Game Update: 1.24 (Bootcamp Update, Launcher, Add-on Workshop) SIZE: ~1.2 GB CHANGELOG
Added: Virtual Reality world
Added: Bootcamp "Prologue" mini-campaign
Added: ZGM 4+1 Bootcamp multiplayer training
Added: 8 VR Training lessons
Material Penetration
Placeables
Launchers
Target Designation
Commanding - Movement
Commanding - Behavior
Commanding - Actions
Commanding - Vehicles
Added: VR Zeus multiplayer scenarios
ZGM 16+2 Master Virtual Reality (AAF)
ZGM 16+2 Master Virtual Reality (CSAT)
ZGM 16+2 Master Virtual Reality (NATO)
ZGM 48+2 Master Virtual Reality
Added: Virtual Arsenal
Added: VR soldiers and character entities
Added: Objects specific for VR (large blocks, covers and markers)
FIA fraction has been revamped:
Added: New uniform for FIA AT Rifleman
Added: FIA Offroad, Quadbike and Truck camo versions
FIA soldiers have randomized headgear and facewear according to their classes and possible headgear-facewear combinations
Added: 3 new FIA stashes
Added: Repair variants of Offroads
Added: Various facewear available in profile (balaclavas and bandannas with various glasses)
Added: 3 new music tracks
Virtual Reality digital Arma 3 theme
Splendid Split theme
BI 15th Anniversary theme
Added: Various VR-related sounds for triggers
Added: New English protocol of Dan Brown
Added: Camo variants of M320 and GM-6
Added: Misc. objects
Winner's podium
Trophy
White tent
Tyre barriers
Kart tires
Kart steering wheels
Car batteries
Kart trolley
Kart stand
Pieces of exercise equipment
Water coolers
Large food container
Added: 14 Bootcamp-related Steam Achievements
Added: Game Launcher
Accessible via a non-default Steam launch option, or by starting arma3launcher.exe from the installation directory
This adds support for add-ons in the Steam Workshop
Overhauled: Weapon Sway
Overhauled: Fatigue
Added: Controls action for locking turret on an object
Added: Turret locking ability for the UGV RCWS
Added: BIS_fnc_setUnitInsignia now loads description.ext CfgUnitInsignia classes
Added: BIS_fnc_animateTaskWaypoint
Added: Switching to driver / gunner after PIP click (AV Terminal)
Added: Sound for Scalpel missile explosion
Fixed: Zone restriction module not working after respawn
Fixed: Adding items to ammo box in Zeus didn't work correctly
Fixed: Showcase Vehicles: Player could not get in the ship
Fixed: Aim precision values for pistol crouch and launcher standing stances to match values for other weapon types
Fixed: Broken size of the hint area when a hint and its sub-hint were used without any other hint between them
Fixed: DLC Bundle duplicity in Expansions menu
Fixed: Scripting error while browsing respawn menu
Fixed: Respawn menu was sometimes too slow
Fixed: Live-feed and Skirmish module category
Fixed: Duplicated inventory item in action menu
Fixed: Intentionally negative rating used in DM missions is no longer displayed in the debriefing
Fixed: "End Scenario" module used wrong ending type
Fixed: Showcase Zeus was not marked as completed when player left after a task told them they could
Fixed: Ordnance module was using effects incompatible with the Zeus Ordnance module. Explosions will now be stronger, but existing missions won't be affected unless you edit the module in editor and save it again.
Fixed: RscTextCheckBox spam in RPT when opening GUI editor
Fixed: Empty reflector in Helicopter_Base_H
Fixed: Last bullet still visible in Rahim's magazine despite it being empty
Fixed: Error in modules while reading CfgAddons
Fixed: Binoculars and NVGs were not added correctly to ammo boxes
Fixed: "Watch Direction" sentence in Radio Protocols
Fixed: Missing icons in Field Manual in Russian localization
Fixed: Hint in AV terminal no longer overlaps the terminal menu
Fixed: Scripting error when attempting to open non-existing inventory
Fixed: Opening a loadout with specific weapon types (i.e., weapons classes with attachments already on them) caused container magazines not to be loaded correctly
Adjusted: Environmental map on various vehicles
Adjusted: Materials of the small backpack
Adjusted: Capacity of inventory of copters
Adjusted: Alignment of cursor and optics for launchers
Adjusted: Volume preview samples and configuration in audio settings
Enabled fatigue parameter
New damage and destruction materials for all vehicles
Unused GameSpy IDCs removed
UAV terminals now have the correct author defined
Adjusted flare size, intensity and coloring of flashlight accessory
Cleaned up and restructured HUD config for PO-30 Orca
CH-49 Mohawk's inventory contains proper weapons, not OPFOR ones
Changed volume of reloading for most weapons
Revamp of muzzle suppressors (see http://forums.bistudio.com/showthread.php?179308-Weapon-sounds-affected-by-suppressors-change-in-1-23)
Overhauled inertia values for weapons and attachments. Main source of imprecision will be sights alignment, not sway distortion that will be elevated only with higher fatigue or arms damage in effect.
Assault Pack (Hex) should have the right texture
Changed volume of closure sounds
Minor volume changes of reloading sounds
Host server: Added port warning
Host server: Fixed conversion of labels to upper-case
Optimized turning animation aimPrecision to comparable levels among weapons (x2 when standing, x3 when crouched, x4 in prone)
Optimized aiming precision states for adjusted stances. Since they do not have appropriate turning animation stances configured their base precision must be higher than default stance, for else they will posses unreasonable advantage over default stances.
Decreased duty of running with lowered rifle in crouch position
Adjusted moving speeds and duty values of certain stances to prevent unintuitive discrepancies
Optimized prone stance adjustment poses aim precision
New post-process filtering for Radio Protocols
TRG correctly hides magazine when there is none in the weapon
maxZeroing parameter has been properly configured for all weapons
Hints and user actions have been unified for Disarm / Disable / Deactivation of explosives
Various fixes in Field Manual and hints
Minor changes in suppressors weights
Changed launcher hit mask
Decreased vertical movement of secondary weapon sway class
Attempt to fix several rag-doll issues by decreasing the magnitude of hit forces applied and simultaneous increase of mass for bones to prevent them from flinching wildly
Increased negative effect of damage over secondary weapon sway class. It should be hard to aim with crippled hands.
A little elf hiding some caps has been found and dealt with, thus the caps shall be available again
Facewear (former glasses) has mass correctly set
Potential campaign spoilers:
New head- and face-wear added to units in Patrol missions and in the “Adapt†armory
Tweaks in randomization, placement and compositions of enemy patrols in the “Adapt†Patrols
Fixed: Calling underwater damage on non-local submarine
Fixed: IRLaserOn action
Fixed: Game could crash after changing soldier's face type
Fixed: Car tracks are no longer drawn in the future
Fixed: Maximum inventory load threshold could be trespassed
Fixed: Traveling back to the past
Fixed: CTD occurred when ejecting a dead unit from a car (Zeus)
Fixed: Setting connection string when creating MP session from the game
Fixed: Prevent created agent from opening his gear
Fixed: Trigger pulling for normal man simulation tree
Fixed: Not showing cutscenes in the main menu
Fixed: Suppressors override weapon specific parameters, making initSpeed, hit and cost parameters work everywhere as expected
Fixed: Ragdoll false recovery
Fixed: Possible CTD
Fixed: Possible CTD in the Zeus map
Fixed: Adding corpses from disconnected players to disposeManager (http://feedback.arma3.com/view.php?id=17532)
Fixed: Crash when segments don’t have a shape
Fixed: Issue with disabling moving of units outside Zeus editable area affected by the camera angle
Fixed: Setting of hair AtoC shader constants
Fixed: Action menu - heal is offered, while the new action is opening doors
Fixed: Exploit that allowed Zeus to move soldier groups using rotation even outside of the editable zone
Fixed: CTD when MP role had not soldier created
Fixed: Possible CTDs in Buldozer
Fixed: AT launcher - optics were misaligned with cursor
Fixed: Possible CTD
Fixed: Environment - Player is able to put items into gas pumps
Fixed: Recoil coef does not influence weapon behavior
Fixed: Missing recoil after turning (and some other animations)
Fixed: Undeletable profile in configuration
Fixed: Broken GunCloud, GunFire loading
Fixed: Copyright string in file properties
Fixed: Thermal Imaging from Laser Designator transferred to every scope
Fixed: Player observers now always send their target to the gunner
Fixed: An exploit in Zeus which allowed forcing players out of vehicle
Fixed: Possible CTD while finding a path in a house without a model
Fixed: healSoldier CTD
Fixed: Recoil direction when using iron sights
Fixed: Artillery target deleted to soon
Fixed: Player is unable to change weapons in fixed-wings
Re-fixed: Remote control using map
Fixed: Sound: Reloading can be heard far away
Fixed: Video playing when a video finished before its audio
Fixed: Possible CTD in Zeus map
Fixed: Weapon selection for pilot (seen mainly in Wy-55)
Added: Checks if objects are static in map (script commands)
Added: New script commands related to UAVs - connectability (isUAVConnectable, enableUAVConnectability, disableUAVConnectability)
Added: New scripting commands for working with mines (allMines, detectedMines, mineDetectedBy)
Added: Adding joined sessions to the Steam history
Added: New scripting command for getting a list of all diag modes (diag_list)
Added: New scripting command for reading configs into arrays with a filter (configClasses)
Added: isAutotest script command
Added: Support for spaces in mods in -mod= parameter as long as all the mods are quoted (e.g. -mod="Mod1; Some Other Mod;WeaponA")
Added: New weapon parameter maxZeroing (fixes a scopes zeroing glitch)
Added: New mapName parameter for SteamTags
Added: Stealing of UAVs (not yet configured in data)
Added: Ability to force difficulty for selected scenarios
Footsteps alpha and the ability for config to enable footsteps / tracks / blood in world definitions
Magazines slots should be highlighted the same way as other item types
enableFatigue true; doesn't reset fatigue anymore
Complete removal of the disabled GameSpy technology
Changed warning message when profile variable space is locked to be more helpful
Hiding lights for hidden vehicles
New command playerControlled (like the player command, but it will return the remote-controlled unit)
Overhauled weapon sway available (no inertia yet)
Hiding markers for invisible objects and simulation is enabled
Radio Protocol: Added parameter absolute angle into RadioMessageWatchDir
VON: Direct communication: Changed targets selection
+password and +connect now supported in connection string (so it's possible to join a server from Steam's browser)
Radio protocol: Changed parameters going to RadioMessageWatchDir
Radio protocol: SentCmdDeactivateMine
Tweaked: Spatialization of loud sounds
Removing UavPilot when a transport is destroyed
Unarmed UGV - broken follow command in terminal
Sound: Update to audio option previews, added stereo sample support
Tooltip for disabled difficulty options if difficulty is forced
Support for joining passworded sessions via friends / invites / Steam browser
Possible fix of crash during video playback
UAVs
Locked camera (added a new key binding to do that)
Locked camera - camera rotation precision improved
Locked camera - camera rotation set to zero when switching to manual view