Bohemia Interactive has released a new patch for the beta version of its military sim title, Arma 3. This update is 885MB in size, comes with a number of fixes, and will be auto-downloaded next time you start the Steam client. As always, you can check its complete changelog below. Arma 3 is currently available on Steam via its Early Access program. Enjoy!
Arma 3 Update 0.72 Changelog:
DATA
-Added: Ability to set starting time of Defend Kamino (MP)
-Firing Drills: Automatic reload and resupply added upon restart (for lazy Mr. Endstar)
-Firing Drills: Now using symbology on selector targets
-Firing Drills: Ability to immediately quit at the end of CoFs added
-Firing Drills: CoF Green – updated to reflect changed magazines for sidearm
-Firing Drills: Times of day tweaked to match new Stratis configuration
-Firing Drills: Use of color was inconsistent for non-medal times
-Firing Drills: Restarting within a CP would leave the IGUI element active
-Firing Drills: Medal icon sometimes shown using Training rules
-Firing Drills: Added audio cue when going over the next medal time
-Firing Drills: Conversations all switched to radio again
-Showcase time of day tweaks to match Stratis sunrise configuration
-Showcase SCUBA now uses Titan launchers instead of RPG-42
-“Interface Layout” configuration tool added to Game Options
-Added: More heads to select from in user profile
-Interface clock control replaced with an improved version in map, editor, briefings and tasks
-AI icons in role assignment screen are not deformed anymore<
-Fixed: Cargo cannot take control from commander
-Gunner and driver of class “Car” and its children now use optics to detect targets
-Tweaked collision damage to vehicles. They now should be a bit more resistant, mostly at lower speeds.
-Tweaking of wheels and suspension of both APCs (floating in air)
-Adjusted agility of helicopters
-Added parachutes to light helicopters
-Passengers of all helicopters are now able to eject and paradrop
-Added cargo parachutes for supports
-Fixed: It is no longer possible to get directly from flatbed / cargo space to cabin of Trucks and vice versa
-Adjusted radius of Zamak’s destroyed wheels
-Zamak now has the correct wheels destroyed (by shooting)
-Doors of Mi-48 are closed by default now
-Fixed getting in UH-80 as pilot for more players simultaneously
-Gunners of UH-80 should be able to switch seats
-Added day camouflage variant of Ghost Hawk
-Weapons of CH-49 cargo no longer stick out of the roof
-Tweaked hit points of the CH-49 Mohawk
-Disabled levitation of the Strider’s wheels
-Fixed glass on doors of Ifrit
-Green faction assault boat has its own texture
-Green faction has its SDV now
-Marid’s crew should now abandon vehicle when all steerable wheels are gone
-Fixed: Marid should have correct names of weapons
-Fixed: Path to sounds of Speedboat
-Speedboat’s water friction has been tweaked
-Engines of armed Strider hit points now have correct names
-Fixed: AMV map icon was too small
-Fixed: HEMTT exhaust right next to passenger head
-HEMTT now has correct destruction of cargo part
-Fixed: HEMTT windshield destruction
-Fixed: HEMTT various descruction issues
-Adjusted AH-9 missile burst for AI
-Basic collimator optics should have the same zeroing
-Iron sights of SOS optics now have correct zeroing
-Tweaked basic setting of the direction of grenade throws
-Fire mode switches are now animated for most weapons
-GM6 rate of fire has been adjusted
-Katiba variants are back
-Flares light intensity tweaked
-Changed magazine for Green faction pistol in equipment
-Aiming of the ACP-C2 has been adjusted
-ACP-C2 uses .45 magazines
-Fixed: ACP-C2 and Vermin should have sound suppressors for .45 ACP ammo (class muzzle_snds_acp)
-Improved ASRAAM behavior
-Tweaked recoils for Scorpion and Vermin
-Fixed: OPFOR Recon should have their weapons back
-Fixed: Tweaked dispersion of mortar shells
-Fixed: PCML and RPG-42 use unguided missiles
-Careless AI are no longer stuck in prone after crawling under an obstacle
-Parachuting soldiers are not sad anymore (death pose removed)
-Adjusted vulnerability of character heads
-OPFOR helmet heads-up displays retracted
-OPFOR recon units inventory loadouts changed to match their BLUFOR recon counterparts
-Weight and capacity of all uniforms, vests and bags overhauled into one logical, balanced and gradually scaling norm, where bags of the same type and / or purpose should share corresponding values with minor side unique differences.
-Fixed: OPFOR Recon inventory loadout
-Adjusted Stratis’ world coordinates (affects time of day effects)
-Fixed: No units on certain Sites
-Animal Sites enabled
-Animal Sites generation reworked into a function
-Animal Sites MP support added
-Changed: Minefield Site now rotates all mines in the direction of the Site module
-Fixed: Support type no longer available without any usable providers (Supports module)
-Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
-Added: Dialog for custom init code for virtual providers in Supports module
-Added: Dialog for custom supply crate init code for supply drop in Supports module
-Added: Custom HQ parameter for Support Requester module
-Added: HQ now informs you if you have new supports available (when using the Supports module). You can disable these reports by using BIS_SUPP_reportNewSupports = false;
-Added: “Create diary record” module now allows adding a briefing entry to sides of synchronized units and to all playable units (the same options as “Create task” module have). This should simplify MP mission configuration.
-Added: Module for setting a group callsign, can be found in “Group Modifiers” category.
-Fixed: Units created BIS_fnc_spawnGroup were in the wrong order and of incorrect ranks.
-Added: “Headquarters” module, assigning HQ speaker with specific callsign for the given side.
-Added: Scripted event handler “ticketsExhausted” is now called when number of respawn tickets reaches 0.
-Fixed: Error messages when placing certain modules without input parameters
Suffocating PP effects disabled for animals
-Fixed: Error in BIS_fnc_arrayShift (http://feedback.arma3.com/view.php?id=10276)
BIS_fnc_endMission is now terminated when trying to trigger a good ending over a bad one
-Apart from “Synchronized Units” and “Groups of synchronize units”, the “Create Task” module now offers new options – “Sides of synchronized units” and “All playable units”
-Entering Splendid Camera while in vehicle optics resulted in NVG / TI modes being black
-Removed: Ambient Combat module. It was a simple port from Arma 2 and it wasn’t maintained anymore.
-Fix: respawnDelay entry was ignored when defined as a string, not as a number
-No more infinite clicking if space is held to skip titlecards or establishing shots
-No longer possible to press buttons other than Space and Esc while titlecards or establishing shots are playing
-Added: Respawn templates expanded by ability to define side specific templates using new description.ext params: respawnTemplatesWest, respawnTemplatesEast, respawnTemplatesGuer and respawnTemplatesCiv. When not found for player’s side, existing respawnTemplates param is used instead.
-Added: In CfgFunctions, ‘forced’ entry allowed designer to execute a function on mission start, before units are initialized. The entry is now renamed to ‘preInit’, and new entry ‘postInit’ provides option to execute the function right after objects were initialized.
-Config definition parameter (_this select 7) in advanced hint function removed. No need for it anymore, function checks all config files now.
-Notifications now support independent definition of picture color and picture text color
-Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows
-Fixed: Selections of windows on airport control tower
-Fixed: Missing radio protocol sentence for Helicopter Attack “chopper destroyed” event
-Fixed: Mortar sound reload spectral editedCHANGED CLASSES
-ACP-C2 now uses 9Rnd_45ACP_Mag magazine and a new muzzle_snds_acp sound suppressor
-Vermin SMG now uses 30Rnd_45ACP_Mag_SMG_01 and 30Rnd_45ACP_Mag_SMG_01_tracer_green magazines and a new muzzle_snds_acp sound suppressor
-Green faction has received its SDV with class I_SDV_01_F
-Green faction has received its Supply create with class I_supplyCrate_FENGINE
-Support for Steam friend invites / joins
-Added: Wind synchronization in MP
-Disabled loading screen when switching closing map
-Switching weapon modes doesn’t require two key presses when the weapon info IGUI is hidden anymore
-AI use Thermal Imagery to detect enemy when available
-Removed warp when reloading in 3D optics
-Improved thread synchronization of object drawing
-Recognition of damaged part of body has been improved
-Fix and slight optimization of detection of Simul Weather optimization
-Fixed: Brightness of nearby objects in the first frame after map display is closed
-Fixed: Items disappearing during inventory operations
-Fixed: Unable to take weapons from non-local containers
-Fixed: MP: Unable to throw grenades after taking vest from ground
-Fixed: Magazine not being removed for other clients if a player loads it directly into their gun
-Fixed: When player tries to place a vest or uniform into a backpack from the ground, target backpack will be copied and stored on the ground
-Fixed: Headgear no longer displayed after leaving a multiplayer game
-Fixed: Players could not access vehicles that cannot move
-Fixed: Helicopters don’t wait with another burst of CounterMeasures
-Fixed: Helicopter collective ascent / descent rates were not consistent among devices
-Fixed: GET IN waypoint – AI went for wrong seats in the helicopters
-Fixed: Icons and text outside of valid area in combo boxes, added ST_NO_RECT style support
-Fixed: Text alignment support for map icons
-Added: Scripting commands for tree interface control
-Fixed: Command enableEnvironment to toggle off all ambient wildlife
-Fixed: setAmmo command description
-Fixed: AI turn limitation while aiming
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
Contact: Email