[Sammelthread] ArmA Reforger

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Arma Reforger - Hero Art.png


ArmA Reforger - Die ArmA 4 Vorbereitung?!

Angetrieben von der neuen Enfusion-Engine, versetzt dich Arma Reforger in ein authentisches Szenario im Kalten Krieg, das sich um den Konflikt auf zwei unglaublichen Inseln mit einer kombinierten Größe von 61 km² dreht. Stürze dich im Conflict-Mehrspielermodus ins Gefecht oder erstelle deine eigenen Szenarien in Game Master, einem Echtzeit-Editor, in dem alles passieren kann. Erkunde die brandneue Landschaft von Arland und kehre ins nahegelegene Everon zurück, den mittelatlantischen Kleinstaat, in dem unsere Spieleserie mit Arma: Cold War Assault ihr Debüt feierte.

Arma Reforger ist das neuste Spiel dieser Serie und bietet eine vielseitige, kreative und vollständig modbare Plattform, die das Genre der Militärsimulation neu definiert. Game Release war: 13. Mai 2022.

Everon
Kehre nach Everon zurück: eine 51 km² große Mittelatlantik-Insel im Archipel von Malden. Erkunde vertraute Ortschaften aus Operation Flashpoint und genieße die natürliche Idylle einer riesigen offenen Welt – ein atemberaubendes Panorama aus Nadel- und Laubwäldern, strömenden Flüssen, Seen, malerischen Dörfern und kargen Gebirgszügen, umgeben von Kieselstränden und Felsküsten.

Arland
Betritt neuen Boden und entdecke das abgelegene Übersee-Territorium von Arland – eine bloß 10 km² große Insel, die zum Mikrostaat Everon gehört. Wie ihr Mutterstaat liegt sie im mittleren Atlantik und stellt im Kalten Krieg eine strategisch wichtige Position dar. Bekannt ist Arland vor allem wegen seines militärischen Luftwaffenstützpunktes, der an die Sowjetunion verpachtet wird.

Conflict
Schließe dich online mit anderen Spielern zusammen, um authentische Gefechte im kalten Krieg zu schlagen – als Soldat der US Army oder der sowjetischen Armee. Erobere strategisch wichtige Stellungen, dominiere das Schlachtfeld und arbeite mit deinen Kameraden zusammen, um Missionsziele unter dynamischen und gnadenlosen Bedingungen zu erfüllen. Diverse Waffen und Fahrzeuge aus dieser historischen Epoche wurden bis ins kleinste Detail nachempfunden, um eine unvergleichliche Authentizität zu gewährleisten. Der Mehrspieler-Modus von Arma Reforger versetzt dich zurück an die Front.

Game Master
Lenke die Geschehnisse, erstelle einzigartige Missionen und führe die Spieler zum Sieg – im Spielmodus Game Master – oder stürze dich selbst in ein Szenario, das von einem allmächtigen Creator erstellt wurde, und kämpfe dich durch eine dynamische Sandbox, in der alles passieren kann.

Combat Ops
Erlebe Koop-Gameplay und dynamische Missionsziele im neuen Szenario Combat Ops, das sich auf taktische Einsätze kleiner Teams konzentriert. Infiltriere bei Combat Ops Arland die Insel als Elite-US-Truppe: Schlage schnell und hart zu, und erreiche den Extraktionspunkt. Schließe dich bei Combat Ops Everon der Widerstandsfraktion FIA an und beteilige dich an Guerilla-Operationen, um deine Heimatinsel zurückzuerobern.

Capture and Hold
Kämpfe in rasanten, taktischen Gefechten gegen eine feindliche Fraktion, um wichtige Punkte zu halten. Capture and Hold ist ein schneller, spannender Spielmodus, der das packende realistische Gameplay von Arma Reforger in kurzen und intensiven Matches konzentriert.

Multiplattform
Arma Reforger ist das erste Spiel der Arma-Reihe, das auf PC, Xbox und PlayStation verfügbar ist. Dank Crossplay können Benutzer auf denselben Servern gegeneinander antreten, egal, auf welcher Plattform sie spielen!

Workbench
Dank der Enfusion-Engine kannst du Arma Reforger mit denselben Tools modden, die für die Entwicklung des Spiels genutzt wurden. Erstelle neue Mechaniken, Assets, Texturen und mehr – mit ein wenig Skripting-Talent sind deiner Fantasie keine Grenzen gesetzt. Gestalte das Spiel ganz nach deinen Vorlieben und teile deine kreative Vision!

Workshop
Erweitere das Grundspiel mit Modinhalten oder erstelle deine eigenen und teile sie mit der Community! Der Workshop ist der eigene, integrierte Repository-Service von Bohemia Interactive, der es jetzt auch Spielern auf der Xbox ermöglicht, ihre Kreativität im gleichen Maße wie PC-Spieler auszuleben.
hier geht es zum Workshop

Patches
Mit dem Patch 1.4 kam auch endlich der Mod-Support für die Playstation Spieler dazu. Welche Neuerungen noch mit dem Update kamen, findet man hier!

*Info zu lokal Server: Das Erstellen eines dedicated Servers ist für manche immer noch mit extremen Schwierigkeiten verbunden. Den Server in ArmA Reforger lokal zu hosten funktioniert.

Quellen & Links
Bohemia Interactive
ArmA Reforger für PC, XBox, PlayStation
Enfusion Engine
Dev's Blog
Battlemetrics - Server Liste
ArmA 4 - Webseite (ETA 2027)

Operator Drewski - Behind Enemys Lines
Reaper Just in Time Mission
Sniper Gunplay
01 Driving.jpg

04 CQB.png

05 Helicopter combat.jpg

06 Power Plant.png

09 UH1H Pilots.jpg

10 Convoy ambush.jpg

11 Bayonet.jpg

12 Helicopter squad.jpg

13 Gamemaster scenario.jpg

SYSTEMANFORDERUNGEN
MINDESTANFORDERUNGEN:
Setzt 64-Bit-Prozessor und -Betriebssystem voraus
Betriebssystem: Windows 10 64-bit
Prozessor: Intel Core i5-4460 / AMD FX-4300
Arbeitsspeicher: 8 GB RAM
Grafik: NVIDIA GeForce GTX 1650 or AMD Radeon RX 570
DirectX: Version 12
Netzwerk: Breitband-Internetverbindung
Speicherplatz: 20 GB verfügbarer Speicherplatz
Soundkarte: DirectX®-compatible
Zusätzliche Anmerkungen: Internet connection and DirectX 12 compatible PC required.

EMPFOHLEN:
Setzt 64-Bit-Prozessor und -Betriebssystem voraus
Betriebssystem: Windows 10/11 64-bit
Prozessor: Intel Core i7-6700 or AMD equivalent
Arbeitsspeicher: 16 GB RAM
Grafik: NVIDIA GeForce GTX 1070 Ti or AMD Radeon RX 5600 XT
DirectX: Version 12
Netzwerk: Breitband-Internetverbindung
Speicherplatz: 25 GB verfügbarer Speicherplatz
Soundkarte: DirectX®-compatible
Zusätzliche Anmerkungen: Internet connection and DirectX 12 compatible PC required.

Hier gehts zum ArmA 3 Sammler
 
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Bin ARMA Spieler seit OF, bzw richtig ARMA2, hab Reforger als GameEngineDemo zum EA Release geholt. Bis heute nicht mit warm geworden, Grafik hübsch ja (Techdemo halt), Steuerung aus der Hölle ;)
 
Ja same here. Allerdings hab ich gesehen das ArmA 4 mittlerweile in der Entwicklung ist und die Dev's an beiden Titeln arbeiten. Da ArmA 4 auf Reforger beruhen wird, war es mal an der Zeit mich dran zugewöhnen. Hab jetzt mal ein paar Missionen gespielt und langsam fluppt es ganz gut. Ist schon verdammt hübsch geworden. Allerdings auch extrem Leistungsintensiv. Jetzt guck ich mir erstmal den großen (älteren) Patch von ArmA 3 an. Reforger hat mich auf jeden Fall wiedfer zurück ins ArmA-Universum gebracht. Reforger ist mittlwerweile auch mehr als ne TechDemo geworden.

Gleiche Problem damals wie bei DayZ (SA). Die Engine Umstellung nach der Beta Phase hat für mich das Spiel gekillt. Brauchte lange um damit klar zukommen. Bis zum Release um die 2000h Spielstunden gehabt. Das soll mir nicht wieder passieren^^
 
DayZ hab ich nur kurz als A2 Mod gespielt, bin dann recht schnell bei PVE/PVPVE Warfare/Insurgency/Liberation hängen geblieben. A3 isses dann richtig eskaliert >2600h, vlt schau ich mir Reforger mal wieder an ;)
 
ArmA 2 hab ich damals nur kurz angespielt und hab dann fix auf ArmA 3 gewechselt. Ist für mich bis heute einfach das beste game überhaupt, egal ob ich es noch zocke oder nicht. habs gestern noch mal n ganzen Tag gedaddelt nur leider war auf KOTH RHS kaum was los. brauchte auch erstmal was um reinzukommen. Heute mal gucken was es so an Servern in Reforger gibt.
 
Also im Game hab ich extreme Schwierigkeiten Server zu finden. Egal was ich da eingebe oder einstellle. Abhilfe schafft BattleMetrics. Gibt wohl doch mehr Server als gedacht.
Beitrag automatisch zusammengeführt:

Die ArmA 4 Webseite gibt es schon, falls man sich auf dem laufenden halten möchte. Da wird aber noch einiges an Zeit vergehen bis der "richtige" Nachfolger kommt.

 
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Also im Game hab ich extreme Schwierigkeiten Server zu finden. Egal was ich da eingebe oder einstellle. Abhilfe schafft BattleMetrics. Gibt wohl doch mehr Server als gedacht.

Wenn das jemand, so wie ich, nicht auf dem Schirm hatte: Crossplay muss aktiviert sein. Dann findet man auch die ganzen Server im Spiel. 😅👍 Zeit für KOTH!
 
Gestern mal die Maps kennen gelernt, heute ins Getümmelt gestürzt.

20250729152554_1.jpg


So n bisl geht das Gefühl einer guten MilSim allerdings unter find ich.
KOTH: - schnelleres Gameplay, viele CoD Kiddos, Konsolen Optimiert (?), Shitty Piloten, relativ kleine AOs mit kleineren Map Parts. Ja es macht aber trotzdem Spass, irgendwie. Am schönsten ist es doch mit ner geschossenen RPG + Sniper hinter der feindlichen Linie in Stellung zu gehen. Gemessen aber an der ArmA3 Sa-Matra KOTH-Mod: nicht zu Vergleichen!!

Hier sind die KOTH Server wenn sich jemand mal selbst ein Bild machen möchte:
EU-1 King of the Hill
EU-2 King of the Hill
EU-3 King of the Hill
NA-1 King of the Hill
NA-2 King of the Hill
NA-3 King of the Hill
 
Ich konnte mich ganz gut in Reforger reinfuchsen. spiele es seit EA. Aber auf ein richtiges ArmA 4 freue ich mich tatsächlich etwas mehr.

bin auch seit operation flashpoint dabei (hatte damals zunächst die Demo von einer Spielemagazin CD - oder DVD? was weiß ich..).. einfach eine grandiose Spieleserie! Resistance war so ein geniales Addon. Mein lieber Scholli. bis heute das beste Addon was je ein Spiel raushaute.. (also realtiv gesehen.. ich meine es ist über 20 Jahre her)

Diese Serie hat mich mittlerweile leider für alle Funshooter verdorben..

ich spiele aber nicht so nen king of the hill oder life quatsch.. sondern klassisch warfare mit supply lines etc... (eutw und wcs usw.)..

in ArmA II gabs den bennywarfare mod, da konnte man nach und nach ne ganze kleine NPC Armee befehligen.. die konnten Fahrzeugen nutzen alles.. das war schon geil auf diesen großen Maps..
 
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Gutes Video
 
Ich hab es gute 3 Wochen gespielt, hauptsächlich KOTH. Die Community war so ne Sache und recht toxisch. Gab auch deutlich weniger Teamplay als ich von A3 gewohnt bin. Grafisch sieht das Game schon extrem gut aus und kann auch trotzdem viel Spaß machen. Aber hoffe da auf ein deutlich besseres ArmA4 in 2027.
In die anderen Modis hatte ich nur rein geschnuppert.
 

Attention, soldiers!

We updated the game on Steam, PlayStation, and Xbox.

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.

This page contains the changelog and a modding breakdown. For a full blog, visit the Arma Reforger 1.7 Partisan Update blog.

Assets​

Added: Flags orient along the wind
Added: Shovels in the inventory of Construction trucks
Added: Colliders for antenna

Changed: Expanded ballistic table gadget with data about wind corrections, peak altitude, and angle of impact
Changed: It is now possible to destroy razor wire by hitting it with a weapon that has a bayonet attached to it

Changed: Color tweaks to M81 Woodland camo and M12 holster
Changed: Slightly tweaked eye rotation during blinking
Changed: Added different behavior for the covered cargo trucks. The passengers will now teleport outside and not clip through the tarp
Changed: US AT group RTO changed from scout variant to assault variant. (Scout RTO has a cap instead of a helmet)
Changed: Raised the response index of ConcreteDebris_01_base.et so it is no longer so fragile during collisions with vehicles
Changed: Vehicle engine shutdown user action now requires being held for 0.5 seconds to prevent accidental engine shutdown caused by clicking the wrong user action
Changed: FIA Platoon channel set to 42Mhz
Changed: FIA RF-10 Radio now has two transceivers, is turned on by default, and the frequency can be modified
Changed: US ANPRC77 radio now has two transceivers
Changed: US and USSR Supply Depots are now destructible

Tweaked: Better collider for one of the barbed wire objects

Fixed: UAZ-452 transport passenger was getting stuck in A-pose when getting in
Fixed: Grass obstructing cellar access at 076 051 on Kolguyev
Fixed: Disabled the "Chambered Ammo" component in the LAV-25 autocannon turret to enable shooting after reloading
Fixed: FIA Backpack radio RF-10 didn't have the same encoding as the FIA handheld R-148 radio
Fixed: A clipping fridge through a sink in one of the variants of Apartment building
Fixed: Razor wire barriers were very hard to destroy with explosives
Fixed: The Soviet 6Kh4 bayonet had about 50% more range when compared to other bayonets
Fixed: Camo netting would obstruct the entrance to the bunker on Gull Island in HQC Arland
Fixed: Remove casualty sometimes did not properly remove the body from the vehicle
Fixed: Turret zeroing did not adjust the ADS camera angle
Fixed: Lips skinning artefacts
Fixed: Left hand was misplaced during jump with pistol
Fixed: Vehicle light portals sometimes lacked an intensity source, preventing light portal intensity changes
Fixed: Teleporting a character from a vehicle would sometimes throw them away
Fixed: Hand animation was sometimes broken when arming mines
Fixed: Flare smoke rotation was not working
Fixed: Animated belt system sometimes failed to animate
Fixed: BTR-70 ammo boxes were clipping through the armor, exposing them to being easily damaged, even with small arms
Fixed: Reduced damage threshold and reduction on armored glass now that penetration works - otherwise, glass could be indestructible
Fixed: Ladder exit points in Bunker_SPS were clipped into the floor
Fixed: TransmitterTower_01_medium_base.et (Entre-Deux tower on Everon) action was hard to use
Fixed: Patients and medic should no longer clip with the roof of the UAZ ambulance during the boarding animation
Fixed: 82mm illumination flare smoke disappeared too early
Fixed: 81mm illumination flare effects terminated too early
Fixed: Player sometimes got stuck while exiting some turret emplacements
Fixed: LAV-25 compartments were not water-tight
Fixed: It was possible to deploy sandbags or crew-served weapons on top of vehicles, making them float when the vehicle drove away
Fixed: Soviet sharpshooter harness didn't fit into vehicle inventory
Fixed: Machine gun emplacements did not have the correct category assigned to them in the Game Master catalogue

General

Added: Bushes slow the player character down when going through them
Added: Reconnection Queue
Added: Logging of all events when a player is killed
Added: New button to the map to open the weather report window

Added: NSV ammo to FIA arsenal
Added: Hiding squad cohesion markers where there is no squad cohesion
Added: Minefields around Udarkin, military base near Ugoldar, Airfield, Villa, Ridge, and other areas
Added: Active AI Limit per faction CLI Param
Added: Confirmation dialog to prevent accidental suicide caused by unintentionally clicking Respawn in the pause menu

Changed: Strafing speed and movement inertia tweaked
Changed: Repair stations and repair trucks can now provide additional force when unflipping a vehicle, thus allowing you, for example, to unflip a BTR-70 by yourself

Changed: Disabled telemetry
Changed: All FIA loadouts and arsenals now use Dirty soviet boots prefab
Changed: Added shopping list item and grey pants to FIA arsenals
Changed: Ranks required for items and vehicles for FIA
Changed: Improvement for a zeroing issue after the character is spawned in multiplayer
Changed: Zoom of the camera in 3rd person when driving a vehicle to better allow for looking in the distance instead of zooming into the vehicle model
Changed: Destruction for destructibles was not allowed if they had any children
Changed: Only one player at a time can now use the dismantling user action on compositions
Changed: Helicopters now apply the parking brake and go into auto hover if the pilot loses connection
Changed: Player is no longer able to repair or refuel moving vehicles
Changed: When we remove the driver from the compartment, we pull the handbrake
Changed: Standing up animation for the cargo trucks without the full teleport get out

Tweaked: Re-enabled Arsenal function for the Medical kit
Tweaked: Improved projectile simulation to match the world fixed frame

Fixed: Door animation issues for join-in-progress (JIP) clients.
Fixed: Check for deploying MHQ on dedicated servers
Fixed: Enemy faction could use MHQ if the vehicle is occupied
Fixed: MHQ could not be re-deployed after loading a save
Fixed: Detaching a bayonet didn't reduce the weapon damage multiplier
Fixed: Rally point icon misplaced on bases that have no callsign
Fixed: It was possible to construct structures with a construction truck if the required rank was higher than sergeant
Fixed: FIA Living Quarters and Mobile Command Units now require Partisan rank
Fixed: Some radio backpacks were wrongly not allowed to be saved in a loadout in HQC Conflict
Fixed: Operation Omega & Combat Ops Kolguyev - Vehicles inside DynamicDespawn areas were not spawning
Fixed: Player was able to continue using user actions while the character was dead
Fixed: There was no fall damage caused by vehicles
Fixed: Items stack would change position when its elements were removed from the container
Fixed: Inventory UI sometimes showed the wrong icon for items
Fixed: Vehicle collision particle effects were also being played on collision with tiny and small objects
Fixed: Stack size was incorrectly updated in the vicinity view when the player picked up an item, while there were multiple stacks of the same prefabs, but with different weight/bullet count
Fixed: Projectiles despawning when exiting the top of the world
Fixed: Inconsistent ladder forward direction for some of the ladders, when operated by AI
Fixed: Gadgets in character preview were not being animated properly
Fixed: FIA Grenadier spawned without a map and flares
Fixed: When the player holds the hotkey of the item they already have equipped, the quick slots will show up as usual
Fixed: Reconnecting to a dead character in a vehicle sometimes started a death ragdoll
Fixed: Weapon resting was possible at the same time as changing stance from/to prone
Fixed: Gamepad effects didn't work correctly
Fixed: TrackIR camera overridden when Align Camera was pressed
Fixed: Character clipping through walls in tight places
Fixed: Bugs related to two characters entering one turret at the same time
Fixed: Character's head sometimes clipped through hatches while climbing ladders
Fixed: Grass wasn't flattened in the crouched stance
Fixed: Vehicles without fuel didn't turn off properly for clients
Fixed: It was possible to put vehicles in inventory, turrets in arsenal, and sell supplies as items in arsenal
Fixed: Character desync in unconscious state when teleporting the character from one vehicle to another
Fixed: Bullet penetration thickness override didn't work with non-UTM (i.e., non-mesh) colliders
Fixed: Saved Arsenal loadout not available after player was deleted by GM
Fixed: Commanding menu was not available on hosted games to host
Fixed: Supply caches that were placed too close to each other were registering each other's storage
Fixed: Requests from players who left the game were not removed
Fixed: Players were able to get into the turrets while the composition was disassembled. Now turrets will be locked when action is started
Fixed: Players were able to disassemble the compositions with turrets, even when they were occupied
Fixed: It was possible to steal the saline bag, which was applied to the dead or unconscious character
Fixed: TurretControllerComponent fire mode desync issues
Fixed: Loitering user action desync for reconnecting players
Fixed: Dead bodies on buildings levitated when the building was destroyed
Fixed: Vehicles didn't get damaged by vehicles on fire in their proximity
Fixed: Weapon resting action hint was only shown for weapons with a bipod, and it was shown even when the player wasn't actually able to rest his weapon on something
Fixed: Turret optics misaligned with vehicle when on slope

Playable Content

Added: Playable FIA to Conflict (HQC and Legacy, except for smaller Conflict scenarios)

  • The number of available FIA player slots can be set per server using the mission header
Added: Renegade faction, spawn points, and configuration

  • FIA will now punish rogue players by expelling them from their faction until they regain their rank
  • FIA Renegade punishment UI
Added: FIA weapon cache locations
Added: Voting to relieve the commander of duty

Added: FIA Deployable Tent for Conflict - added to Arsenal, costs 200 supplies, holds 100 supplies, used for spawning
Added: Enemy AI will engage deployed FIA tents and destroy them
Added: Toggle in mission header to disable Random Spawnpoints and Random CachesAdded: Toggle to enable spawning on bases and option to enable all bases or just ones within coverage of both the US and USSR
Added: 38 base callsigns for FIA, configured to be used in Conflict
Added: Made new variants of camouflaged USSR fortifications to use FIA camo and be buildable by FIA
Added: Support for rally point save/load
Added: Operation Omega - Mark 3 suppressor is now available at the helicopter crash site in Over The Hills And Far Away
Added: The group menu objective is changed when the group task changes
Added: Squad leader can kick members out of his squad, they are then moved to the Reserves squad
Added: Added equipment crate to the HQ tents with an entrenching tool, a map, and a compass
Added: Wrench to the loadout of both the US & USSR Mechanized crews
Added: Volunteering for Group Leader can be toggled on/off in game modes
Added: Warning dialog for singleplayer BI missions if the user has addons enabled

Changed: Radio Relay Station can be disassembled by members of the owner faction only when there is more than one relay in such a base or the base itself is marked for deconstruction by the commander
Changed: FIA Ammunition Supply Depot requires Partisan rank to be built
Changed: Added additional hitpoints for Combat Ops Transmission Tower weak points - making it easier to destroy
Changed: Added map Recon Menu to keybind settings
Changed: Combat Ops Kolguyev - Disabled spawn limits on deployed radios
Changed: Vehicle spawners for FIA modified on Eden and Arland (both Legacy and HQC versions) - Unarmed vehicles allowed to spawn to show more transport trucks in FIA supplies area
Changed: Destroy Fuel Tank tasks removed from the randomization
Changed: Game Master "Neutralize" action is now using the "Kill" method instead of setting health to 0
Changed: Sorting of available AI groups in the US living quarters - Fire team is now first to be consistent with USSR.
Changed: Removed preplaced helipads from multiple HQC Conflict versions: Arland, Kolguyev, and Everon. Those are not usable by FIA and only took up space.
Changed: The journal description for the Fire support request now explains the evaluation better.

Tweaked: Disabled showing faction command category to HQ commander when he is outside of the combat support station
Tweaked: Drop rate of valuable intel increased to 100%, reduced drop rates of medium and highly valuable intel, increased rewards for valuable intel, decreased enemy kill XP reward
Tweaked: Seize XP reward config integrated XP reward info

Fixed: Legacy Conflict - Player with Renegade rank could not respawn
Fixed: The remaining time until conflict victory was not saved
Fixed: Player from faction A was able to build FOB with a construction truck from faction B
Fixed: AA compositions spawned by GM would be malformed, where the gun would be inside the sandbag
Fixed: When GM would pull a character out of the water, then they would be unable to place him on the ground without first adjusting the altitude with Left Alt
Fixed: Operation Omega - Mismatch of voiceover and subtitles
Fixed: Operation Omega - Tweak for friendly fire punishment not working properly
Fixed: Operation Omega - It was possible to open the inventory in the cutscene in the mission Light In The Dark
Fixed: Command post present in Construction Truck build menu despite Establishing Bases being disabled
Fixed: Combat Ops Kolguyev - Possible Objectives on the initial screen did not reflect which tasks were actually spawned
Fixed: Very fast supply regeneration in MOBs with supplies auto-regeneration enabled
Fixed: Tutorial - Combat Engineering Build tab froze time
Fixed: Tutorial - Added back tutorial prompt when playing for the first time
Fixed: Tutorial - Controller - Switching courses in teleport map didn't work well
Fixed: Tutorial - First Aid course - Absence of medical items on the table
Fixed: Tutorial - Missing door in the first starting room of the training
Fixed: Tutorial - Obstacle course and Land Navigation - Opening pause menu didn't stop timers
Fixed: Moved Relay to the non-destructible antenna within the same military complex (BARS communication bunker)
Fixed: Task was incorrectly saved as assigned for all possible executors
Fixed: HQC - Crashing or getting disconnected from the server blocked Commander from regaining the Commander position until the voting cooldown passed
Fixed: HQC - Missing blurry filter in Operations menu when the enemy was close to bases that were far away from the commander
Fixed: The spawning supply and MSAR cost of the saved loadout with items from the pre-defined loadout were incorrect
Fixed: Command post was not closed on Base Dismantle
Fixed: Everon's Saint-Pierre harbor and several others still had checkpoints that could not be dismantled
Fixed: Map markers - It was possible to delete map markers in Combat Ops Kolguyev and Operation Omega missions
Fixed: Game Master deleting his player character was removed from the player group
Fixed: Supplies Transport System - Vehicle Condition Shows Wrong Info on Client
Fixed: Markers were not visible in cooperative and singleplayer missions
Fixed: Conflict - Incorrectly timed base signal coverage recalculation
Fixed: Editor toolbar actions were not usable in Build Mode and GM (AI waypoints, faction spawn point, etc)

Removed: Prebuilt FIA Arsenals from all Conflict scenarios
Removed: Faulty USSR arsenal on top of Pik Pobedy

Vehicle simulation

Tweaked: Mass of several vehicles (Reduced: BRDM-2, BTR-70, LAV-25; Increased: All others)
Tweaked: Softer dampening forces for all vehicles
Tweaked: Softer spring strength for M923A1 and UAZ-469
Tweaked: Slightly increased shifting times on BTR-70 and BRDM-2
Tweaked: LAV-25 suspension so that it is less prone to rolling over in tight corners
Tweaked: More realistic braking forces after braking code fixes
Tweaked: Throttle curve corrected for 10 km/h reverse speed for BRDM-2, M923A1, S105, S1203
Tweaked: Braking forces of nearly all vehicles were increased to idealistic standards (S1203, LAV-25, M923A1, BRDM-2, BTR-70, M151A2, M998, S105, UAZ-469, UAZ-452, URAL 4320)
Tweaked: Braking force-to-time curve was adjusted for faster full braking force
Tweaked: Less punishing uphill shifting factors for M923A1
Tweaked: Increased redline RPM for most engines to improve uphill performance (M923A1, URAL 4320, S105, S1203, UAZ-469, UAZ-452, M998)
Tweaked: Minor improvements to helicopter collective logic
Tweaked: Suspension travel adjusted on a few vehicles (BRDM-2, BTR-70, LAV-25, M998, UAZ-469, UAZ-452, URAL 4320)
Tweaked: Slightly reduced physical wheel size on BRDM-2 and BTR-70 to make the tires appear less floaty
Tweaked: Modified glass gamemat on vehicles' windows from 4mm to 2mm
Tweaked: Better switching R/N/D gears in full driving assistance mode

Fixed: Vehicles - Maximum fuel consumption was reached at peak torque RPM instead of peak power RPM
Fixed: Vehicles having too powerful reverse torque
Fixed: Wheel aside and forward vectors were incorrect, causing the vehicles to misbehave on slopes depending on the angle.
Fixed: AI didn't use brakes when changing gear direction (R to N/D, or D to R/N)
Fixed: Turbo Throttle setting was non-standard for LAV-25

Persistence

Changed: Persistence UUID generation changed its internal layout and added new script APIs. Old save-game data is incompatible and will be ignored
Changed: Binary is now the default save game format for all missions

Fixed: Global supply usage was not saved
Fixed: Missing Persistence component on Handwear_Base.et
Fixed: GM-placed spawn points, faction affiliation, supply usage, and enabled state were not saved
Fixed: GM-placed tasks were duplicated upon loading a save
Fixed: Resource component with no containers did not save disabled info
Fixed: AIGroups could contain cyclic save points in save data
Fixed: AIGroups spawned from the SF slot did not follow waypoints
Fixed: E_VehicleMaintenance_M_Conflict_USSR_01 was not saved
Fixed: Group association on tasks was not properly restored, which led to task invisibility
Fixed: Group tile buttons not being selectable & missing radio frequencies in group tile buttons
Fixed: AIGroup presets without role assignment were missing when loading a save
Fixed: SCR_ScenarioFrameworkLogicCounterSave did not read from base
Fixed: VME in Faction manager serializer when setup is not valid
Fixed: Wrong slot save game inheritance for SF
Fixed: GamemodeStorage could not be used for System collection

Multiplayer

Added: Server setting for 3rd person camera for drivers only
Added: A SHUTDOWN save point is created automatically now on graceful exit
Added: -persistenceDiag options "logs" and "menu" to selectively auto-enable them. Both get activated by default if no argument is passed

Changed: Now only dynamic (f.e, vehicles) and kinematic (f.e, characters) objects are checked if they are prevented from being moved outside of world bounds
Changed: When a dynamic or kinematic object is being placed under the terrain surface, then the game will readjust its position to be at the terrain surface

Fixed: A graceful exit now awaits completion of any in-progress running persistence system save operation
Fixed: Chat messages legally containing \n character were not properly passed through the profanity filter that used it as a data separator
Fixed: Birds didn't work properly after server restart
Fixed: In MP, some elements of the weapon UI would switch to the freshly taken weapon, despite it not being equipped
Fixed: HQC - Client rejoined the wrong group on dedicated server reconnection
Fixed: It was possible to bypass the cooldown on vehicle purchasing in conflict
Fixed: High ping or server issues could allow the player to spawn multiple vehicles before the cooldown kicked in
Fixed: Changing fire mode in turrets sometimes caused desync issues
Fixed: Camouflage face paint was not working for the clients
Fixed: Player characters would remain in the world after server restart, regardless of the reconnect system being enabled or not
Fixed: Replicated hit zone order was wrongly sorted sometimes

Controls and UI

Added: Current Group objective in Group Menu

Changed: Layouts for the end screen to fix the cropped text issue
Changed: Icon for Custom Loadout
Changed: Center the camera on the base when opening the building editor via operations
Changed: Switched the advanced keybinding dialog label for the back button from "Cancel" to "Save and close" to better reflect what it does

Fixed: Hold G to "Don't show again" didn't work for HQC hint Support request - Squad Leader
Fixed: Equipping an explosive from quick slots 5-0 would result in the weapon being dropped if the player had it equipped and it wasn't a grenade
Fixed: Group join request tab on the controller
Fixed: HQC - Unavailable request icon stays highlighted when the user closes the map
Fixed: The 3rd person camera free look was not working when in a vehicle
Fixed: The Clear Obstacle command now has a unique icon in the radial wheel and as an objective on the map
Fixed: Unsafe system registration from parallel simulation
Fixed: Markers not being shown when the map is opened for the first time
Fixed: Unloaded icons for the player's default mode in admin view
Fixed: DualSense buttons would show for players with Xbox controllers on PC (With Steam input enabled)
Fixed: Misaligned button columns in the Controls tab in settings

Audio

Added: Radio chatters' improvement sounds for HQC
Added: Mouse hover sound to MP browser tabs

Tweaked: Balance for volumes for music in Kolguyev multiplayer scenarios

Consoles

Added: Enabled growable persistent local mod storage for Xbox: It can now automatically expand from 1 GB up to 50 GB, depending on usage

Fixed: PS5 surround sound issue if Linear PCM is not selected in PS5 settings

AI

Fixed: A static machine gunner approached from the back was not reacting to enemies
Fixed: Improved AI character's traversal of small doors
Fixed: AIs were having difficulties crossing sliding doors
Fixed: Commander could bypass the world AI budget
Fixed: AI patrol state was not properly saved on bases
Fixed: AI - FIA reported 'Neznámý stan' when an enemy is detected
Fixed: AI spammed door actions because it didn't detect the open state correctly

Workshop

Changed: A solution for the Workbench timeout upload error has been issued, which should minimize the failure of mod uploads

Fixed: Integrity validation crash

Removed: MANW Workshop Tab

Render

Fixed: Set Grass draw distance in the Overall High graphics preset from the default 175m to 100m
Fixed: White flickering artifacts in dark forest undergrowth

Stability and Performance

Changed: Disabled trace routing and analytics for failed requests

Tweaked: Improve item preview rendering performance

Fixed: Several crashes related to animations
Fixed: Crash related to item usage
Fixed: Persistence memory leak
Fixed: VME when the server is executing SCR_CampaignBuildingEditorComponent.RplSave
Fixed: Added force closing of the build mode editor when no providers are set
Fixed: Possible crash in the animation system related to replicated data of other players
Fixed: Crash when damage was getting registered into hit zones
Fixed: Server crash on end-game event with ongoing SAVE process
Fixed: Possible crash when handling gamepad registration
Fixed: Crash when calling AnimPhysAgentPhys::SetLocalVelocity when the character is dead.
Fixed: Character colliding into the standing turret if sprinting before getting in
Fixed: Crash on releasing the navmesh tile and loading it at the same time
Fixed: Crash when streaming couldn't create an entity
Fixed: Crash related to loading UI Prefabs
Fixed: Assert & crash when killing/deleting character
Fixed: Crash when killing/deleting a character after the client reconnected to it
Fixed: Crash when setting signal value
Fixed: World editor - Crash at switching to game mode due to entity icons
Fixed: Possible crash when creating BaseDoorComponentPrefabData
Fixed: Possible crash when destroying BaseLightManagerComponent
Fixed: Several Memory leaks
Fixed: Crash when throwing something without a GrenadeComponent as a grenade
Fixed: Crash when checking if an entity can be an explosion member
Fixed: Crash when deleting a weapon with an attachment without an InventoryItemComponent
Fixed: Possible fix for crashes during ActionsManagerComponent deletion
Fixed: Crash when saving an individual entity via the script API while registrations were pending
Fixed: Crashes on remote proxy related to weapon deployment when linked while the linked entity was not streamed in
Fixed: Possible crash in FallDamageInspectorSystem
Fixed: Crash in RoadNetworkBuilderTool when reloading a world (or going from Game mode to Edit mode)
Fixed: Crash when trying to get into an invalid compartment
Fixed: Prevent crashes when an invalid action manager index was provided
Fixed: Crash when deleting certain user actions
Fixed: Crash when the current weapon change wasn't properly handled
Fixed: Prevent crashes by disallowing prefabs whose animation graph could not be loaded from spawning
Fixed: Crash when replicating a turret override
Fixed: Crash caused by activating a character without a physics component
Fixed: Crash in desync detection due to an uninitialized value
Fixed: Crash if a destructible was forcefully deleted when changing states
Fixed: Crash in SCR_OnEffect.OnEffect if outMat is accessed
Fixed: Crash on releasing the navmesh resource and loading it at the same time
Fixed: Crash possible when the default hitzone is missing
Fixed: Crash when adding or deleting entities while a save is in progress
Fixed: Destructibles that destroy destructibles on destruction would sometimes cause a crash
Fixed: Crash when destroying buildings due to parenting loops

Modding

Added: Added a plugin for generating projectile wind data in the world editor
Added: Faction parenting, to make specific groups with separate interactions for AI, spawning, communication, etc.
Added: ChimeraGame.OnBeforeWorldCleanup() event to disable any entity-destruction logic before world unload
Added: BackwardsCompatiblity.c for Serialization plugin modding users
Added: Option for modders to disable a specific predefined group and group role preset
Added: ForceLocalScope for easier handling of scopes
Added: In faction configs, it can be set whether tasks are enabled for this faction (whether a faction should receive tasks)
Added: BaseMagazineComponent.GetAmmoType() to access magazine config information easily
Added: CompartmentAnimationComponent, which should be used as an animation component for compartments. VehicleAnimationComponent and MortarAnimationComponent inherit from CompartmentAnimationComponent
Added: Gamecode FireModeManagerComponent for proper MP synchronization (SCR_FireModeManagerComponent now inherits from it)
Added: Projectile Wind Table config for ProjectileMoveComponent
Added: Ragdoll can now be reactivated. Also, CharacterControllerComponent::Ragdoll method now has an optional bool to reset ragdoll time
Added: PersistenceSystem.CommitStorage and ClearStorage APIs for expert users, manually controlling the underlying storage mechanisms
Added: Scripted OnDelete event to GameComponent
Added: Separate uphill/downhill shifting factors for CarController
Added: Workbench: CSV import now supports comma-separated values
Added: More DamageArea script API
Added: Expanded the SCR_DeployableVariantContainer by adding an option to define a surface validation class, which will also be called when the item is being placed via the entrenching tool deployment mode
Added: Added script invoker callbacks to the TimeAndWeatherManagerEntity, which inform proxies when weather changes, or when GM overrides wind speed
Added: DamageManagerComponent.GetHitZonesByID as well as SCR_DamageManagerComponentClass.GetGroupHitZoneIds for quicker fetching of hit zones - When a character's limb hit zone is destroyed, then it will pass the damage to other hit zones within the same group, or to the chest hit zones if all other group members are destroyed
Added: OnDelete event to GameComponent
Added: Resource name container for storing ProjectileWindData in ProjectileMoveComponent
Added: An optional float was added to CharacterControllerComponent::Ragdoll method to reset and extend the ragdoll time

Changed: DamageEffectEvaluator is now exposed to script and moddable
Changed: Reconnect system was rewritten to offer more modding capacity

Changed: Overhauled OnDelete to use the GameComponent's method. May introduce regressions in mods that were relying on previous individual (usually unused) OnDelete methods
Changed: Animation graphs (Please check your animation graphs, they became stricter, especially for unnamed and unused nodes)
Changed: Trigger component offset was changed from float to a vector3
Changed: Changes for out-of-vehicle teleportation for characters. A new point info is added to the compartment to handle character ejection-related teleportation better. Interrupted vehicle entry animations will prefer entry point info to exit point info from now on
Changed: SCR_DestructibleBuildingComponent requires SCR_DestructibleBuildingEntity to function
Changed: Shooting replicated projectiles is no longer possible unless they were already a child of the weapon hierarchy (e.g., like it is with projectiles with MagazineInMagComponent)
Changed: Obtaining save game data from the SaveGameManager is now an async process with scripted callbacks
Changed: SaveGameManager will no longer delete data for -loadSessionSave specific IDs passed
Changed: PersistenceSystem.SetId will now automatically register the instance if necessary
Changed: Hit zone configs meant to internal parts of the vehicle now pass damage to the default hit zone by default, and only FuelTank_TruckCargo.conf uses the pass to root option
Changed: Updated SCR_InventoryStorageManagerComponent to use the new CharacterControllerComponent.ReplaceEquippedItem() for replacing the currently equipped weapon
Changed: GUID of SCR_CampaignBuildingDisassemblyUserAction in CompositionBase.et changed from 5D66ED1086234C38 to 66F87AAA0DDFF5C3, as now it is using a config - FreeRoamBuilding_Action_Disassemble.conf
Changed: Signature of AssignCallGroupCallsign method now includes the group
Changed: SCR_AvailableActionsCondition.IsAvailable now has a data param marked as notnull to remove the necessity for null checking the data
Changed: Renamed SCR_HoveredEntityHasFlagsActionComponent and SCR_HoveredEntityIsLockedActionComponent to SCR_HoveredEntityHasFlagsActionCondition and SCR_HoveredEntityIsLockedActionCondition respectively
Changed: SCR_Faction.GetRankName() is moved to SCR_Faction.GetRanks().GetRankName()
Changed: SCR_CharacterControllerComponent.StartLoitering() - one argument was added; mostly, you need to just add 'null' as the first one.
Changed: Void SetTransform() changed to bool SetTransform(), most times taking a return value from the super method is enough.
Changed: SCR_RadialMenuController.InvokeOnInputOpen() now has no argument; just replace it.
Changed: SCR_BinocularsComponent.IsZoomedView() and some other binoculars methods were moved to SCR_PlayerController (e.g. SCR_PlayerController.s_pLocalPlayerController.GetIsBinocularsZoomed())

Tweaked: Improved the condition for despawning projectiles that are out of the world bounds (not deleted through the top, or when entering through the sides)
Tweaked: Moved Wheel setup of LAV-25 into config for easier editing
Tweaked: Some vehicle components are now obsolete

Fixed: Removed spaces from the end of the names of quads in MilitaryIcons.imageset
Fixed: Custom damage states should work fine if the damage state thresholds array is populated based on the order of custom state members in EDamageState
Fixed: Crash when generating ballistic table data
Fixed: SaveGameManager was not handling autosave interval of 0 as disabled correctly
Fixed: GamemodeStorage is now fully functional
Fixed: Persistence config was not retrieved and set correctly on the script API, and could lead to crashes
Fixed: Overrides of the static method GetArsenalLoadoutComponentsToCheck in modded instances of SCR_ArsenalManagerComponent were not called
Fixed: SCR_PlayerIdentityUtils.GetPlayerIdentityId was returning mixed-case IDs
Fixed: Script invokers for RadialMenuControllerEvents had a defined signature

Removed: CommunicationSoundComponent.GetMetadata and HandleMetadata
Removed: PersistenceSystem.TriggerSave, use SaveGameManager APIs instead
Removed: PersistenceSystem.PauseTracking and ResumeTracking. Use Start/StopTracking with the new data release parameter instead
Removed: SetActionDuration removed. Configure it via config only
Removed: SCR_SalineBagStorageSlot.GetItem(), as GetAttachedEntity() should be used instead



Modding Breakdown

  • The event ChimeraGame.OnBeforeWorldCleanup was added.
    It is called when the current world is about to be unloaded and can be used to disable any event listeners that would otherwise react to entities being deleted during gameplay.
    Rank-related logic was reworked and moved to dedicated classes.
    For example:
    GetOwnerFaction().GetRankName(currentRank);
    should be changed to:
    GetOwnerFaction().GetRanks().GetRankName(currentRank);
    Please refer to SCR_RankInfo and SCR_RankContainer.
  • The event GameComponent.OnDelete was added.
    Inherited classes or modded instances should rely on it instead of putting cleanup logic into Destructors or individual OnDelete methods.
  • The method UserActionContext.GetAction(int index) was added.
    It can be useful when the action index is known and/or additional memory allocations are not desired.
  • The method BaseMagazineComponent.GetAmmoType() was added.
    It is used to access magazine config information easily.
  • SCR_DeployableVariantContainer has gotten an option to define a surface validation class.
    It is also called when an item is being placed via the entrenching tool deployment mode.
  • A new component class, CompartmentAnimationComponent, was introduced.
    Should be used as an animation component for compartments.
    VehicleAnimationComponent and MortarAnimationComponent now inherit from it.
  • Game systems must now be properly initialized and set as not abstract for the engine to process them.
    Overridden InitInfo method must be present, see vanilla systems for reference.
  • BaseUserAction has had the SetActionDuration method removed.
    Duration can now be configured only while editing a prefab.
    Also, classes based on the BaseUserAction now call OnDelete BEFORE the ActionsManagerComponent they are registered with gets destroyed.
  • All curve object properties now use UIWidgets.CurveDialog by default.
    The UIWidgets.GraphDialog property has also been removed in favor of UIWidgets.CurveDialog
  • SCR_AvailableActionsCondition.IsAvailable now has a data param marked as notnull.
    You need to change the argument's signature and remove the unnecessary null-checks in your custom classes.
  • SaveGameManager has had RetrieveSaveGameInfo() removed and GetSaves() updated.
    Usage example:
    m_SaveGameManager.RetrieveSaveGameInfo({m_currentMissionRes}, new SaveGameOperationCb(MyInitSaveGames));
    should be changed to
    m_SaveGameManager.GetSaves(m_currentMissionRes, new SaveGameObtainCallback(MyInitSaveGames));
    The SaveGameOperationCallback is used for async calls on one exact save, and SaveGameObtainCallback for getting all saves, filtered or not.
  • DamageEffectEvaluator is now moddable.
    Can be useful for creating custom damage types.
  • The character's limb hit zones now pass damage to the main hit zone when they are destroyed.
    Might be important for mods with custom armor, medical systems, or AI survivability behaviour.
  • SCR_InventoryStorageManagerComponent updated.
    Logic for replacing the currently equipped weapon was moved to the CharacterControllerComponent.ReplaceEquippedItem().
  • SCR_LoiterUserAction and SCR_CharacterControllerComponent.StartLoitering were updated - adapt your custom classes accordingly.
  • The signature of the AssignCallGroupCallsign.AssignCallGroupCallsign method now includes the AI group.
  • SCR_DamageArea has gotten extended functionality.
    New methods, such as ReevaluateDamageEffect, IsEffectApplied, AddEffect, and RemoveEffect, were added.
  • SCR_DestructibleEntity has gotten new total-destruction-related parameters, Total Destruction Enabled and Total Destruction Threshold.
  • Modded instances of SCR_ArsenalManagerComponent are now correctly calling the GetArsenalLoadoutComponentsToCheck method.
  • The reconnect system was rewritten to offer more modding capability.

Quelle: Steam https://store.steampowered.com/news/app/1874880/view/672870313012232264
 
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