Entwickler Bohemia Interactive hat zu der Beta-Version von Arma 3 einen weiteren Patch veröffentlicht. Dieser bringt neue Fahrzeuge sowie verbesserte Sicherheitsmaßnahmen für die Militär-Simulation mit sich.
Bohemia Interactive bereitet nun langsam auf die offizielle Veröffentlichung der Militär-Simulation Arma 3 vor. Derzeit befindet sich das Spiel in der Beta und der Entwickler fügt durch Patches nach und nach alle wichtigen Features sowie Spielelemente hinzu. Patch 0.74 bringt etwa das sogenannte APC-Package mit sich, welches zwei neue Fahrzeuge enthält. Dabei handelt es sich um die Panzer BTR-K Kamysh und den IFV-6c Panther, welche beide Platz für insgesamt acht Insassen bieten.
Darüber hinaus können sich Spieler des Multiplayer-Modus über die Integration des Battleye-Cheatschutzes freuen, wodurch die Mehrspieler-Erfahrung verbessert und Cheater endgültig ausgeschlossen werden sollen. Außerdem bringt der rund ein Gigabyte große Patch zahlreiche kleinere Verbesserungen und Bugfixes mit sich, welche ihr unterhalb dieser Meldung in den Patch-Notes nachlesen könnt. Die Vollversion von Arma 3 soll noch dieses Jahr erscheinen.
DATA
- Added: BTR-K Kamysh tracked IFV
- Added: IFV-6c Panther tracked IFV
- Added: BattlEye anti-cheat engine integration
- Added: Commander position for Marshall and Kamysh
- Corrected position for optics and coaxial machinegun moved to correct place (AMV)
- Added clan sign support for many Beta vehicles
- Added: Various vehicles have adjusted items in inventory
- Fixed: Ifrit GMG now has 96 grenades instead of 64
- Fixed: Hunter GMG now has 96 grenades instead of 64
- Fixed: Strider GMG now has 96 grenades instead of 64
- Fixed: Bad glass sorting on Strider
- Fixed: Tweaked AI driving skills with Speedboat
- Fixed: Lowered hit of 40mm HE grenades as they were too strong and MRAPs now uses magazines with 96 grenades
- Fixed: APC turrets now have more authentic vision modes
- Fixed: Tweaked suspension of APCs
- Fixed: Improved crew and cargo animations of APCs
- More believable braking performance of Marshall and Marid
- Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
- Adjusted lift force of xH-9, AH-99 and PO-30 helicopters
- Adjusted collective of xH-9 family helicopters
- Adjusted xH-9 family maneuverability around roll-axis
- Moved Blackfoot gunner optic view to correspond with PiP
- Fixed: Destroyed parachute doesn't start to burn
- Supply parachutes now have correct colors per sides
- Fixed: Changed glass materials for CH-49 Mohawk
- Daytime version of UH-80 is now listed as made by Bohemia Interactive
- Copilot of the UH-80 now uses the cyclic
- Fixed: Blurred tail rotor in cargo-view
- Transport helicopters have means to detect incoming missiles
- Helicopters: added bodyFrictionCoef config parameter
- Doors should be openable by scripts for helicopters
- Improved cockpit PiP monitors
- Added plain brown versions of Mk. 20 rifles (classes arifle_Mk20_plain_F, arifle_Mk20C_plain_F and arifle_Mk20_GL_plain_F)
- Added specialized collimator for SMGs (classes optic_ACO_grn, optic_aco_smg, and optic_Holosight_smg)
- Improved animations of Mk.20 rifle
- Fixed: Iron sights now have 100 m increments (up to 600 m)
- Even holosight should have basic zeroing of 200 m
- Fixed: Repaired AS map of MX rifle family
- Added some delay between throwing 'nades
- Fixed: Hammer of ACP-C2 is correctly readied to fire
- Better cursor for laser designator
- Revamped sound suppressor configuration
- Correct name sound for Scalpel missiles
- Fixed: String error after after shooting a smoke round from MX 3GL
- Tweak: Cannons and Skyfire rockets AI engagement ranges and probabilities
- Fixed: Showcase Infantry – Undefined variable error when engaging the spotters
- Fixed: Showcase Infantry – No artillery rounds were hitting the village at the end of the mission
- Showcase Helicopters: Radio issues fixed – some conversations were not playing because using wrong channels
- Showcase Helicopters: Ambient animations added to starting location and Camp Rogain
- Showcase Helicopters: Problem with mission not ending when helicopter crashed into water fixed
- Showcase Vehicles: Various tweaks: more sunlight, exfil task position, player can get in the boat before his driver now
- Fixed: Showcase Supports – Mission should end a bit sooner now
- Added: BIS_fnc_log and BIS_fnc_error now display player's profile name
- Added: Sector module – creates a contested sector, handles its capturing and map visualization
- Added: Respawn Position module – adds respawn point for specific side and unit / vehicle type
- Added: Vehicle Respawn module – set vehicle respawn, including customizable position, delay, notification, etc.
- Added: Additional military buildings can now be garrisoned by Sites
- Added: When "ORBAT group" module is not synced to "Strategic Map" module, the icon will be displayed on the main map instead
- Added: "Defend" mission type (used for example in "Defend Kamino") is now using unified sectors. Mission ends when enemy side holds all sectors on the map.
- Added: functionPriority entry for module logics. It's now possible to set order in which modules are initialized. The higher the value is, the later the module function is executed.
- Added: When player joins to a mission with MenuPosition respawn template, he'll be moved to the latest, not random respawn.
- Added: CfgNotifications classes now supports soundRadio entry; these are radio sentences played by HQ (created by "Headquarters Entity" module).
- Fixed: Disabled vehicles were not respawning
- Fixed: Script error messages caused by Supports module (http://feedback.arma3.com/view.php?id=11326)
- Fixed undefined variable errors when using BIS_fnc_UnitPlay
- Fixed: In module setup preview, optional connections appeared transparent. However, the transparent line looked a bit like grouping line. Now only the icon remain transparent to prevent this issue.
- Fixed: Main menu script error
- Fixed: After JIP, persistent functions were sometimes executed before mission objects were created.
- Firing Drills: Targets would not deactivate when leaving Competitive CPs
- Firing Drills: FM records with introduction, rules and tips added
- Firing Drills: bonus & penalty logic between Training and Competitive made consistent
- Firing Drills: first version of PiP feedback added for long-range accuracy targets
- Firing Drills: There could be a doubled icon next to previous times
- Firing Drills: Final times were not colored correctly in all cases
- Firing Drills: The main task is now completed when ending the challenge
- Fixed: undefined variable in CoF: Blue
- Fixed: undefined variable in CoF: Green
- Changed: Titan used instead of RPG-42 in Showcase SCUBA
- Improved: Script initialization on the mission start. Functions, modules and automatic scripts are now executed on the correct order
- Fixed: BIS_fnc_selectRandom no longer shows a scripting error when an empty array was passed as argument
- Find more documentation on modules and other design topics here
- Added: Vertical position of map in loading screen is now randomized, adding some variety to it
- Fixed: Broken drawing of comboboxes in date modules
- Fixed: Wrong column widths in the Multiplayer display with some UI size
- Fixed: MP display error
- Radio Protocol: Targeting and Reporting tweaks and fixes (distances, probabilities, etc.)
- Radio Protocol: Missing words fixed for several protocols
- Added: New attenuation effect for interiors of vehicles correctly dampens the outside noise (e.g. from weapons)
- Added: Noise sounds for APCs
- Fixed: Sounds of some vehicles have their file paths changed to correct ones
- Better sound for smoke launchers
- Lamps have better emissive material
- Roadcone and Roadbarrier lights are now operational
- Added loading screen environment trivia
- Fixed: Tweaked fog on horizon and clouds (removed visible transitions for some fog settings)
- Fixed: Ambient light is now correctly affected by moon and stars intensity
- Fixed: Sunken fuel station on Stratis
- Sprinting left and right while standing allows for quick drop to adjusted left and right urban prone positions (use prone key while sprinting sideways)
- Adjusted poses received boost to fluency
- Improved responsiveness of stance changing
- Added: Korean, Japanese and Cyrillic symbols to fonts
- Fixed: AI ability to track enemy that is not visible
- Fixed: Adjusted content of ammunition and weapon crates
- Restructured grouping of editor objects and renamed object editor categories
- New control presets
- Hiding in the grass now affects AI better (configuration on Stratis surface types done)
- Adjusted visibility and audibility of fire for AI
- Many small objects and furniture are now PhysX-simulated when spawned in editor / via script
- Note: You may see some of the faction names have started to change from their generic color names. Nothing to worry about. We'll introduce them properly when we're ready for it 🙂
ENGINE
- The game will now report undefined variables in scripts as an error, hopefully motivating fixes in these scripts, and better scripts in the long-term.
- Fixed: SMAA Post-Process
- Fixed: Small performance tweak in rotation blur Post Process
- Fixed: Flash suppressor changed sound of underbarrel grenade launchers
- Fixed: Some cases of sliding players
- Removed sensitivity smoothing for aiming deadzone
- Helicopters: main rotor collision added
- Helicopters: startDuration config parameter added
- Added: mainBladeCenter and mainBladeRadius for all helicopters
- Added: liftForceCoef, cyclicAsideForceCoef and cyclicForwardForceCoef config parameters for helicopters
- Helicopters: autorotation tweaks, barrel roll tweaks
- Added: added allowAgainstInfantry ammo config parameter
- NVGs are hidden inside vehicles, and this can be configured per position
- Added: New parameters for particles created by script
- Fixed: Scripting command tvSetData
- Added: Error message when trying to pass Array in Array as parameter for tree commands
- Fixed: Tank shells now have visible tracer
- Fixed: Freelook not turning the whole player anymore
- Fixed: Inconsistent land shadow segments while switching landscapes
- Fixed: Broken parallax mapping on the terrain in some places
- GPU benchmark should not cause "driver not responding" conditions anymore
- Instancing now takes craters into account
- Changed: Particles quality is set to Standard instead of Low when Overall quality is set to Standard
- Stance indicator fades in / out when changing stances
- Fixed: AI ballistic calculation
- Fixed: AI now can shoot over animals
- Fixed: AI now consider proper muzzle direction for rocket launchers
- AI shouldn't take unguided missiles as guided
- AI shouldn't use rockets against infantry that much
- AI ballistic calculation improved for unguided rockets
- AI prefer crouch stance while engaging
- Continual fire will be decreasing position error (as a counterweight to decreased visibility of shooting)
- Lock is now independent from zoom