply deliveries
  • Added: Conflict - Gradual seizing timer decay
  • Added: Conflict - Respawn delay penalty for repeated suicides
  • Changed: Conflict - Rank progression reward for delivering supplies increased by 100%
  • Changed: Conflict - Veterancy reward threshold
  • Changed: Conflict - Base seizing timer is no longer for each service type built into it
  • Fixed: ScenarioFramework - Slot preview persists after moving it in the hierarchy
  • Fixed: ScenarioFramework - ScenarioFramework slot preview persisted after deletion
  • Fixed: ScenarioFramework - Randomization not working as supposed
  • Fixed: ScenarioFramework - Task Defend caused VME and notifications were not working in MP
  • Fixed: ScenarioFramework - Missing default waypoint for SlotKill and SlotDefend
  • Fixed: ScenarioFramework - Undo/Redo actions on ScenarioFramework components caused asserts in Workbench
  • Fixed: ScenarioFramework - Additional QRF groups in CO weren't spawning on the server
  • Fixed: ScenarioFramework - Drowning vehicle fully didn't complete Destroy vehicle task
  • Fixed: ScenarioFramework - SlotDelivery broke when entering the trigger area without the item being delivered (#T176067)
  • Fixed: ScenarioFramework - Intel item gets deleted by GarbageManager if it is not picked up soon after spawning
  • Fixed: Debriefing - Player is told "Good job" while defeated
  • Fixed: Tutorial - Missing hint for taking out protractor in Navigation
  • Fixed: Tutorial - Active tasks outside of seizing tutorial
  • Fixed: Conflict - Supply count can go into negative numbers with several players spawning on the same deploy point
  • Fixed: Conflict - Bases are no longer marked as out of signal range when covered by both the Mobile Command Unit and radio tower while reaching only the tower

Stability

  • Fixed: Crash when getting default magazine name on a muzzle without magazine template set
  • Fixed: Proxy vehicle particles would have huge velocity during the teleport
  • Fixed: Possible GPU crash in sky rendering
  • Fixed: World Editor - Crash when adding a new script event handler to an entity by clicking a plus button
  • Fixed: Crash when exiting application after load of mission saves
  • Fixed: Crash when editing invalid anim graph while the World Editor is running
  • Fixed: ContainerSerializationSaveContext::WriteValue crash on a nested array with weak references (#T173900)
  • Fixed: Memory leak when shooting with a grenade launcher or a portable launcher
  • Fixed: UI: RichTextWidget would crash when providing an empty markup tag
  • Fixed: Addon handling: Server startup got stuck during download with a specifically corrupted local addon
  • Fixed: Crash when destroying multiple mines at the same time
  • Fixed: Crash when clicking proceed in the briefing screen
  • Fixed: Crash after reactivating character physics if the character was in a collision when its physics were deactivated
  • Fixed: Server crash when interrupting weapon change
  • Fixed: Crash when moving a large number of entities in World Editor in Workbench
  • Fixed: Crash on Xbox when a particle effect with a nonexistent particle prefab is simulated
  • Fixed: Crash on Xbox caused by birds
  • Fixed: Crash when damaging hitzones attached to colliders after a model swap.
  • Fixed: Crash when neutralizing some sub-compositions from GM
  • Fixed: Dropping a magazine while reloading could lead to a server crash
  • Fixed: TaskSystem - Tasks with unassigned faction threw VME on UpdateMapTaskIcon

Performance

  • Changed: Improved server performance
  • Fixed: Server fps issues related to getting in non-vehicle turrets

Backend

  • Added: GetLocalIdentityId() to get the local identity ID of the client
  • Changed: Ban commands are now defined in the script and use the new BanServiceApi
  • Fixed: Server can show an addon list of previously focused server

Known Issues

Game

  • Supply amount on bases is 0 after loading session save
  • Players are unable to change stance after getting dragged from the vehicles when they are unconscious
  • Getting into an unconscious state while leaving the vehicle can lead to player desync
  • Players sometimes cannot join already existing groups on the server after they connect
  • Persistent Sprint and Aiming Down Sights controls do not register properly when using a controller
  • Characters in the turrets sometimes start drifting away creating a surrealistic portrait of a man with really long arms holding a turret
  • The base will sometimes show the supply count in a decimal number
  • Some items in the inventory can look blurry and with low poly texture
  • UI in the vehicle or the turret can be hard to see
  • Composition holograms completely blind players when they are building structures with a shovel
  • FidelityFX Super Resolution reset after changing the Quality preset
  • Moving items in the inventory while using Arsenal will consume these items
  • Players that die with the shovel equipped will see the composition holograms even without it
  • The supply amount in build mode does not update correctly
  • AIs will continue firing in the same direction from turrets if they fall unconscious
  • AIs from the Living Quarters gather together when defending the base
  • Players are sometimes not able to repair some zones on vehicles
  • M998 is getting caught on small curbs and other small objects
  • Some fortifications are getting deleted on the server after placement
  • Building previews are rarely visible for players without shovel equipped
  • Players sometimes see only the disassemble action on recently placed composition
  • The backpack is not visible in inventory after being equipped
  • Missing clutter on Radeon cards post 23.9.1 driver
  • Taking a medical box after dragging and dropping it into the sub-inventory breaks UI
  • AI aims slowly with turrets
  • Exiting flipped vehicle can place character under the ground
  • The camera in the vehicle can shake violently when traveling
    • The player needs to exit and re-enter the vehicle for the issue to stop happening
  • Saved loadout preview doesn't show body parts

Game Master

  • Players getting killed by GM are punished for suicide
  • Deleting all dead bodies and destroyed vehicles with the GM can lead to the kick of all GMs from the server
    • Workaround: Delete entities in smaller batches
  • Players leaving GM on a populated server have a higher chance of being kicked from the server
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After graduating from high school, I initially wanted to study instrumental music. However, eventually I pursued a career as a video game journalist, which I started at the prestigious Ehapa-Verlag publisher, among others. Today, I share my extensive video game expertise with Guided. I benefit from over 40 years of experience with PC and console games, as well as my work in game development for the indie studio Knights of Bytes. I understand how video games work, and I also know how to convey my knowledge in an understandable manner.
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