Attention Soldiers,
We updated the Steam and Xbox versions of Arma Reforger.
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.
1.2.0.92 Changelog
General
- Changed: HDR Darkness and brightness limits, target brightness, and shutter limits by weather cycle
- Changed: Bleeding visible on the clothes will now get gradually more intense as the bleeding continues
- Changed: When creating streams for proxies, use an array holding all proxy nodes instead of traversing node hierarchy
- Changed: Increased callsign pool for FIA from 128 to 360 to prevent warnings from being spawnedFixed: Clothes would not update the replication parent when an item was inserted/removed
- Tweaked: Fuse time on the colored flares is the same as on the white ones
- Fixed: Doors were always visually closed after reconnecting or joining a game in progress (T182302)
- Fixed: Ability to process multiple open door requests over multiple frames to make sure they all get processed by the animation graph
- Fixed: Switching seats and exiting vehicle when primary door is obstructed
- Fixed: Accessibility points of Ural-4320
- Fixed: Explosive charges being garbage collected straight from player inventory and storage containers
- Fixed: Missing fuel progress bar on jerry cans
- Fixed: Focus on last focused storage slot when switching from storage mode
- Fixed: Highlights on storage no longer ignore equipment storage components when searching for free slots
- Fixed: Pop-up notifications were either not working at all in certain scenarios or they were stuck in queue and displayed at once in a row
- Fixed: Dragging an item on a supply box transferred it to player's inventory
- Fixed: Weapon inspection took magazines attached to other weapons in the player's inventory
- Fixed: Time until the detonation of explosive charges would be incorrect for Game Master that was not a host
- Fixed: Exiting a flipped or semi-flipped vehicle sometimes caused character to teleport below ground
- Fixed: CompartmentManager was not found on compartments that were in a slot
- Fixed: Remove duplicated Hierarchy components in compositions and CTI instances
- Fixed: Characters were snapped to canopy on net machine guns on turret exit
- Fixed: US roadblock navmesh recalculation
- Fixed: Explosive charges wouldn't stream in properly for proxy clients
- Fixed: Replication should create all streams for proxies even if user code modifies node hierarchy in RplLoad callback
- Fixed: Checking for item usage as a condition for being able to get out of the vehicle
- Fixed: Cancel item use when getting out of the car
- Fixed: Optimized simulation of bloody clothes
- Fixed: Low ready stopped working after arbitrary conditions failed: changing stance, lean, or changing fire mode
- Fixed: If shot while wearing clothes, your skin will now show damage after removing the clothes
Stability
- Fixed: Spawning UAZ-469 with PKM in Pause crashes the game
- Fixed: Freeze during navmesh tracing
- Fixed: VME when no EditorManager is found
- Fixed: Crash due to missing handlers
- Fixed: Memory leak in BaseLoadoutClothComponent
- Fixed: Rare RoadBlockManagerCrashes
- Fixed: Logs spamming about unknown keywords in prefab of m60d
- Fixed: Memory leaks related to road network
- Fixed: Added Group and Tripod Catalog to CIV faction and faction less to remove error spamming
- Fixed: A possible crash with explosive charges attached to destructible entities
- Fixed: -disableAI param shouldn't crash anymore
- Fixed: ScriptCompiler: push/pop of plain pointers not working
- Fixed: Memory leak in bt::NativeVariable
- Fixed: Memory leak for two static instances of DamageContext and DotDamageEffectTimerToken
- Fixed: Error spam because placeable item was changing its parent before it was removed correctly from player inventory
- Fixed: Crash with WEAPON_FIRED event in turrets
- Fixed: VME with SCR_CampaignMilitaryBaseComponent
- Fixed: Potential nullpointers in AnimatedAmmoBeltSystem and bloodOnClothesSystem
- Fixed: Streamable parameter was turned off on deployable radio's RplComponent, causing all AI with radios to be streamed to clients at all times
AI
- Fixed: AI would not get out of BTR
- Fixed: Helicopter pilot slot should not be occupied by AI
- Fixed: Commanded AI now responds in voice to commands in MP
- Fixed: Behavior of AI when group leader dies
Modding
- Added: Ability to get AnimationController from AnimationControllerComponent
- Added: BaseProjectileComponent.SetInstigator
- Changed: Switched m_CharacterOwner in SCR_GadgetComponent from IEntity to ChimeraCharacter
Scenario Framework
- Fixed: Deliver vehicle tasks could get completed when the player reaches the task even without the vehicle
- Fixed: AI Action Getter optional state wrongly retrieving AI slot
- Fixed: ON_TASKS_INIT tasks that are further down in hierarchy do not get spawned by the scenario framework
- Fixed: Setting max tasks to more than 5 makes the framework spawn way more tasks than intended
- Fixed: Task Clear Area sometimes could not be finished (T182474)