We’re excited to release to the community the 0.9.6 Update to Arma Reforger’s stable application. This is our first Major update which comes with a host of new features, content, and fixes as listed below. The game will be updated for Steam and Xbox today, October 20th. There will be server downtime between 12:00 – 15:00 CEST. Thank you to everyone who was able to help us test many of these features first in the experimental build. Your feedback and continued support are greatly appreciated!
LIST OF FEATURES
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Arma Reforger Changelog 0.9.6.56
Assets
Added: Prone roll animations (default key Q/E)
Added: Adjusted lower crouch stance, controllable with Ctrl+Mouse Scroll
Added: Weapon inspection animations instead of IKpose
Added: New poses for U.S. Army bandage
Added: Unfolding of M16 M203 sights
Added: Brake/collision reaction animations for characters in vehicles
Added: Animated internal parts to the BTR turret
Changed: New animations for flat top ladder
Changed: Boonie model was remade from scratch
Tweaked: Character locomotion animations
Tweaked: Grenade usage animations
Tweaked: Hands and arms poses for various weapons
Tweaked: Jump animations
Tweaked: Reload animations for sniper rifles
Tweaked: Death animations
Tweaked: Polished swimming animations
Fixed: Various fixes and improvements to buildings
Fixed: Various typos in road signs and other text assets
Fixed: Wrong width on some ladders
Fixed: M16 fire selector not being animated
Fixed: Ladder setup in Fire Station
Stability
Fixed: Crash in clouds rendering when using scope twice
Fixed: Possible memory leaks of WorkspaceWidget in Workbench
Fixed: Character collision test now performs against kinematics as well to prevent characters from passing through another character even when an interaction is enabled
Fixed: Backpacks and weapons not properly hidden when equipped during switching seats
Fixed: If you set your car on fire and die in it, you shouldn’t get punished for friendly fire
Fixed: Tutorial – Requesting supply truck stage would get delayed due to slow supplies income
Fixed: Wrong melee instigator resulting in melee kills counting as suicides
Fixed: Sometimes players had to press deploy multiple times to respawn
Fixed: Respawning with saved loadout could disable the primary weapon (#T166317)
Removed: Timeout for fatigue-based semi-lowering of weapons
Workbench & Modding
Fixed: EntitySlotInfo::AttachEntity now has the correct return type
Fixed: EntitySlotInfo was not checking if the pivot id was correct
Fixed: Copying array when getting the array of objects
Fixed: BehaviorEditor memory leaks during reload scripts
Fixed: Pitch and roll angle swapped in Prefab Library
Added: Option to remove your addon from the Workshop
Added: Audio & ProcAnimEditor – Group shortcut and menu entry for both editors
Added: World editor – An option to show/hide layers without showing entities
Added: New parameter for terrain objects material - UseOnTerrainHeightmapShadows – this enables usage of heightmap shadows computed on terrain level for terrain objects
Added: Links to documentation embedded directly in Workbench UI
Added: It is now possible to invoke EventHandlerManagerComponent events from the script.
Added: Created ballistic table configs for all projectiles, generated ballistic table data, and assigned configs to their projectiles
Added: Grouping nodes in Behavior Tree Editor
Added: World editor – Possibility to reposition entity using drag and drop from Hierarchy window to scene window
Added: Added a way to set max decimal length when saving float in JSON format
Added: Added a way to write/read the top-level object of JSON when writing an object as the first item
Changed: Weather cycles: Added new lightning default configuration to cycles
Changed: Generating of Navmesh should now be more deterministic
Changed: Improved copy/paste functionality in Behavior Tree Editor
Changed: ScriptAPI: user authorization for methods that might be harmful (Thanks Arkensor and other reporters)
Changed: Current ArmaReforgerWorkbench.exe will be replaced by new ArmaReforgerWorkbenchSteam.exe and in order to launch will require running the Steam app which owns the Arma Reforger Tools app
Fixed: Saving animation workspaces that contain vanilla data
Fixed: Workbench freeze fix on a combination of prefab preview, world loading, and script debugger breakpoint
Fixed: PointInfo could not be used as an attribute in the script
Fixed: Refactored PointInfo to fix adding of new WheelPositions in VehicleWheeledSimulation
Fixed: BaseMovementComponent::Launch now activates the triggers the launched projectile has
Fixed: Very slow heightmap modifications on huge terrains (with possible out-of-memory crashes)
Fixed: First editor content browser tab not loading correctly on restart
Game Master
Fixed: Restriction zone showing when the player dies out of the zone and spawns within it
Fixed: Placing a waypoint on top of another group added the waypoint to the target group instead
Fixed: Some manual camera post-process effects used the same priority as character screen effects, leading to a clash
Fixed: ‘Resupply’ context action in Game Master didn’t work on other players
Fixed: Clicking on the trait icon within the entity card in the entity browser didn’t do anything. Now it behaves as if clicked anywhere else on the card
Fixed: Arsenal content editing not working on the server
Fixed: Compositions snapped to a slot were sometimes offset if other compositions were moved around before that
Fixed: Height wasn’t calculated correctly when transforming entities above the ocean surface
Added: Quick placing bar
Added: Added new ping that’s only visible and usable by Game Masters
Added: In Game Master, the description of system entities (i.e. Zone Restriction) is now shown in the tooltip
Added: Logic was added to prevent certain Game Master context actions (such as ping and lightning strike) from being spammed
Added: Armavision now allows players to add different types of lens flare
Added: Game Master can now interact with objects in the world (i.e., open a door, play the piano, or flush a toilet)
Added: Game Master can now instantly fill vehicles with crew and passengers by means of context action or when placing them over a vehicle
Changed:Â Take control AIÂ moved from key C to U to avoid overlapping input
Changed: Game Master slot type and slot size filters are combined. Instead of selecting Slot type Flat/Road then Slot size Large/Medium/Small, they’re now combined into Small Flat, Large Road, etc.
Changed: Editor UI has been shuffled to allow for the introduction of a quick placing bar
Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu actions are no longer available
Tweaked: Sounds when editing layers
Fixed: Wind direction is now correctly displayed in Game Master
Fixed: In Game Master hovering over an entity that wasn’t selected and pressing the “Delete” key did nothing. Now it deletes the entity, taking precedence over selected entities. The same for neutralizing entities by pressing the “End” key
Fixed: Transitioning from Game Master to Armavision or back could break camera controls
Conflict
Fixed: Experience should show correctly after reconnecting
Fixed: Vehicles spawning into trees
Fixed: Control points aren’t correctly set up when resuming a scenario
Fixed: Errors when resuming saved small scenario
Fixed: Tutorial – Tasks are skipped/wrongly advanced when the player dies
Changed: Reduced seizing time for coastal bases
Changed: Changed prebuilt service compositions to editable versions
Changed: Starting HQ selection algorithm
Changed: Local player name is now a different color in the playerlist
Added: Playerlist enabled for endgame screen
Added: New composition for heavy vehicle depot
Added: FIA Supply Depots – these can be raided to obtain additional supplies and distribute them to your bases
Added: Randomized starting location
Added: Respawning on Conflict bases now requires supplies
Added: Barracks composition to spawn defenders (in exchange for supplies)
Added: Heavy Vehicle Depots
Added: Antenna installation – extends radio signal range of parent base
Added: Base icons now flash for the entire duration of them being captured
Added: Base defenders can now alert others about attacks on their base
Added: FIA will now try to retake their supply depots
Changed: Conflict winning condition – you are required to seize a certain amount of points and hold them for a given time
Changed: Supplies generation frequency in main bases
Changed: Requesting vehicles now require supplies
Changed: Spawn protection time
Changed: Supply depots are no longer automatically prebuilt
Fixed: You can no longer capture Coastal bases without a radio signal.
Fixed: Possibility to spawn on a base recently captured by the enemy
Fixed: Modded factions visualization on the map
Removed: Radio capture in Conflict bases – bases are now seized by maintaining a superior presence in the area
Removed: Overrun base mechanics
AI
Fixed: Multiple issues related to AI turret usage
Fixed: AI soldiers didn’t try to escape a vehicle that was driving backwards at them
Fixed: AI placed in turrets from gamemaster now uses the correct component
Fixed: 12.7mm and 14.5mm MG magazines were not marked as usable against armored vehicles
Fixed: Move and investigate missing LookAt node
Fixed: AI was able to complete the “Move” objective for players
Fixed: AI didn’t want to exit a vehicle when they saw an enemy
Tweaked: After a vehicle has passed by an AI soldier, the soldier will instantly look back at the vehicle
Added: AI usage of melee
Added: AI reaction to melee attack
Added: AI can now throw grenades
Added: New AI weapon and target selection system
Added: AI now react to vehicle horn
Added: Special Attack behavior tree for machineguns
Added: Special Attack behavior tree for sniper rifles
Added: Find Fire Position behavior, used by snipers when they lose sight of the target
Added: Doors that are opening should cause AI to move away from them
Added: Weapon ballistic tables, used by AI to better predict aiming point
Changed: Split navmesh into smaller files
Changed: Create navmesh on sea level instead of seabed
Changed: AI aiming moved to the character controller
Tweaked: Assigning waypoints to many groups
Tweaked: The behavior of an AI healing another AI is more reliable now
Fixed: Soldiers not tracking targets while friendly is in aim
Fixed: AIs were seeing enemy vehicle occupants through enemy vehicle view geometry
Fixed: AIs weren’t able to switch weapons in a turret
Fixed: Leaking memory in Behavior Tree
Fixed: Suppressive fire wrong parameters, aiming point sizes adjusted, aim error calculation distance correction
Player Management & Server Administration
Added: You can now cancel your vote for a player after casting it
Added: Players who are targets of a vote, e.g., to kick or receive Game Master rights, are now highlighted in the player list.
Added: “__-autoreload 10” CLI param, where the number specifies after how many seconds a scenario should restart after finishing
Added: Reload and missions server commands
Added: Command to list all players
Added: Player kicks now support timeout, which serves as a ban
Added: Bans commands (Ban/Unban)
Added: Command to display local player ID
Changed: In-game kicking is now based on player ID
UI
Added: Protractor to map tools
Added: HUD adaptive opacity depending on scene brightness
Added: Author blocking and unblocking in the Workshop
Added: Adaptive Opacity enabled for a few more GUI elements
Added: Control hints for gadget selection on a controller
Tweaked: Dragging tools in the 2D map
Tweaked: Weapons and muzzles UI information
Topographic Map
Added: Bridges visualization
Added: Walls visualization
Added: Castles visualization
Changed: Road rendering process split to have smoother transitions
Changed: Export Data plugin feedback updated to a new format
Tweaked: Building default parameters
Fixed: Contours array management when levels are hidden
Audio
Added: Depth and direction perception of both shots and explosions improved. Greater emphasis on different environment types
Added: Bullet crack sounds for HMGs
Added: Caliber-specific bullet flyby sounds as well as UGL flyby sounds
Added: Collision sounds for RDG2 smoke grenade.
Added: Upper-body movement in water will now cause slightly audible splashes
Added: Any character movement inside bushes will now have audible bush rustling
Added: Vehicle sinking and leaking sounds
Added: Drop sounds for Pistols, Rifles, LMGs, Launchers, Clothes, Vests, Backpacks, Shoes, and Rifle Magazines
Added: Sounds for scope illumination and zooming
Added: Bipod fold/unfold sounds
Added: Thunder sounds
Changed: Music Manager refactored
Changed: Horn sounds logic
Changed: Scale and behavior of the “Dynamic Range” audio setting, now ranging from 0-200%. 0% = compressed mix; 200% = very high dynamic range. In order to hear the new default mix, set it to 100% (as it now ranges from 0-200%) manually, as the new default value might not be set at the first game start
Tweaked: Trunk open/close sounds
Tweaked: Ambient rain sounds are more intense now
Tweaked: HDR and NightMode mix settings
Fixed: Issue with respawn menu music continuously playing after respawning
Audio Editor
Added: Scattering delay network reverb DSP
Added: Priority signal input on sound node
Fixed: Volume inheritance from config works properly for filter and sound nodes now
Added: World editor – API function ClearVariableValue
Added:Â BaseContainer.GetDefaultAsString
Added:Â BaseTarget.GetPerceivableComponent
Added: Functions exposing Ballistic tables to script
Added: Method indicating whether a car has an automatic gearbox
Added: GUI based on SCR_InfoDisplayExtended.c doesn’t need to handle entity switching by itself. There’s now a new interface method DisplayControlledEntityChanged
Added: New function to set the ammo count of a magazine, SetAmmoCount
Added:Â TurretController::DoReloadWeaponWith
Added:Â BaseLightSlot::GetLightEntity
Changed:Â SCR_ParticleAPIÂ is now completely obsolete
Changed: Particle effect stages functionality moved from SCR_ParticleAPI to SCR_MotorExhaustEffectGeneralComponent and optimized
Changed: Script - String.ToFloat() and String.ToInt() now have 3 optional parameters
Changed: Script -Â String.Get()Â now throws an exception for an invalid index
Fixed: OnCompartmentEntered should not get called multiple times for turret
Fixed: CallLater did not support overloaded functions.
Fixed: Factually incorrect GarbageManager::GetGarbageLifetime comment, added GarbageManager::GetGarbageRemainingLifetime (Thanks Arkensor for the report - #T167252)
Mod Manager
Added: Mod manager action for updating mod and downloading mod dependencies
Added: Mods presets
Added: Mod manager export tools
Tweaked: Mod manager auto disables mod that needs dependency if the mod dependency is disabled
Attention soldiers, We’re excited to release to the community the 0.9.6 Update to Arma Reforger’s stable application. This is our first Major update w[Please see the full post at this link: ARMA REFORGER SERVER 0.9.6 Updated]