FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.14 (Campaign episode "Win", CAS jets, Tempest truck, Altis upgrade)
SIZE: ~1.8 GB
CHANGELOG
DATA
- Added: Campaign episode “Win”
- Added “Win” music tracks
- 3 event tracks (with variants)
- 4 background tracks
- 6 lead tracks
- Added: Campaign completion Steam Achievements
- Added: To-199 Neophron CSAT CAS jet
- Added: A-164 Wipeout NATO CAS jet
- Added: Tempest CSAT heavy truck with variants
- Added: Altis Points Of Interest: Ghost Hotel compound and Stadium
- Updated: Altis: Several new structures were added (kiosks, lifeguard towers, playground accessories, tourist shelters and more)
- Added: Various “Win”-related characters, items and objects
- Added: 1 x new Radio Protocol
- Removed obsolete classes of cargo poses
- Adjusted volume levels on various weapons
- Changed active elements in commander optics of Marshall, Cheetah, Mora and Kuma
- Standardized driveOnComponents on tank tracks - they should now be better at passing low obstacles
- Uniforms and accessories should be available in holders again
- Increased explosionShielding parameter for artillery variants of turret guns was reverted back to the original value of 1 (it did not work well enough)
- AAAs should have their radar back
- Optimized explosives power after a fix of explosives on roads
- Buzzard has new sounds for gear and flaps
- Buzzard has improved materials in its cockpit
- Stitches on coveralls made plastic
- FIA medic should have a medkit in his bag
- Trees use a new shader version to improve alpha sorting
- Pilots of jets have their HUDs properly collimated
- Tank crew should no longer use 'magic radar'
- Fixed: Missing muzzleflash for RCWS UGV
- Fixed: Hitpoints for lights of Van
- Fixed: Indestructible radio tower in Showcase Vehicles (changed hitpoints in the model)
- Fixed: Getting out of HEMTT animation for launchers
- Fixed: Sounds of ACP-C2
- Fixed: Smoke screen not working on Cheetah, Kamysh, Tigris and Gorgon
- Fixed: Unresponsive controls in General Game Options tab
- Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP
- Fixed: Wrongful hiding of subtitles in SP
- Fixed: Multiple secondary explosions in MP (http://feedback.arma3.com/view.php?id=16765)
- Fixed: Combined Arms showcase would not end correctly on a Dedicated Server if players had already died during the mission
- Tweaked: Sounds of weapon closures
- Tweaked: Sounds of character breathing
- Added: New samples for ACP-C2
- Added: New sound for reloading UGLs
- Added: New sound for church organs
- Added: New variations for fatigue sounds
- Added: GameSpy / Steam master server switch
- Removed: Error message from getParamValue function
- Improved: Slammer UP recoil animation
Possible campaign spoilers:
- New voice-over work for Nikos has been added to "Survive" and "Adapt"
- Fixed: The intro walking sequence in the "Survive" intro
- Added: New beret and identity to Crossroads in the "Adapt" outro
- Fixed: Drawdown 2035: synchronization of 'all clear' and animation at checkpoint
- Radio Silence: reduced the difficulty of destroying the guard towers with the mortar
- Fixed: "Index out of range" error, discovered when transiting from "Adapt" to "Win"
- Fixed: In Crossing Paths, there was no background while the quotation video was playing
ENGINE
- Added: Scripting command attachedObjects for getting the list of objects attached to the given one
- Added: Scripting command attachedTo for getting the object to which the given object is attached
- Added: New scripting command for getting list of activated addons (activatedAddons)
- Added: Sound: Ability to play loop sample in specified region, a sample has 3 parts: start, loop & end - used for continuous fire mode. Loop region is set in SoundPars.loopBegin and SoundPars.loopLength, config definition: sound[] = {path, db3, 1, 2300, {32438, 24500}}
- Added: Support for thermal black hot mode in PiP
- Added: Prototype of weather and time synchronization for MP
- Crosshair size roughly matches the extent of weapon sway
- PIP mode (VIS, NV, TI) is the same as mode in AV optics (can be changed by the player while in control of the AV)
- AI skills configuration changed: added Presets and Precision, removed Enemy-Friendly, redid the UI
- Disabled idle poses while aiming and shooting
- VRAM management changed (optimization)
- Hotfixed: Module initialization order adjusted for the Linux Dedicated Server
- Fixed: Water splashes when tanks land on the ground
- Fixed: Dust from tracks while in the air
- Fixed: Script command enableSimulationGlobal didn’t work during scenario briefing
- Fixed: Deleting task target
- Fixed: Problems with skinned instancing when PiP is used
- Fixed: Mines were ineffective on roads
- Fixed: Drawing of alpha objects in PiP
- Fixed: Gear up SFX triggered when starting as Flying
- Fixed: Player can't see content of clothes or vests which are on the ground
- Fixed: Weapon cloning (http://feedback.arma3.com/view.php?id=17403)
- Fixed: AI not using radar, when player does not have it
- Fixed: After a helicopter would fly away, players could still put things into its inventory
- Fixed: TakeWeapon puts weapon in weaponholder before taking it (http://feedback.arma3.com/view.php?id=17760)
- Fixed: More correct behavior of scenario names in map, diary and interrupt display
- Fixed: Crash that happened when using stereo samples where mono was expected
- Fixed: Crash in MP display when a Steam mission filename is empty
- Fixed: Invisible items in UI tree after sorting
- Fixed: Crash opportunity
- Fixed: Workaround for a Steam bug which caused the inability to host MP games on some subscribed missions
- Fixed: Vest content disappearance after savegame load