· 10 years ago · Sep 22, 2016, 08:12 PM
1FROM: High Command
2TO: Arma 3 Users
3UNIT: Main Branch
4ACTIVITY: Game Update 1.64 (Apex Protocol Difficulty Overhaul, Vehicle Path-Following Improvements, Simple Objects Integration)
5SIZE: ~5.6 GB / ~1.0 GB (depends on Apex ownership)
6NOTES
7
8 Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
9 Consider defragmenting your HDD after downloading large updates.
10 Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.
11 A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.62). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy162
12 This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible.
13 You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).
14 Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
15 NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2016 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.
16 In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.
17 You can help us to further improve the game by posting your feedback on the Feedback Tracker.
18
19CHANGELOG
20
21 Added: It is now possible to display an Arma 3 Units logo in a player's profile
22 Added: Buttons for sorting and muting all players in the multiplayer lobby
23 Added: An ability to search in the Zeus asset browser
24 Added: An ability to sort Arsenal lists alphabetically or by a mod
25 Added: An ability to fill uniforms, vests and backpacks with any magazine in the Virtual Arsenal (not just those compatible with currently selected weapons)
26 Added: The amount of Chinese symbols the game is capable of displaying was increased by another 4000
27 Added: A hull hit point with damage material to the RHIB boat so that it visually deteriorates under incoming fire even when not destroyed
28 Added: A dry firing sound for the LIM-85 machine gun
29 Added: Gunner Aim Indication for VTOL and Kajman pilots
30 Added: A new sound configuration for the machine gun of the Prowler LSV
31 Added: Unarmed characters for the Tanoa factions
32 Added: The Dynamic Groups are now available in all Master Zeus scenarios
33 Added: A new BIS_fnc_switchLamp function toggling the functionality of street lamps
34 Added: An ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false])
35 Added: Pressing "O" in the Virtual Spectator mode now allows drawing of projectile paths
36 Added: New samples for several dry firing sound effects
37 Added: Splendid Camera now shows also the camera's ASL altitude
38 Added: A new directory for sounds shared for all weapons
39 Added: A new BIS_fnc_attachToRelative function
40 Added: A new BIS_fnc_vectorDirAndUpRelative function
41 Added: A new BIS_fnc_weaponDirectionRelative function
42 Added: An indication of track mode in airplanes' TGPs (the PilotCamera class)
43
44 Tweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa
45 Tweaked: Tasks are now created for given entities on every machine including the Dedicated Server
46 Tweaked: Disabled saving in the Main Menu scene
47 Tweaked: SMGs (Sting, Vermin, PDW 2000 and Protector) can now be stored in vests as well as in backpacks. Therefore we have four distinct categories of weapons in regard to their allowed inventory storage space now:
48 Pistols: uniform, vest, backpack
49 SMGs: vest, backpack
50 Rifles: backpack
51 Long rifles & launchers: none
52 Tweaked: Decreased mass of SPAR-16, SPAR-16 GL and SPAR-16S weapons to better match the size and weight of their models
53 Tweaked: ORBAT credits
54 Tweaked: The best matching server is now selected as default in MP Quick Play
55 Tweaked: AI now lands with the Ceasar BTT more precisely on Tanoa (https://forums.bistudio.com/topic/191636-apex-vehicles-feedback/page-15#entry3060665)
56 Tweaked: AI is now less prone to go prone in buildings (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-980#entry3023511)
57 Tweaked: Default loadouts of some units were improved:
58 All NATO SF units (excluding Marksman) now have ERCO optics equipped
59 All CSAT SF units (excluding Marksman) now have ARCO optics equipped
60 NATO SF JTAC units now have a khaki camoflage variant of the Laser Designator
61 CSAT SF JTAC units now have a hexagon or a green hexagon camouflage variant of the Laser Designator depending on whether they belong to the CSAT or CSAT Pacific faction
62 Tweaked: Updated vegetation LODs to smoothen the transitions between them
63 Tweaked: Weapon switching on-the-move has been disabled for all Revive-related animation states
64 Tweaked: Prepared new data and moved sound for static HMG shooting into the new configuration using soundsets
65 Tweaked: The range of various explosion sounds was increased
66 Tweaked: The mass of the ERCO optics now matches the ARCO optics
67 Tweaked: The Revive bleed-out duration range was changed from 10-180 to 20-300 seconds (default value set to 120 seconds)
68 Tweaked: Characters now kneel after landing with a parachute instead of going prone
69 Tweaked: Laser Spot Tracker availability and indication for gunships and drones
70 Tweaked: Several footstep sounds improvements (fade out, bass frequencies, straw sounds)
71 Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes
72 Tweaked: NATO Pacific Helicopter Crew now have their MXC weapons in the proper camouflage variant
73 Tweaked: Driver positions for air vehicles are now labeled as 'Pilot' in the Virtual Garage
74 Tweaked: The Pause Game and Vehicle Driver commands were moved into the in-game controls under the Common and Command categories respectively
75 Tweaked: Mass values of the MAR-10 and the Cyrus rifles were reduced
76 Tweaked: Inertia of the Cyrus and SPMG weapons was optimized
77 Tweaked: Arsenal now shows mod icons even when launched in a scenario (i.e. not only in Editor or Virtual Arsenal)
78 Tweaked: Arsenal sorting now prioritizes official content (in this order: Arma 3, Zeus, Karts, Helicopters, Marksmen, Apex)
79 Tweaked: Sorting type is now preserved in a game session, not in a scenario session
80 Tweaked: The MXM rifle can no longer fit into a backpack
81 Tweaked: Pacific vehicles now carry the correct color variants of infantry weapons
82 Tweaked: The Friendly Fire ending now uses standardized format in Showcase Infantry
83 Tweaked: An Armillion localization fixes and tweaks
84 Tweaked: The inertia coefficient value of the LIM-85 was slightly increased
85 Tweaked: The rate of fire of the Rahim weapon was slightly decreased
86 Several weapons were tweaked:
87 Fixed: The secondary muzzle of the Type-115 weapon would inherit its muzzle speed from the primary muzzle
88 Tweaked: The mass and recoil values were adjusted for the Type-115 weapon
89 Tweaked: The mass and recoil values were adjusted for the SPAR-17 weapon
90 Tweaked: Air friction and penetration values of the secondary ammunition of the Type-115 were increased
91 Tweaked: The BIS_fnc_selectRandomWeighted function was optimized
92 Tweaked: CSAT Pacific vehicles now transport proper weapons and ammunition
93 Tweaked: Muzzle velocity of the AK-12 was decreased
94 Tweaked: Ballistic performance of the 7.62x39 mm bullets was optimized (increased air friction, decreased penetration)
95 Tweaked: Muzzle velocity of the SPAR-16S weapon was increased
96 Tweaked: The Protector, SPAR-16S and SPAR-17 weapons now have proper cursor types
97 Tweaked: Function BIS_fnc_setTaskLocal_handleJip was removed and its definition can be safely removed from remoteExec* whitelists. JIP is now properly handled within the BIS_fnc_setTaskLocal function.
98 Tweaked: Character identities at the start of Showcase Scuba are now more distinct
99 Tweaked: Helicopter flares were removed from Showcase Scuba
100 Tweaked: Volume of the rotation sound for the 6.5 mm minigun
101 Tweaked: The “Slingload†task completion radius was increased from 100 to 150 meters in the Support scenarios
102 Tweaked: Ticket penalty for dying was reduced from 10 to 3 tickets in the Support scenarios
103 Tweaked: NATO helicopter compositions were adjusted in the Support scenarios
104 Tweaked: Rewards for completing objectives were doubled in the Support scenarios
105 Tweaked: Gunner crosshair in HMD in the Blackfoot was improved
106 Tweaked: Accuracy of the CAR-95-1 LSW was optimized
107 Tweaked: Accuracy and muzzle speed of the CAR-76 DMR were optimized
108 Tweaked: The damage model for Revive was optimized (soft damage should now scale better with the ammo caliber and should be in general less severe)
109 Tweaked: Sound effects for firing missiles and rockets were moved to the new configuration, and some volumes were tweaked
110 Tweaked: Pressing "Space" in the Splendid Camera will now teleport the player even on raised surfaces (e.g. building roofs or floors) as opposed to just to the terrain location under the cursor as before
111 Tweaked: Sounds for launching rockets from helicopters were improved
112 Tweaked: The config files for the static GMGs were overhauled
113 Tweaked: Several improvements to the Campaign Lobby (new icons, sound volume tweak, script error on launch)
114 Tweaked: The sounds of 20 mm and 40 mm GMGs are now separated
115 Tweaked: Suppressor models and usage were overhauled (redundant suppressors for LMGs are no longer used as all LMGs are now compatible with standard suppressors of their caliber. Backwards compatibility is maintained despite that LMG suppressors are no longer available in the editor)
116 The 5.56 mm suppressor now uses the former LMG suppressor model which is more appropriate for this caliber
117 The CMR-76 is now compatible with Stealth Sound Suppressor used by the Type-115 instead of a standard 6.5 mm suppressor as it is more visually fitting and available in all necessary camouflage variants
118 Suppressors for CAR-95 and CAR-95-1 use the model of Stealth Sound Suppressor as well (beware, they are not compatible with Type-115 and CMR-76 due to a different caliber!) as it is more visually fitting and available in all necessary camouflage variants
119 The LIM-85 can now attach sound suppressors
120 These shorter suppressor models now add less inertia to the weapons they are attached to than the longer suppressors for weapons of higher calibers, which slightly benefits the handling of suppressed weapons of lesser calibers
121
122 Tweaked: The volume for shooting with a suppressed Syndikat LMG was improved
123 Tweaked: Air friction of 7.62x39 and .50 BW bullets was increased
124 Tweaked: It is no longer possible to open the Dynamic Groups interface while deploying
125 Tweaked: The Friendly Fire module was implemented instead of a local friendly fire solution in Showcase Scuba
126
127 Fixed: Insignia and clan sign patch on the CTRG uniforms were incorrectly displayed in Thermal Imaging
128 Fixed: Camo variants of the CAR rifles had an incorrect icon
129 Fixed: RTM file paths were not correctly defined for the passenger flatground KIA animations
130 Fixed: Entities were marked as dead in the respawn menu despite being alive in some cases
131 Fixed: Increased engine and fuel hit point armor on Kajman and decreased their armor on Taru
132 Fixed: CSAT SF, NATO SF and Syndikat combat life savers are now trained to be better at healing (https://feedback.bistudio.com/T119427)
133 Fixed: The unit logo used on the CTRG version of the Prowler would levitate on the side of the vehicle (https://feedback.bistudio.com/T118384)
134 Fixed: Horizontal zeroing of the ERCO sights has been tweaked to make them more precise
135 Fixed: The wreck of the Tempest (Device) truck would be levitating in the air
136 Fixed: The HUD for the MQ-12 Falcon drone helicopter was missing (https://feedback.bistudio.com/T118037)
137 Fixed: Error in the sound expression for some boats
138 Fixed: When the BIS_fnc_setUnitInsignia was called in a character's init on a Dedicated Server, the texture wasn't visible on clients
139 Fixed: Limping should no longer have a shake in the arm. Positions shouldn't jump when switching to pistol, and movement was dialed down for launcher idles.
140 Fixed: The CMR-76 6.5mm could get stuck during reloading in the prone stance
141 Fixed: Adjusted get-in memory points on the Tempest
142 Fixed: The FV-720 Mora was missing in the AAF Showcase (https://feedback.bistudio.com/T117319)
143 Fixed: Interior tail sounds would not play in some cases
144 Fixed: Fast successive triggering of a 'Hold Action' (e.g. via spacebar spamming) would break its visualization
145 Fixed: Double-clicking in the SP Scenarios menu didn't work correctly
146 Fixed: The safety switch of the SPAR-16 rifle would be in an incorrect position after changing the fire modes (https://forums.bistudio.com/topic/191637-apex-weapon-feedback/page-21#entry3073169)
147 Fixed: The rear right light of the Xi'an VTOL was not turned off properly
148 Fixed: Some magazines were listed twice in Eden Editor / Zeus Ammo Box attributes
149 Fixed: The UnitPos attribute values were incorrect
150 Fixed: Equipment of unarmed characters is now consistent across all factions (Altis and Tanoa)
151 Fixed: Armed Striders had incorrect axes set for their fuel indicators
152 Fixed: Instruments on the MB 4WD were duplicated
153 Fixed: The speed of scrolling (using ScrollBar UI controls) was too fast
154 Fixed: Browsing different uniforms, vests or backpacks in Arsenal didn't update the capacity information
155 Fixed: The default zeroing interval of aiming with the iron sights was not correct for the CMR-76 weapon
156 Fixed: The drivers of water scooters did not grip the vehicle’s handles properly
157 Fixed: The Prowler Light had some unwanted holding bars on the roll-cage
158 Fixed: The knee ragdoll limits did not fit the new version of PhysX
159 Fixed: The Loadmaster position and several bench pod positions for the Taru were not localized
160 Fixed: Karts Race scenarios would not end automatically if all drivers died
161 Fixed: Various JIP issues in Karts Race scenarios
162 Fixed: Weather changes made by Zeus in Karts Race scenarios would never bring rain
163 Fixed: The BIS_fnc_kbTell function did not correctly handle the broadcasting of the enableSentences and fadeSound options
164 Fixed: Incorrect geometry on an airport terminal
165 Fixed: Incorrect damage property value for the WaterTower_01_F
166 Fixed: The suppressor for the SPAR-16S rifle was not centered properly
167 Fixed: The suppressor for the SPAR-16S rifle was not compatible with different camouflage variants
168 Fixed: BLUFOR Pacific Recon Marksmen did not have suppressors in their loadouts (https://feedback.bistudio.com/T119498)
169 Fixed: The brightness of concrete barriers was too high
170 Fixed: UGVs could be invisible when rendered at low LODs
171 Fixed: The Rangemaster Cap had an incorrect texture when placed on the ground from an inventory
172 Fixed: The LBV Grenadier Harness (Gray) had an incorrect texture when placed on the ground from an inventory
173 Fixed: The game would become unresponsive when respawning in a multiplayer scenario with the Respawn Menu enabled
174 Fixed: The default Revive bleed-out value for pre-Apex scenarios was incorrectly set to 1200 seconds
175 Fixed: When playing in MP, dying in the Hummingbird resulted in a permanent black screen in Showcase Firing From Vehicles
176
177Eden Editor
178
179 Added: Ability to merge a scenario into the currently opened one (external files will not be merged)
180 Added: Waypoints for Vehicle-in-Vehicle operations are now available in the Eden Editor
181 Added: An ability to filter the Eden Editor asset browser by mods (click on the new drop-down menu next to search field and pick any of the mods there)
182 Added: Eden Editor Attribute for setting custom textures on selected objects (e.g. laptop or TV screens, billboards, helper signs, etc.)
183 Added: A new "Clear" button was added to the Eden Editor ammo box attribute
184 Added: Glasses are now listed among headgear in the Eden Editor ammo box attribute
185 Added: A new "Insignia" attribute for characters.
186 Added: Class names are now displayed in the tooltips of selected drop-down menus in the Eden Editor (e.g. faces, music tracks, etc.)
187 Added: Speaking nationality is now indicated by an icon in the Eden Editor identity attribute
188 Added: A face texture preview is now shown in the Eden Editor face attribute
189 Added: A new "Call Sign†Eden Editor attribute for characters. It's used in radio protocols (e.g. a leader will order "Kerry, fall back" instead of a generic "2, fall back")
190 Added: It is now possible to set decay and altitude base of the fog in the Environment attributes
191 Added: Tooltips explaining advanced search options
192 Added: Vehicle appearance in Eden can now be tweaked using Garage. Click RMB on a vehicle and select the "Edit Vehicle Appearance" item to access it. This replaces previous "Skin" attribute.
193 Added: It is now possible to define Linked Layers in Eden Editor to link objects to the modules of End Game objectives
194
195 Tweaked: Several non-interactive and non-destructible object types are now Simple Objects by default when placed in the Eden Editor
196 Tweaked: The "None" option in music and sound attributes is now always available as the first option
197 Tweaked: Insignia on the CTRG Stealth Uniform can now be changed in the Eden Editor and Virtual Arsenal (and there is none by default)
198 Tweaked: Pressing the "Clear" button in the Eden Ammo Box attribute will now erase items only in the selected category (e.g. while Handguns are selected, only handguns will be cleared). Pressing the button when all items are selected will still delete all of them.
199 Tweaked: Spectator can now be combined with the "Respawn on custom position" Respawn setting in the Eden Editor
200 Tweaked: Respawn icons are now smaller and more consistent with other icons
201
202 Fixed: Available faces in the Eden Editor face attribute were tied to a character's identity (all faces are available now)
203 Fixed: The NATO HQ in End Game scenarios was sometimes called Watchtower instead of Broadway
204 Fixed: The module for setting default character and vehicle costs in Zeus didn't respect the new object categorization
205 Fixed: A script error connected to the Revive system for Joined-In-Progress players
206 Fixed: It was possible to play as a drone from the Eden Editor, leading to unforeseen results
207 Fixed: A missing default value when placing an empty Site module could result in an infinite loading screen
208 Fixed: Potential script error when using the Virtual Support Providers
209 Fixed: Eden Editor location of the Back Alley Fences was incorrect
210
211Prologue (potential spoilers)
212
213 Fixed: Resting & deployment indicators would flicker when the player is held in place in the Reality Check scenario
214
215The East Wind (potential spoilers)
216
217 Fixed: Sgt. Hardy's body was clipping into the ground at Signal Lost's start
218 Fixed: The soldier on the H barrier at Camp Rogain in Drawdown 2035 was being incorrectly pushed off it
219 Fixed: Some AAF squads and platoons were part of Task Force Aegis in the Maxwell Hub according to their ORBAT icons
220 Fixed: The Crossing Paths scenario flow could get blocked when retreating to Camp Maxwell (AI could get stuck in the village)
221 Fixed: The Preventive Diplomacy could fail after loading an autosave (https://feedback.bistudio.com/T117492)
222 Fixed: The extraction truck would sometimes leave without a player in the Wet Work scenario
223 Several improvements to the Breaking Even scenario:
224 Fixed: Various soldiers and a truck would not properly retreat at the end of the scenario
225 Fixed: The player group could be instantly detected during the initial sequence when ordered to take out the guards
226 Tweaked: The truck driver no longer teleports inside his truck during the retreating phase, but instead uses a standard Get In procedure
227 Tweaked: The truck now leaves the Outpost faster when retreating to the forest
228
229Apex Protocol (potential spoilers)
230
231 Added: Support for Respawn and Revive settings in the Campaign Lobby
232 Added: Respawn tickets were implemented to all Apex Protocol scenarios
233 Added: Riker squad will remind the players not to follow them at the start of the Keystone scenario
234
235 Tweaked: Improvements to the Campaign Lobby (sounds, tooltips, combat efficiency rating and animation sequence)
236 Tweaked: Default unconscious state bleed out time was changed from 20 seconds to two minutes (affects also scenarios with no specific bleed out value set, incl. Apex Protocol and official End Game variants)
237 Tweaked: Night-time variants of Recon loadouts now have ERCOs equipped by default
238 Tweaked: Rating is now set to the player's score when the scenario ends
239 Tweaked: The final video has been updated
240 Tweaked: All players have UAV Terminals in the Apex Protocol mission by default now
241 Tweaked: Tasks were optimized for the Warm Welcome and Firestarter scenarios
242 Tweaked: The AI pilot landing in the Warm Welcome scenario has been optimized
243 Tweaked: The speed of map centering was increased in the Warm Welcome and Firestarter scenarios
244 Tweaked: Mission flow would sometimes stall because of AI wandering away from target location New York in Keystone
245 Tweaked: Modified conditions of searching target location New York to prevent the Keystone scenario from appearing obstructed due to AI wandering away
246 Tweaked: One of the possible locations of the "Near New York" respawn point was moved to prevent AI spawn camping in the Keystone scenario
247 Tweaked: AI convoy driving was improved in the Warm Welcome and Firestarter scenarios
248 Tweaked: All vehicles with disabled simulation are now locked in the Warm Welcome scenario
249 Tweaked: Compositions of the Warm Welcome and Firestarter scenarios changed to simple objects (except interactive objects, such as fireplaces)
250 Tweaked: Some compositions in the Warm Welcome scenario were tweaked (simple objects)
251 Tweaked: The speed of the convoy is no longer limited in the Warm Welcome scenario
252 Tweaked: All compositions of the Apex Protocol scenarios have been converted to Simple Objects for better performance
253 Tweaked: The co-op campaign lobby now properly displays difficulty selection and settings
254 Tweaked: New tooltips for the Apex Protocol difficulty overhaul were localized
255 Tweaked: All objects in the Keystone, Warm Welcome, Heart of Darkness, Extraction, Apex Protocol and End Game scenarios now use Simple Objects whenever possible
256 Tweaked: The number of Syndikat troops in the jungle was tweaked in the Firestarter scenario
257 Tweaked: The speed and distance between vehicles in the convoy was tweaked in the Warm Welcome scenario
258 Tweaked: New convoy driving was enabled in the Firestarter scenario
259
260 Fixed: It was not possible to unlock the "None The Wiser" achievement (in the Heart of Darkness scenario)
261 Fixed: Achievements "Better with Friends" and "Lone Wolf" would only unlock if the missions were played in a specific order
262 Fixed: Apex Protocol scenarios were not correctly labelled as completed in the mission list displays
263 Fixed: Truck and Salvo were swapped in the Heart of Darkness scenario
264 Fixed: An undefined variable error could appear in the Heart of Darkness scenario
265 Fixed: A script error could appear for players connecting during the final cutscene of the End Game scenario
266 Fixed: The "Near" respawn positions were being added too early in the Keystone scenario
267 Fixed: All "Near" respawn positions were unlocked after a player died in the Apex Protocol scenario
268 Fixed: Scenario flow would sometimes get stuck and the Capture The Island task would not succeed in the Apex Protocol scenario
269 Fixed: Players sometimes got stuck on a black screen after the mission started in the Keystone scenario
270 Fixed: The "Near Radio Tower" respawn position was sometimes added too soon after clearing the "New York" task in the Keystone scenario
271 Fixed: UAV Terminals were not automatically connected to drones upon hacking them in the Apex Protocol scenario
272 Fixed: Players that did not hack a drone could not connect to it until they respawned in the Apex Protocol scenario
273 Fixed: UAV Terminals were not correctly added back to players upon respawn in the Apex Protocol scenario
274 Fixed: Final cutscenes in the Keystone and End Game scenarios failed to handle dead players correctly in some cases
275 Fixed: The final cutscene of the Keystone scenario didn't have subtitles
276 Fixed: "Missing string" was shown when selecting the "Mission" tab in the Briefing of the Heart of Darkness scenario
277 Fixed: Formatting of the text within the Briefing tabs in the Warm Welcome scenario was incorrect
278 Fixed: The "Enter Disarm Codes" action was not localized correctly in the End Game scenario
279 Fixed: Incorrect marker links in the "Mission" Briefing section of the Keystone mission
280 Fixed: One conversation was not correctly triggered in the Apex Protocol mission
281 Fixed: It was possible to access ammo boxes with their simulation disabled
282 Fixed: The extraction VTOL in the Firestarter scenario now has its doors closed
283 Fixed: Players were unable to take the weapons on the table during the final defense in the End Game scenario
284 Fixed: Night Vision Goggles were removed from the loadouts of riflemen in the Firestarter scenarios
285 Fixed: Some subtitles in the Firestarter scenario were duplicated
286 Fixed: An incorrect fade effect would be displayed in the lobby in some cases
287 Fixed: Script errors when joining during the ending video of End Game and Keystone
288 Fixed: The final cutscene of the Apex Protocol mission would not trigger under certain circumstances
289 Fixed: Players did not have the correct ID, "Raider 2", for their group in Warm Welcome
290 Fixed: Charges wouldn't properly detonate if a player attempted to disarm them prior to the ambush in Warm Welcome
291 Fixed: Full briefing > signal is showing up now for the Warm Welcome scenario
292
293 Added: Simple Objects integration
294 Added: Quick Play now displays dialogs with basic information about the found server, with an option to cancel the connection
295 Added: Drawing markers is now connected with the current (VON) communications channel also
296 Added: Sound tweaking functions for transports & environment (https://feedback.bistudio.com/T117787)
297 Added: Units and URL links bellow the unit description in the profile display
298 Added: A new #monitords command for Dedicated Server admins (showing FPS of the Server)
299 Added: diag_ActiveScripts script command returning an array of running scripts
300 Added: Enhanced key combination possibilities for mapping (mouse axes, special keys, etc.)
301 Added: Vehicle and Brain components can now be inherited from a parent class without redeclaration
302 Added: New actionIDs and actionParams script commands
303 Added: A new _thisEventHandler variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types (addEventHandler, addMPEventHandler, addMissionEventHandler)
304 Added: An engine implementation of the Stance attribute
305 Added: A new visibleScoretable command (returning a bool)
306 Added: New "targettoview", "weapontoview" and "radartoview" MFD sources (used for HUD and HMD configuration)
307 Added: Pilot cameras now support laser designating
308 Added: New "pilotCameraRotX" and "pilotCameraRotY" animation sources
309 Added: New getPilotCameraPosition, getPilotCameraDirection, getPilotCameraRotation, getPilotCameraTarget, hasPilotCamera, setPilotCameraDirection, setPilotCameraRotation and setPilotCameraTarget script commands
310 Added: Checkboxes for muting players in the Multiplayer Lobby
311 Added: A new isMultiplayerSolo script command
312 Added: A new setShotParents script command
313 Added: A new setConvoySeparation script command
314
315 Tweaked: AI path-following was overhauled (better handling of driving and convoy behavior)
316 Tweaked: Analytics back-end overhaul
317 Tweaked: The PhysX component of AI driving was improved
318 Tweaked: The speed of commanded movement of vehicles was optimized
319 Tweaked: The remoteExec* commands will not execute if no object with a given netID exists
320 Tweaked: AI now turns on the lights in vehicles a bit earlier
321 Tweaked: Turning commands for AI drivers have been optimized
322 Tweaked: The ability to get unstuck was improved for the AI drivers
323 Tweaked: The speed of AI driving through waypoints in limited speed was optimized
324 Tweaked: Error reporting of the modParams script command was improved
325 Tweaked: Script functions related to audio were improved
326 Tweaked: The AI vehicle pathfinding was improved
327 Tweaked: Avoiding of trees and rocks by AI drivers was improved
328 Tweaked: Default curves for eye tracking were updated
329 Tweaked: AI driving speed was slightly increased
330 Tweaked: The refresh button now indicates that a refresh is in progress for the Units
331 Tweaked: Ragdoll is now disabled for transported units
332 Tweaked: Speed of AI driving
333 Tweaked: Disabled soft formation for car formation driving
334 Tweaked: Optimized visibility check (AI agents will not do raycast tests to another friendly AI agent)
335 Tweaked: Countermeasures now work again for the Ship class vehicles
336 Tweaked: Renegades can now see their own mines only, soldiers need to reveal their mines to the teammates on the same side
337 Tweaked: The kickPlayersOnSlowNetwork parameter can now be configured separately for each kind of slowness on the network
338 Tweaked: Quick Play now filters out servers running Tanoa for players who do not own Apex expansion
339 Tweaked: Searching for a landing position by AI pilots was improved
340 Tweaked: Implementation of the Units image manager in the game (downloading / caching)
341 Tweaked: Handling of mines was optimized
342 Tweaked: Players could interrupt idle animations of their characters by clicking the Right Mouse Button
343 Tweaked: The focus of the work area is properly switched now when Right Mouse Button is pressed in Zeus
344 Tweaked: Renegades can now disable all mines
345 Tweaked: Performance drops when using the “LAND†waypoint in an obstructed area
346 Tweaked: The shownScoretable command now returns a number
347 Tweaked: The actionParams command now matches the addAction array of parameters
348 Tweaked: The PhysX libraries were updated
349 Tweaked: Sprint can now be temporarily interrupted by firing
350 Tweaked: Locking on targets of laser-guided bombs now uses the same prediction as the CCIP Indicator
351 Tweaked: Steering and convoy and formation behavior were improved for AI driving
352 Tweaked: The precision of static turrets controlled by AI now depends on AI gunner skill more
353 Tweaked: Using disableAI "MOVE" now stops vehicles driven by AI
354 Tweaked: Computation of the icon offset for the CListNBoxCheckable checkboxes was improved
355 Tweaked: Data signature checks are now disabled for Headless Clients
356 Tweaked: The Mute / Unmute checkboxes now correspond with the selected UI scale
357 Tweaked: The order of items in the magazine description array for the setUnitLoadout and getUnitLoadout commands (from [magName, ammoLeft, count] to [magName, count, ammoLeft])
358 Tweaked: The UI of the checkboxes for muting / unmuting players was improved
359 Tweaked: Players shooting with drones are now considered the initiators of the shots
360 Tweaked: Restrictions on usage of the addOwnedMine command (SP and AI) were removed
361 Tweaked: AI should now be able to drive faster in convoys
362 Tweaked: AI formation following of vehicles was improved (non-convoy behavior)
363 Tweaked: Dedicated Server administrators will no longer be able to login with a blank passwordAdmin
364 Tweaked: AI convoy driving precision was improved
365 Tweaked: AI convoy behavior in Combat mode was improved
366 Tweaked: Tobii EyeX head tracking was disabled on a request from Tobii as it was causing conflicts between leaning and zooming of characters (eye tracking still works)
367 Tweaked: AI car driving should be slightly more precise
368
369 Fixed: The number of items in a character’s inventory should affect performance of the game less
370 Fixed: Some parameters for AI driving had an incorrect syntax
371 Fixed: Crash in Zeus when selecting an entity
372 Fixed: Commanders, copilots and gunners were capable of surviving an explosion of their vehicle
373 Fixed: The tvTooltip script command was not working with controls
374 Fixed: Infantry waypoints with limited speed were behaving incorrectly
375 Fixed: Idle animations would stop after certain actions
376 Fixed: AI drivers would ignore the ‘MOVE’ and ‘LOAD’ waypoints
377 Fixed: Vehicle commanders could not give orders when turned out in a tank
378 Fixed: Airplane HUD elements were not collimated (https://feedback.bistudio.com/T77312)
379 Fixed: Non-empty drones were duplicated in the UAV Terminal
380 Fixed: Crash of a Headless Client when deleting units from a group
381 Fixed: Occasional cases of animation glitching when switching weapons
382 Fixed: It was possible to duplicate backpacks
383 Fixed: Using disableAI "MOVE" or "PATH" would not work for AI drivers
384 Fixed: Vehicle engines were not audible for non-driving passengers
385 Fixed: An incorrectly selected unit in the display was not handled correctly
386 Fixed: Unidentified game type was displayed for Apex Protocol and Survival game modes
387 Fixed: Only one unit in a squad would obey the Get In command
388 Fixed: init.sqf would be executed for Joined-In-Progress players when the scenario was already in a debriefing stage
389 Fixed: It was not possible to interact with tasks in a map while operating a UAV
390 Fixed: AI units were receiving damage from opening their parachute (https://feedback.bistudio.com/T86346)
391 Fixed: Players connected to Dedicated Server should no longer duplicate when moving to a next Apex Protocol scenario
392 Fixed: CTD on video playback
393 Fixed: No entry '\description.ext.Campaign' errors
394 Fixed: AI could not properly hit a target with the RPG-42
395 Fixed: Setting “maxDesync†and “maxPacketLoss†parameters in the server.cfg would override the #maxping command
396 Fixed: AI would attempt to squat during a freefall
397 Fixed: Tasks Overview cursor would be overridden by a grenade launcher cursor
398 Fixed: Countermeasures for Car vehicles (https://feedback.bistudio.com/T117552)
399 Fixed: Clunky parachute landing
400 Fixed: AI in a vehicle loaded into an empty vehicle will not process their unload command
401 Fixed: Tactical pace is now slowed down in shallow water
402 Fixed: The filePatchingExceptions Dedicate Server config parameter did not work properly
403 Fixed: It was not possible to place a loaded RPG-7 in the editor
404 Fixed: The Units / Squad logo was not visible to other units after a respawn
405 Fixed: It was possible to perform actions (e.g. Get In) on vehicles with their simulation disabled
406 Fixed: Tasks were not initialized properly after loading a save file (https://feedback.bistudio.com/T119273#1489041)
407 Fixed: Broken save during healing (https://feedback.bistudio.com/T82314)
408 Fixed: Script command inArea for triggers
409 Fixed: Localized the axis strings for detecting joysticks
410 Fixed: The fire command so that weapon selection stays until the firing is done
411 Fixed: Some conversations were transmitted both through radio and 3D space
412 Fixed: Keys with modifiers (e.g. SHIFT) would be marked as duplicates for similar actions without the key modifiers
413 Fixed: Dry sounds would not be played for static and vehicle weapons
414 Fixed: The “Disconnect†and “Continue†buttons in a Debriefing screen would have the same functionality when playing the Apex Protocol campaign solo
415 Fixed: Recoil was applied also when throwing objects
416 Fixed: Sorting of localized strings in Virtual Arsenal was incorrect
417 Fixed: Drones could be controlled by unconscious players
418 Fixed: Reloading a weapon would cancel deployment when prone
419 Fixed: AI gunners would refuse to occupy the gunner seat of Kuma in some cases
420 Fixed: The setUnitLoadout command used with a classname would ignore backpacks (https://feedback.bistudio.com/T117143)
421 Fixed: AI characters would refuse to to disembark from helicopters / VTOLs with an AI pilot present
422 Fixed: The sound pitch of fatigue / health feedback sounds (e.g. heavy breathing) did not correspond with the pitch in the profile settings
423 Fixed: Crash when using the actionParams script command with a script file specified
424 Fixed: The GetText() method for a string would return an invalid string
425 Fixed: Crash when a helicopter with no Geometry LOD is present
426 Fixed: Zeus could not delete objects in the map view
427 Fixed: Server crash related to PhysX
428 Fixed: The GetIn entity Event Handler would not fire for characters moved in vehicles by scripts
429 Fixed: Incorrect behavior of satellite textures on map borders when the land segments have a none-zero offset
430 Fixed: Characters would be forced to stand up on terrains too steep for being prone
431 Fixed: Crash when starting a SP scenario
432 Fixed: The Communication Menu would not close after an entity died
433 Fixed: The setUnitPos command would not work for fleeing AI
434 Fixed: Confirming an Apex Protocol scenario by pressing the Enter key would skip one scenario in the Campaign Lobby
435 Fixed: Potential crash
436 Fixed: The dynamic aiming error did not behave properly for AI reloading weapons
437 Fixed: Mouse sensitivity would increase when colliding with objects (http://feedback.arma3.com/view.php?id=24828)
438 Fixed: Passengers of vehicles would survive underwater in MP
439 Fixed: The 'inventory open' pose would be present even after closing the inventory
440 Fixed: BattlEye was not initialized properly on Linux Dedicated Server start-up
441 Fixed: The player list in the Server Lobby would not be updated correctly
442 Fixed: The mute button in the Server Lobby did not work correctly
443 Fixed: Calling remoteExec with an object / group as a target would not behave correctly in some cases
444 Fixed: Group formation would be set too late after a scenario initialization
445 Fixed: JIP players were able to draw on the map even with drawingInMap disabled (https://feedback.bistudio.com/T119279)
446 Fixed: Crash connected to the createAgent and selectPlayer commands
447 Fixed: Encoding of downloaded Units data was incorrect
448 Fixed: It was not possible to change a game type in the server browser filter
449
450Eden Editor
451
452 Added: Advanced Fog implementation in Eden attributes
453 Added: Support for addons with author defined as array in the missing addons screen
454 Added: A new LoiterASLAware attribute related to the flyInHeightASL command
455 Added: A new action for merging entities from another scenario to the current one
456 Added: Support for reading layers used in the Eden Editor from a scenario
457 Added: Support for a Placement Radius attribute for groups
458
459 Tweaked: It is now possible to rotate and move the camera in a map interface (similar to other entities)
460 Tweaked: All waypoints are now drawn when an element from their parent group is selected
461
462 Fixed: Disabling attribute when more values are there in case of the same per object type with different objects
463 Fixed: Transformation attributes were missing for non-empty vehicles
464 Fixed: Script error when using the Garbage Collector in Eden Editor (connected to the "AddAll" variable)
465 Fixed: The 3D cursor would sometimes appear on the ground on uneven terrain
466 Fixed: The player unit would be assigned to a drone when no other player is present in a scenario (https://feedback.bistudio.com/T86291)
467 Fixed: Eden variable names would accept also commands (https://feedback.bistudio.com/T119741)
468 Fixed: The “Delete†button in the Save / Load dialog is now working only when the scenario list has focus
469 Fixed: The "Guard" waypoint combined with triggers did not work correctly (https://feedback.bistudio.com/T86121)
470 Fixed: An entity placed on water in the 3D scene would be placed on a different location than a unit placed via the map interface
471 Fixed: Crash when using the "Undo" operation after setting a variable name for a crewed vehicle
472
473 Added: An ability to search and filter the mods
474 Added: An ability to search and filter the parameters (you can search by their name, command-line parameter, value or keyword)
475 Added: Average CPU load is significantly reduced
476 Added: Launcher now hibernates itself when the game is started or Launcher is not active - it stops internal processes when the game is active and further reduces CPU usage to zero
477 Added: More information about mods is now cached (lowers usage of your harddrive / SSD and speeds up starting)
478 Added: The number of active parameters is now displayed on the parameters page
479 Added: It is now possible to select which parameters are displayed on the first Parameters page (favorites)
480 Added: An ability to import a list of mods from a file or a website by dragging the site or a file with a list of mods to the Launcher
481 Added: An ability to export and share a mod preset (via a new button) or export the list of mods to a file (all mods or only the loaded ones)
482 Added: A context menu item to the Server Browser and a command to copy server information to the clipboard
483 Added: A new keyboard shortcut and a hint to the filter box on the Servers page
484 Added: A close / kill game button to the Mods page to overlay displayed when the game is running ("Please exit the game to manage mods")
485 Added: A new "Dismiss all" button was added to the notification bar (dismisses all active notifications)
486
487 Tweaked: Spacing added to the default checkbox style
488 Tweaked: Mods and mission parameters were removed from the default set of favorite parameters (favorites can be set by users)
489 Tweaked: Navigation was improved
490 Tweaked: The toolbar in the Servers page is now visually consistent with the rest of the toolbars
491 Tweaked: User Interface of the Parameters tab has been overhauled
492
493 Fixed: Installing mods on exFAT and FAT drives could result in those mods being marked as corrupted
494 Fixed: Some Steam Workshop mods could go missing when users moved their Legacy Workshop mods storage to a different drive (Windows 10 bug)
495 Fixed: Re-initialization of Steam when switching between offline and online mode was incorrect
496 Fixed: Invoking a repair operation while Steam is not available would create an error message on the desktop
497 Fixed: Fixed an issue where an invisible animation was using CPU unnecessarily
498 Fixed: A corrupted preset file could prevent other presets from loading
499 Fixed: Crash when a Units logo was corrupted in a specific way
500 Fixed: Selecting a unit on the Dashboard with the previous 'No Unit' option selected would incorrectly select both options
501 Fixed: Potential crash when entering an incorrect value in the Direct Connect dialog
502 Fixed: The message box can now be dragged by the full caption bar (previously only the top half was active)
503 Fixed: Text behaved incorrectly in the text fields (it jumped up and down as user moved text cursor in the text)
504
505 Updated: Stand-alone Windows Dedicated Server (1.64)
506 Updated: Stand-alone Linux Dedicated Server (1.64)
507 Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
508 Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
509 Try adding -mod=curator;kart;heli;mark;expansion;dlcbundle to your arma3server.exe shortcut