SPOTREP #00059Community Announcements - Iceman
FROM: High Command
TO: Arma 3 Users
UNIT: Main Branch (Windows)
ACTIVITY: Game Update 1.64 (Apex Protocol Difficulty Overhaul, Vehicle Path-Following Improvements, Simple Objects Integration)
SIZE: ~5.6 GB / ~1.0 GB (depends on Apex ownership)
More in the full changelog and SPOTREP
NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
Consider defragmenting your HDD after downloading large updates.
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.
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
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.
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).
o Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.
o NVIDIA GameWorks Technology provided under license from NVIDIA Corporation. Copyright ฉ 2002-2016 NVIDIA Corporation. All rights reserved. NVIDIAฎ and PhysXฎ are trademarks of NVIDIA Corporation and are used under license.
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.
You can help us to further improve the game by posting your feedback on the Feedback Tracker.
CHANGELOGData Added: It is now possible to display an Arma 3 Units logo in a player's profile
Added: Buttons for sorting and muting all players in the multiplayer lobby
Added: An ability to search in the Zeus asset browser
Added: An ability to sort Arsenal lists alphabetically or by a mod
Added: An ability to fill uniforms, vests and backpacks with any magazine in the Virtual Arsenal (not just those compatible with currently selected weapons)
Added: The amount of Chinese symbols the game is capable of displaying was increased by another 4000
Added: A hull hit point with damage material to the RHIB boat so that it visually deteriorates under incoming fire even when not destroyed
Added: A dry firing sound for the LIM-85 machine gun
Added: Gunner Aim Indication for VTOL and Kajman pilots
Added: A new sound configuration for the machine gun of the Prowler LSV
Added: Unarmed characters for the Tanoa factions
Added: The Dynamic Groups are now available in all Master Zeus scenarios
Added: A new BIS_fnc_switchLamp function toggling the functionality of street lamps
Added: An ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false])
Added: Pressing "O" in the Virtual Spectator mode now allows drawing of projectile paths
Added: New samples for several dry firing sound effects
Added: Splendid Camera now shows also the camera's ASL altitude
Added: A new directory for sounds shared for all weapons
Added: A new BIS_fnc_attachToRelative function
Added: A new BIS_fnc_vectorDirAndUpRelative function
Added: A new BIS_fnc_weaponDirectionRelative function
Added: An indication of track mode in airplanes' TGPs (the PilotCamera class)
Tweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa
Tweaked: Tasks are now created for given entities on every machine including the Dedicated Server
Tweaked: Disabled saving in the Main Menu scene
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:
o Pistols: uniform, vest, backpack
o SMGs: vest, backpack
o Rifles: backpack
o Long rifles & launchers: none
Tweaked: Decreased mass of SPAR-16, SPAR-16 GL and SPAR-16S weapons to better match the size and weight of their models
Tweaked: ORBAT credits
Tweaked: The best matching server is now selected as default in MP Quick Play
Tweaked: AI now lands with the Ceasar BTT more precisely on Tanoa (
https://forums.bistudio.com/topic/191636-apex-vehicles-feedback/page-15#entry3060665)
Tweaked: AI is now less prone to go prone in buildings (
https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-980#entry3023511)
Tweaked: Default loadouts of some units were improved:
o All NATO SF units (excluding Marksman) now have ERCO optics equipped
o All CSAT SF units (excluding Marksman) now have ARCO optics equipped
o NATO SF JTAC units now have a khaki camoflage variant of the Laser Designator
o 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
Tweaked: Updated vegetation LODs to smoothen the transitions between them
Tweaked: Weapon switching on-the-move has been disabled for all Revive-related animation states
Tweaked: Prepared new data and moved sound for static HMG shooting into the new configuration using soundsets
Tweaked: The range of various explosion sounds was increased
Tweaked: The mass of the ERCO optics now matches the ARCO optics
Tweaked: The Revive bleed-out duration range was changed from 10-180 to 20-300 seconds (default value set to 120 seconds)
Tweaked: Characters now kneel after landing with a parachute instead of going prone
Tweaked: Laser Spot Tracker availability and indication for gunships and drones
Tweaked: Several footstep sounds improvements (fade out, bass frequencies, straw sounds)
Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes
Tweaked: NATO Pacific Helicopter Crew now have their MXC weapons in the proper camouflage variant
Tweaked: Driver positions for air vehicles are now labeled as 'Pilot' in the Virtual Garage
Tweaked: The Pause Game and Vehicle Driver commands were moved into the in-game controls under the Common and Command categories respectively
Tweaked: Mass values of the MAR-10 and the Cyrus rifles were reduced
Tweaked: Inertia of the Cyrus and SPMG weapons was optimized
Tweaked: Arsenal now shows mod icons even when launched in a scenario (i.e. not only in Editor or Virtual Arsenal)
Tweaked: Arsenal sorting now prioritizes official content (in this order: Arma 3, Zeus, Karts, Helicopters, Marksmen, Apex)
Tweaked: Sorting type is now preserved in a game session, not in a scenario session
Tweaked: The MXM rifle can no longer fit into a backpack
Tweaked: Pacific vehicles now carry the correct color variants of infantry weapons
Tweaked: The Friendly Fire ending now uses standardized format in Showcase Infantry
Tweaked: An Armillion localization fixes and tweaks
Tweaked: The inertia coefficient value of the LIM-85 was slightly increased
Tweaked: The rate of fire of the Rahim weapon was slightly decreased
Several weapons were tweaked:
o Fixed: The secondary muzzle of the Type-115 weapon would inherit its muzzle speed from the primary muzzle
o Tweaked: The mass and recoil values were adjusted for the Type-115 weapon
o Tweaked: The mass and recoil values were adjusted for the SPAR-17 weapon
o Tweaked: Air friction and penetration values of the secondary ammunition of the Type-115 were increased
Tweaked: The BIS_fnc_selectRandomWeighted function was optimized
Tweaked: CSAT Pacific vehicles now transport proper weapons and ammunition
Tweaked: Muzzle velocity of the AK-12 was decreased
Tweaked: Ballistic performance of the 7.62x39 mm bullets was optimized (increased air friction, decreased penetration)
Tweaked: Muzzle velocity of the SPAR-16S weapon was increased
Tweaked: The Protector, SPAR-16S and SPAR-17 weapons now have proper cursor types
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.
Tweaked: Character identities at the start of Showcase Scuba are now more distinct
Tweaked: Helicopter flares were removed from Showcase Scuba
Tweaked: Volume of the rotation sound for the 6.5 mm minigun
Tweaked: The Slingload task completion radius was increased from 100 to 150 meters in the Support scenarios
Tweaked: Ticket penalty for dying was reduced from 10 to 3 tickets in the Support scenarios
Tweaked: NATO helicopter compositions were adjusted in the Support scenarios
Tweaked: Rewards for completing objectives were doubled in the Support scenarios
Tweaked: Gunner crosshair in HMD in the Blackfoot was improved
Tweaked: Accuracy of the CAR-95-1 LSW was optimized
Tweaked: Accuracy and muzzle speed of the CAR-76 DMR were optimized
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)
Tweaked: Sound effects for firing missiles and rockets were moved to the new configuration, and some volumes were tweaked
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
Tweaked: Sounds for launching rockets from helicopters were improved
Tweaked: The config files for the static GMGs were overhauled
Tweaked: Several improvements to the Campaign Lobby (new icons, sound volume tweak, script error on launch)
Tweaked: The sounds of 20 mm and 40 mm GMGs are now separated
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)
o The 5.56 mm suppressor now uses the former LMG suppressor model which is more appropriate for this caliber
o 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
o 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
o The LIM-85 can now attach sound suppressors
o 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
Tweaked: The volume for shooting with a suppressed Syndikat LMG was improved
Tweaked: Air friction of 7.62x39 and .50 BW bullets was increased
Tweaked: It is no longer possible to open the Dynamic Groups interface while deploying
Tweaked: The Friendly Fire module was implemented instead of a local friendly fire solution in Showcase Scuba
Fixed: Insignia and clan sign patch on the CTRG uniforms were incorrectly displayed in Thermal Imaging
Fixed: Camo variants of the CAR rifles had an incorrect icon
Fixed: RTM file paths were not correctly defined for the passenger flatground KIA animations
Fixed: Entities were marked as dead in the respawn menu despite being alive in some cases
Fixed: Increased engine and fuel hit point armor on Kajman and decreased their armor on Taru
Fixed: CSAT SF, NATO SF and Syndikat combat life savers are now trained to be better at healing (
https://feedback.bistudio.com/T119427)
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)
Fixed: Horizontal zeroing of the ERCO sights has been tweaked to make them more precise
Fixed: The wreck of the Tempest (Device) truck would be levitating in the air
Fixed: The HUD for the MQ-12 Falcon drone helicopter was missing (
https://feedback.bistudio.com/T118037)
Fixed: Error in the sound expression for some boats
Fixed: When the BIS_fnc_setUnitInsignia was called in a character's init on a Dedicated Server, the texture wasn't visible on clients
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.
Fixed: The CMR-76 6.5mm could get stuck during reloading in the prone stance
Fixed: Adjusted get-in memory points on the Tempest
Fixed: The FV-720 Mora was missing in the AAF Showcase (
https://feedback.bistudio.com/T117319)
Fixed: Interior tail sounds would not play in some cases
Fixed: Fast successive triggering of a 'Hold Action' (e.g. via spacebar spamming) would break its visualization
Fixed: Double-clicking in the SP Scenarios menu didn't work correctly
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)
Fixed: The rear right light of the Xi'an VTOL was not turned off properly
Fixed: Some magazines were listed twice in Eden Editor / Zeus Ammo Box attributes
Fixed: The UnitPos attribute values were incorrect
Fixed: Equipment of unarmed characters is now consistent across all factions (Altis and Tanoa)
Fixed: Armed Striders had incorrect axes set for their fuel indicators
Fixed: Instruments on the MB 4WD were duplicated
Fixed: The speed of scrolling (using ScrollBar UI controls) was too fast
Fixed: Browsing different uniforms, vests or backpacks in Arsenal didn't update the capacity information
Fixed: The default zeroing interval of aiming with the iron sights was not correct for the CMR-76 weapon
Fixed: The drivers of water scooters did not grip the vehicles handles properly
Fixed: The Prowler Light had some unwanted holding bars on the roll-cage
Fixed: The knee ragdoll limits did not fit the new version of PhysX
Fixed: The Loadmaster position and several bench pod positions for the Taru were not localized
Fixed: Karts Race scenarios would not end automatically if all drivers died
Fixed: Various JIP issues in Karts Race scenarios
Fixed: Weather changes made by Zeus in Karts Race scenarios would never bring rain
Fixed: The BIS_fnc_kbTell function did not correctly handle the broadcasting of the enableSentences and fadeSound options
Fixed: Incorrect geometry on an airport terminal
Fixed: Incorrect damage property value for the WaterTower_01_F
Fixed: The suppressor for the SPAR-16S rifle was not centered properly
Fixed: The suppressor for the SPAR-16S rifle was not compatible with different camouflage variants
Fixed: BLUFOR Pacific Recon Marksmen did not have suppressors in their loadouts (
https://feedback.bistudio.com/T119498)
Fixed: The brightness of concrete barriers was too high
Fixed: UGVs could be invisible when rendered at low LODs
Fixed: The Rangemaster Cap had an incorrect texture when placed on the ground from an inventory
Fixed: The LBV Grenadier Harness (Gray) had an incorrect texture when placed on the ground from an inventory
Fixed: The game would become unresponsive when respawning in a multiplayer scenario with the Respawn Menu enabled
Fixed: The default Revive bleed-out value for pre-Apex scenarios was incorrectly set to 1200 seconds
Fixed: When playing in MP, dying in the Hummingbird resulted in a permanent black screen in Showcase Firing From Vehicles
Eden Editor Added: Ability to merge a scenario into the currently opened one (external files will not be merged)
Added: Waypoints for Vehicle-in-Vehicle operations are now available in the Eden Editor
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)
Added: Eden Editor Attribute for setting custom textures on selected objects (e.g. laptop or TV screens, billboards, helper signs, etc.)
Added: A new "Clear" button was added to the Eden Editor ammo box attribute
Added: Glasses are now listed among headgear in the Eden Editor ammo box attribute
Added: A new "Insignia" attribute for characters.
Added: Class names are now displayed in the tooltips of selected drop-down menus in the Eden Editor (e.g. faces, music tracks, etc.)
Added: Speaking nationality is now indicated by an icon in the Eden Editor identity attribute
Added: A face texture preview is now shown in the Eden Editor face attribute
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")
Added: It is now possible to set decay and altitude base of the fog in the Environment attributes
Added: Tooltips explaining advanced search options
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.
Added: It is now possible to define Linked Layers in Eden Editor to link objects to the modules of End Game objectives
Tweaked: Several non-interactive and non-destructible object types are now Simple Objects by default when placed in the Eden Editor
Tweaked: The "None" option in music and sound attributes is now always available as the first option
Tweaked: Insignia on the CTRG Stealth Uniform can now be changed in the Eden Editor and Virtual Arsenal (and there is none by default)
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.
Tweaked: Spectator can now be combined with the "Respawn on custom position" Respawn setting in the Eden Editor
Tweaked: Respawn icons are now smaller and more consistent with other icons
Fixed: Available faces in the Eden Editor face attribute were tied to a character's identity (all faces are available now)
Fixed: The NATO HQ in End Game scenarios was sometimes called Watchtower instead of Broadway
Fixed: The module for setting default character and vehicle costs in Zeus didn't respect the new object categorization
Fixed: A script error connected to the Revive system for Joined-In-Progress players
Fixed: It was possible to play as a drone from the Eden Editor, leading to unforeseen results
Fixed: A missing default value when placing an empty Site module could result in an infinite loading screen
Fixed: Potential script error when using the Virtual Support Providers
Fixed: Eden Editor location of the Back Alley Fences was incorrect
Prologue (potential spoilers)
Fixed: Resting & deployment indicators would flicker when the player is held in place in the Reality Check scenario
The East Wind (potential spoilers)
Fixed: Sgt. Hardy's body was clipping into the ground at Signal Lost's start
Fixed: The soldier on the H barrier at Camp Rogain in Drawdown 2035 was being incorrectly pushed off it
Fixed: Some AAF squads and platoons were part of Task Force Aegis in the Maxwell Hub according to their ORBAT icons
Fixed: The Crossing Paths scenario flow could get blocked when retreating to Camp Maxwell (AI could get stuck in the village)
Fixed: The Preventive Diplomacy could fail after loading an autosave (
https://feedback.bistudio.com/T117492)
Fixed: The extraction truck would sometimes leave without a player in the Wet Work scenario
Several improvements to the Breaking Even scenario:
o Fixed: Various soldiers and a truck would not properly retreat at the end of the scenario
o Fixed: The player group could be instantly detected during the initial sequence when ordered to take out the guards
o Tweaked: The truck driver no longer teleports inside his truck during the retreating phase, but instead uses a standard Get In procedure
o Tweaked: The truck now leaves the Outpost faster when retreating to the forest
For the rest of the changelog: https://dev.arma3.com/post/spotrep-00059