Arma 3 Patch 1.62 "Apex Expansion"
- Dettagli
- Pubblicato Lunedì, 11 Luglio 2016 11:12
- Scritto da Djmitri
- Visite: 2296
DATA:
- Added: Tanoa terrain*
- Added: More than 600 terrain structures*
- Added: More than 200 signs, 25 rocks and 100 trees, bushes and clutters*
- Added: V-44 X Blackfish VTOL*
- Added: Y-32 Xi'an VTOL*
- Added: Prowler LSV*
- Added: Qilin LSV*
- Added: MQ-12 Falcon Drone*
- Added: KH-3A Fenghuang Drone*
- Added: MB 4WD Offroad Car*
- Added: Caesar TBB Propeller Plane*
- Added: RHIB Boat*
- Added: Water Scooter*
- Added: AKS-74U 5.45 mm Assault Rifle*
- Added: AKM 7.62 mm Assault Rifle*
- Added: AK-12 7.62 mm Assault Rifle*
- Added: LIM-85 5.56 mm Machine Gun*
- Added: RPG-7 Launcher*
- Added: PM 9 mm Pistol*
- Added: SPAR-16/S 5.56 mm Assault Rifles*
- Added: SPAR-17 7.62 mm Marksman Rifle*
- Added: CAR-95(-1) 5.8 mm Assault Rifle & Light Support Weapon*
- Added: Type 115 6.5 mm / .50 cal Assault Rifle*
- Added: CMR-76 6.5 mm Marksman Rifle*
- Added: Protector 9 mm Sub-Machine Gun*
- Added: ERCO Optics*
- Added: Various new gear items (regular and thermal-masking uniforms, clothes, headgear, backpacks, NVGs (Night Vision Goggles), and more*
- Added: Apex Protocol 1-4 player co-op campaign*
- Added: Showcase End Game*
- Added: End Game 24 Balavu*
- Added: End Game 16 Moddergat*
* Content requires ownership of the Arma 3 Apex expansion.
- Added: Zeus Master Tanoa instances
- Added: 13 Apex Steam Achievements
- Added: Apex Welcome Screen
- Added: New and very green "Arma 3 Apex" Main Menu color preset (it has also been made default)
- Added: Arma 3 Apex splash screen for Apex owners
- Added: NATO (Pacific) faction
- Added: CSAT (Pacific) faction
- Added: Syndikat faction
- Added: Gendarmerie faction
- Added: New character appearances (Tanoan and Chinese)
- Added: New radio protocols (Chinese, French and French-English)
- Added: 50 miscellaneous props
- Added: A new default controls preset (Arma 3 Apex)
- Added: A one-time prompt is now displayed in the Main Menu to suggest using the Arma 3 Apex controls preset
- Added: Positional ambient sounds for Tanoa
- Added: A new tab displaying the official servers in the Server Browser
- Added: New Main Menu terrain scenes for Altis, Stratis and VR (consistent with Tanoa’s new approach)
- Added: 'Suppression' samples were added to radio protocols
- Added: New sound 3D processor types
- Added: A new "blockMobileSwitching" parameter to avoid weapon switching on the move for certain animations
- Added: A new BIS_fnc_isThrowable function (determining if the magazine of a given class name is throwable)
- Added: Headgear randomization allows usage of a fake headgear "H_FakeHeadgear", which passes some faces to the function in order to randomize it
- Added: A tooltip to the Field Manual button in the Pause Menu
- Added: The platform / premium assets are now properly distinguished in the DLC Content Browser
- Added: New sounds for collisions with the vegetation
- Added: New footsteps sounds for movement in the sand
- Added: Geometric occluders to Altis and Stratis objects
- Added: New sounds for falling trees and palm trees
- Added: Falling trees soundsets and soundshaders
- Added: Prototype configuration of a new 3D sound processing type (surround_panner)
- Added: Positional ambient sounds for forests and sea
- Added: New sounds for metal constructions, rock debris for ruins and ancient locations
- Added: New sound effects related to wind
- Tweaked: The Main Menu was overhauled
- Tweaked: Environmental Audio was enhanced (ambient configuration, positional ambient sounds)
- Tweaked: The Revive feature was overhauled
- Tweaked: Radways and Path LODs of various buildings were improved
- Tweaked: Rain and thunder sound effects
- Tweaked: The DLC icons in the Main Menu now have a full color on-hover effect
- Tweaked: The 2D editor is now hidden (it can still be accessed by pressing the CTRL+O keys in the Editor Menu, but is considered deprecated and unsupported)
- Tweaked: All game menus were moved from the bottom left to the center
-
Tweaked: The multiplayer game type names were overhauled:
- “Seize” and “Defend” were removed
- All Zeus game modes (“ZDM”, “ZCTF”, “ZCoop”, “ZSC”, “ZCTI”, “ZTDM”, “ZRPG”, “ZGM”, “ZvZ” and “ZvP”) were replaced by a single mode “Zeus”
- Added: New “EndGame”, “Support”, “KOTH”, “LastMan” and “Survive” game modes
- Using any of the removed modes will list the scenario as “Undefined”
- Tweaked: The autocannon fire mode of the AH-99 Blackfoot and the Mi-48 Kajman helicopters was changed to 5-round bursts
- Tweaked: Several multiplayer displays
- Tweaked: APCs can now use auto-lead / zeroing on target while engaging with their cannons
- Tweaked: The AAA radars are now more balanced
- Tweaked: Heavy caliber projectile impact was improved
- Tweaked: Respawn markers for Civilian and Independent sides can now also be named “respawn_civ” and “respawn_guer” (these are backwards compatible)
- Tweaked: The BIS_fnc_getRespawnMarkers function was optimized
- Tweaked: All End Game scenarios now use respawn classes instead of the Virtual Arsenal
- Tweaked: The tile textures for deep sea in the map preview were improved
- Tweaked: The headgear randomization now considers all private headgears (scope < 1) as fake (results in a removed headgear and randomized facewear similar to H_FakeHeadgear)
- Tweaked: Most respawn classes in official End Game scenarios are now limited
- Tweaked: World scenes are now using the unified BIS_fnc_initWorldScene function to initialize
- Tweaked: Weapon tail sounds were improved
- Tweaked: Sounds for vehicle collisions were improved
- Tweaked: Visibility of various character movement states (in relation to recent AI detection improvements)
- Tweaked: Tasks distribution in multiplayer was improved
- Tweaked: AI is now less able to detect explosives while driving a vehicle
- Tweaked: The BIS_fnc_taskState was optimized to prevent problems with non-existing tasks on Dedicated Servers
- Tweaked: AI detection of weapon firing is now better
- Tweaked: Sounds of footsteps were improved (volume based on animations, different sounds for forests, tweaks)
- Fixed: Bullet collision geometry for reed
- Fixed: Transition animations (e.g. prone transitions to crouch and stand, sitting and ladder animations) could be used for weapon switching on the move
- Fixed: Weapon switching on the move could cause incorrect behavior for cutscenes and vehicle crew animations
- Fixed: Player could bypass the initial countdown in End Game by respawning (in cases when the respawn time was shorter than the countdown)
- Fixed: It was possible to respawn in a vehicle with its simulation disabled
- Fixed: Characters were forced to go prone when opening an inventory while moving unarmed
- Fixed: Animation freezes when limping into swimming state
- Fixed: The AI could get stuck in a FFV animation
- Fixed: Characters would stop and slide when transitioning from an unarmed jog to an unarmed walk
- Fixed: Characters would go prone when switching from an unarmed jog to an unarmed walk while turning
- Fixed: AI units were displayed in the Entities list regardless of the settings in the Virtual Spectator
- Fixed: The BIS_fnc_kbTell function would produce errors in a non-scheduled environment
- Fixed: Detection of the water surface in particle effects was incorrect
- Fixed: Deleted tasks would still preserve some data (e.g. in campaign HUBs)
- Fixed: Creating a new user profile would not initialize custom colors when a Welcome Screen was shown after returning back to the Main Menu
- Fixed: The Retrieve Intel text was not localized for End Game clients which had a different language than the server
- Added: An area widget (allowing to rotate and resize triggers and marker areas by dragging their corners)
- Added: A new ‘Loiter Altitude’ waypoint attribute
- Added: Preview pictures for flags
ENGINE:
- Added: Vehicle-in-Vehicle Transport
- Added: Support for the Tobii EyeX Controller
- Added: Dissolve LOD blending of models
- Added: First game integration of Arma 3 Units in the profile options
- Added: Support for multiple vision modes for goggles
- Added: A new drawingInMap server.cfg parameter to toggle the Line Drawing on Dedicated Servers
- Added: A new nearTerrainObjects script command (it’s an unsorted version of the nearestTerrainObjects command - provides a third bool parameter into the input array)
- Added: Large object lists (optimization)
- Added: New #maxPing, #maxPacketLoss and #maxDesync commands for server administrators
- Added: Ability to enableAI / disableAI "PATH", which stops the AI’s movement but not the target alignment
- Added: A new #disconnectTimeout command for server administrators, and maxPing, maxPacketLoss and maxDesync support in server.cfg
- Added: A new addPlayerScores script command
- Added: New #exec unban and #exec clearbans commands for administrators of Dedicated Servers
- Added: Support for explosives being detonated by multiple players
- Added: Authors of markers / drawn lines can now be displayed
- Added: Extended information when the setStatValue function fails
- Added: A new ctrlVideo script command
- Added: A new getContainerMaxLoad script command
- Added: A new mapDrawingBrightnessModifier config parameter for adjusting the brightness of the 2D map textures
- Added: Multiplayer synchronization for assigned team functionality
- Added: A new pixelGridNoUIScale script command (returning the grid size based on screen resolution and core configs [uiScaleFactor, uiScaleMaxGrids])
- Added: A new pixelGridBase script command (returning the grid size based on screen resolution only)
- Added: A new kickClientsOnSlowNetwork parameter for the server.cfg (enabled by default), documentation: https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-77?p=3035423#entry3035423
- Added: ‘No spam’ versions of some of the RPT logs
- Added: A new forcedMap script command
- Added: The server browser now contains a button minimizing the game and switching focus to the Launcher
- Added: Scenario tag "Tanoa" for Steam Workshop
- Added: DLC tag "Apex" for Steam Workshop
- Added: New unitAimPosition and unitAimPositionVisual script commands
- Added: A new unload waypoint for the Vehicle in Vehicle Transport
- Added: A new Map mission Event Handler (open / close)
- Tweaked: The analytics settings were reset to recover from a previous glitch. Use the Launcher Options to review these settings (more in an upcoming SITREP).
- Tweaked: Turrets on airplanes are now more properly supported
- Tweaked: Default video options
- Tweaked: Improved depth priming for distant vegetation
- Tweaked: Damage source handling improvements (extended Event Handlers, optimizing damage handling functions)
- Tweaked: The tvSetPictureColorRight script command was renamed to tvSetPictureRightColor
- Tweaked: The DLC icons in the Showcases menu are now more properly drawn
- Tweaked: Various terrain performance optimizations
- Tweaked: The Chat and Voice-Over-Net icons now change their colors according to the channel's color
- Tweaked: Performance optimizations for terrain drawing at night
- Tweaked: Commanding AI to hold fire now stops also suppression
- Tweaked: The setUnitLoadout script command is now better supported in multiplayer (containers stored in other containers - e.g. a vest in a backpack)
- Tweaked: The co-pilots have been trained to control VTOLs
- Tweaked: Airplanes are now less prone to fly backwards
- Tweaked: The logging of players kicked or banned from a Dedicated Server was improved
- Tweaked: The uiScaleFactor and uiScaleMaxGrids have been respectively changed from 8 and 28 to 4 and 60
- Tweaked: The AI suppression was increased during a bailout from damaged or immobilized vehicles
- Tweaked: The setUserActionTexts script command functionality was extended (it now allows multiple 3D texts to be displayed at once)
- Tweaked: The folder size for screenshots is now limited to 250 MB (can be set in a user’s profile)
- Tweaked: The addAction command’s functionality was extended
- Tweaked: The CommandModeChanged Event Handler was extended
- Tweaked: Server command #mission now supports an optional difficulty parameter. If not set, difficulty remains unchanged.
- Tweaked: Mines can now be detonated by players even after they respawn
- Tweaked: The AI visibility at nights was optimized
- Tweaked: The vectoring and auto-hover actions are now separated for VTOLs
- Tweaked: The selectWeaponTurret command now works also with a muzzle name
- Tweaked: The flyingHeightASL command now works also for loitering airplanes
- Tweaked: The AI visibility in fog was decreased
- Tweaked: Several improvements to AI airplane piloting (including the VTOLs)
- Tweaked: Interaction pointer for 3D tasks assignment for Tasks Overhaul
- Tweaked: The 2D Editor link was removed from the Host Server screen
- Tweaked: Commander can now order switching weapons even to FFV passengers
- Tweaked: The default sensitivity curves for eye tracking were improved
- Tweaked: Turned out tank commanders can now select and cancel targets for their gunners
- Fixed: It was not possible to use UGLs when deployed
- Fixed: The onVideoStopped Event Handler would fire even after a video had stopped playing
- Fixed: The groupIconSelectable script command would not reset between scenarios
- Fixed: In-game video is now properly stopped instead of being hidden
- Fixed: A glow post-process was present when saving the game in some cases
- Fixed: Downloading a scenario on a hosted server would get stuck (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=3026786)
- Fixed: APCs would ignore the ‘Suppression’ command
- Fixed: The ‘Suppression’ command was not working correctly for the FFV positions
- Fixed: User profiles could not always be deleted (connected to the Unicode standard)
- Fixed: The Pause Menu would not display a correct difficulty when playing more scenarios with different difficulties on a Dedicated Server
- Fixed: Potential crash in animation playback tech
- Fixed: The task tooltip width was based on the longer of two lines
- Fixed: The gunner of a vehicle now receives score points instead of the effective commander (provided the gunner is a human player)
- Fixed: The HandleDamage Event Handler was not working correctly
- Fixed: Crash when deleting entities in Zeus
- Fixed: The closeOnMissionEnd parameter would close also a mission’s briefing screen
- Fixed: Crash when loading joysticks (https://feedback.bistudio.com/T117139)
- Fixed: Some characters from the UTF-16 set were not supported when used as a path to mods
- Fixed: Switching from a launcher while being turned out from a vehicle was not working
- Fixed: AI would refuse to suppress a target over a small obstacle (https://forums.bistudio.com/topic/189479-ai-suppress-command/page-4#entry3031228)
- Fixed: Incorrect action mappings would cause a spam in the RPT file
- Fixed: AI divers were told not to throw grenades underwater (https://feedback.bistudio.com/T117176)
- Fixed: Tasks were not saved correctly when resuming a scenario after closing the game
- Fixed: The TeamSwitch mission Even Handler was not working in singleplayer
- Fixed: It was not possible to assign tasks in 3D while controlling a UAV
- Fixed: There was no dust particle effect for landed VTOLs
- Fixed: The dust simulation for stationary airplanes was incorrect
- Fixed: Server command #mission would reset the server difficulty to Regular
- Fixed: The forces applied to destroyed planes were incorrect
- Fixed: An action placed in 3D would reflect the movement of the crosshair
- Fixed: Characters would switch to a primary weapon when their sidearm got replaced
- Fixed: The head tracking zoom had incorrect sensitivity (https://feedback.bistudio.com/T117550)
- Fixed: The difficulty script command would return an incorrect value when playing more than one scenario consecutively on the same Dedicated Server
- Fixed: Opening the score table would open the Pause Menu as well in some cases
- Fixed: Saving a game could affect the current difficulty
- Fixed: Crash when using the selectWeaponTurret command with an incorrect turret path
- Fixed: Crash in Zeus
- Fixed: The 'disembark' command was behaving incorrectly for large vehicles
- Fixed: A delayed vehicle explosion would add score to the effective commander of the shooting vehicle
- Fixed: The built-in DLCs in the Server Browser names weren't localized
- Fixed: Explosion damage of vehicles was inconsistent in multiplayer
- Fixed: The kill score was handled incorrectly for renegades and heavily damaged vehicles
- Fixed: Map markers were disabled on servers by default in some cases (https://feedback.bistudio.com/T117215)
- Fixed: Crash when ordering AI to unload cargo vehicles
- Fixed: Multiple AI characters were trying to get into the same vehicle turret position in some cases
- Fixed: Incorrect weapon handling during weapon switching in some cases
- Fixed: Potential crash connected to role assignment in multiplayer
- Fixed: Vehicles were not audible after loading a savegame or switching window focus (https://feedback.bistudio.com/T80726, https://feedback.bistudio.com/T118395)
- Fixed: Markers were not visible for other players in multiplayer (due to the default channel being unexpected)
- Fixed: Characters would switch to their rifles when a sidearm was replaced in their inventories
- Fixed: Opening the map would cancel weapon deployment
- Fixed: Crash when loading OGG and LIP files at the same time
- Fixed: The action “NVGoggles” would turn the night vision instantly off after turning on
- Fixed: The 'Next target' action would not work correctly for turned out vehicle commanders
- Fixed: The repair and heal icons were displayed also to players without medkits or toolkits
- Fixed: VTOLs would always take off facing North regardless of their waypoint direction
- Fixed: Incorrect visualization of some combo keys (Right Ctrl) in the control options
- Fixed: Crash when importing a scenario containing a non-existent asset class name
- Fixed: Some waypoints had an incorrect on-screen name
- Fixed: kbTell conversations would not work correctly on Dedicated Servers
- Added: Web links are now supported in buttons
- Fixed: Changing an Activation parameter for triggers would have no effect (https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-6#entry3024236)
- Fixed: Dragging a scroll bar of an entity would drag also the entity itself
- Fixed: The selected scenario would not be refreshed when searching by text
- Fixed: Crash when dragging an entity in the Object Type list in the Entity attributes
- Fixed: Modules imported from a 2D scenario had 0 azimut set (https://feedback.bistudio.com/T116862)
- Fixed: Placing a leader to a vehicle was not handled correctly
- Fixed: Changing the loadout of a character previously edited in Arsenal would not work
- Fixed: Changing marker position via attributes would not work properly (https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-7#entry3031043)
- Fixed: Previewing a scenario in multiplayer would force Regular difficulty
- Fixed: Autonomous weapons could be grouped with other entities
- Fixed: Vehicles would miss their license plate numbers when spawned via Eden Editor (https://feedback.bistudio.com/T117241)
- Fixed: Crash when copying objects in layers between different scenarios
- Fixed: Toggling foliage in the Eden Editor could cause incorrect behavior of the foliage outside of the Editor
LAUNCHER:
- Added: New Dashboard page
- Added: Support for Arma 3 Units on Dashboard and in the server browser
- Added: Apex visual theme
- Added: New game types to server browser
- Added: An option to open mods that are linked to the Steam cache
- Added: Virtual mod folders are created in the Steam mods storage folder for each Steam mod
- Added: Arma 3 Apex Content Licensing handling
- Added: Starting Launcher with a “-connect” parameter will force a pop up of the Join Server dialog
- Added: Starting game with steam://connect/ip:port (where port is Steam port, e.g. 2303) will open the Join Server dialog
- Added: Starting game from Steam invitation or Steam server browser will open the Join Server dialog
- Added: Starting Launcher with a "-skipserverbrowser” parameter will disable the Join Server dialog
- Added: Localization changes for the Apex update
- Tweaked: The speed of loading a profile was increased
- Tweaked: Server mod matching with the mods in the local library was improved
- Tweaked: All URL encoded mission names are decoded when displayed
- Tweaked: The map name capitalization is unified (map names are converted to a title case when displayed)
- Tweaked: Compatibility of game types with older servers was improved
- Tweaked: Servers without a game type set now show a dash instead of the “Unidentified” game type
- Fixed: Crash on Launcher start-up
- Fixed: Sorting order of the official servers was incorrect
- Fixed: Server mods were listed in the incorrect order
- Fixed: Server mod matching for servers with their signature verification disabled and not requesting identical mods
- Fixed: Mods required by a server with signature verification disabled would be duplicated in the Optional section
- Fixed: Difficulty or AI level names were not displayed if a server forced a custom difficulty
- Fixed: The server refresh progress bar disappeared too early
- Fixed: A second instance of Launcher was launched when expanding an existing instance from the system tray
- Fixed: A version number was reported incorrectly in the Options Menu when a zero was part of a build number
SERVER:
- Updated: Stand-alone Windows Dedicated Server (1.62)
-
Updated: Stand-alone Linux Dedicated Server (1.62)
- Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
- Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
- Try adding -mod=curator;kart;heli;mark;expansion;dlcbundle to your arma3server.exe shortcut