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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Includes 25 items: Arma 3, Arma 3 Apex, Arma 3 Helicopters, Arma 3 Marksmen, Arma 3 Karts, Arma 2, Arma 2: British Armed Forces, Arma 2: Operation Arrowhead, Arma 2: Army of the Czech Republic, Arma 2: Private Military Company, ARMA: Gold Edition , DayZ, Take On Helicopters: Hinds, Pound of Ground, Fish Fillets 2, Alternativa, Pat & Mat, Alpha Prime, Take On Helicopters, Carrier Command: Gaea Mission, Memento Mori, Original War, UFO: Afterlight, Memento Mori 2, Take On Mars
We just released an update! It is a big one, with many, many fixes, improvements, but likely a few new bugs as well. We have officially released the manned section to the Space Program mode in the main branch, which means at this point we are officially feature-complete. That means it is purely bug-fixing and polishing from here on out.
When trying out the new content, please, please be aware that we are still in Early Access, thus, bugs and performance issues are to be expected. These will be ironed out before release.
Namely, one known issue is:
- Poor performance in the 3rd mission (can be improved for now by reducing Physics Simulation Detail in Options->Render)
Next, you will also notice that we have gone through and cleaned out the old, obsolete Scenarios.
Helmet UIs have also been improved, with each helmet having its own model.
Airlock doors also cycle now, so you will need to go through a cycle sequence when entering/exiting a base. You can, of course, dismantle the door with the Construction Tool instead, but you will be met with a quick fate due to rapid decompression, a feature that has also been freshly implemented.
Tutorials for the Robotic vehicles have also been added, accessible in a tab in the Training menu.
Speaking of rovers, the Robotics section in the Space Program mode has also received some love, with it being possible to visualize rocks and terrain data in the Map. Many issues and bugs in that section have also been addressed and fixed. We have also implemented low-power shutdown to Rovers/Landers, so it is important to watch power levels.
You can also look forward to a new Poptent as well as adjustments to your character’s inventory slots. No longer is it possible to carry a few spare suits in your backpack.
Something in this update for everyone, including modders and scenario makers. Multiplayer levels are now defined by placing Spawn Points per game mode. This allows better control over Competitive mode, for example, where spawns are no longer completely random.
So, what’s next?
Now we fix, fix, fix, polish, fix, polish and release. Updates to the main branch will likely be more common as well due to the improvements gained by fixed issues. To that end, however, we will not be in the studio on the last week of this year so please expect and understand the quiet period where we are with our families.
We sincerely hope you enjoy the new content and are looking forward to feedback and delivering a polished product by Christmas. Without further ado, the change log:
As promised, we just released another small update addressing the known issue mentioned in the last build, 2 days ago.
The issue was that atmospheric zone composition synchronization over multiplayer was extremely network intensive. We have now introduced a buffer to send this data less often and only when needed. This means the issue has been resolved and optimized.
Note that we will still be further optimizing net-code within the next month or so, hence, expect further improvements to net-code stability and performance.
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