Sword of the Stars II: Enhanced Edition - Valve
r18864b
------

Critical Fixes:
+ Fixed the crash that could occur in turn updates during AI fleet management.
+ Station sensor ranges are now enabled again.
+ Provinces are once again only visible once discovered.
+ Fixed known issues regarding rejoining games in the correct player slot.
+ Fixed the crash caused by fleets losing their supporting systems while in transit.
+ Enemy fleets no longer appear in the fleet manager.
+ Fixed an issue where ships could become stuck in a permanently spinning state.
+ Fixed issues relating to excessive force imparted by weapons.
+ Fixed the issue where clicking the menu button in the star map after entering the planet manager would lock out UI control.
+ Fixed the crash that could occur due to combat occurring at a star system with pending station construction.

Other Fixes:
+ Fixed a number of Tarka ship and module art issues.
+ Fixed a neutral combat issue for systems involving more than 2 players and one player is neither at war nor allied with any other.
+ Fixed issues where weapons were not auto-targeting planets.
+ Fixed known issues where combat sensor data was shared incorrectly between players. There were some diplomatic edge cases here.
+ Fixed an issue where too much damage was being applied in simulated combat.

Other Changes:
+ Drones now automatically launch from platforms.
+ Fleets now display sensor range bubbles once again.
+ Level four and five station structure values have been increased.
+ Added default names to AI fleets.
+ Added three new star maps: Duel, The Heavens and The SotsVerse.

Team Fortress 2 - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Fixed a Spy-cicle exploit
  • Fixed the Manmelter idle effects showing on other flareguns
Announcement - Valve
The Steam Holiday Sale continues today with huge savings throughout the store!

Today's Daily Deals Include:

Don't forget to check back each day, now through Sunday, January 1, 2012 for more great deals!

Stronghold 3 Gold - Valve
Stronghold 3
Version - 1.7.25308
Patch Notes

New maps
- Two Historical Siege maps - Dunnottar Castle, Castillo de Coca.
- Two Deathmatch Multiplayer maps - Deadwood (4 Player), The Dead Shore (2 Player).

Miscellaneous
- If selected together, mixed troop types move at the same speed when commands are issued.
- Worker peasants now fight back against enemy soldiers and animals.
- Can now double-click to load games.

Bug fixes
- Knights correctly appear on horses when invasions attack in freebuild.
- Spanish speech matches the text.
- German text fixes.
- Lady Catherine team colour fixed.
- Military Mission 10 estate capture has been fixed.

Balancing
- Wolf attack strength and hit points have been lowered.

Multiplayer
- Fixes for various out-of-sync issues.
- Various stability/speed improvements.

Multiplayer lobby
- New Lords to choose - Lady Catherine, The Jackal, Bishop Redham, Earl Swinefoot, The Rat, The Wolf
- Difficulty levels (Affects the ration levels)
- Extra levels of starting gold.
- All players can view advanced settings.

Audio Changes
- Fire sounds added for flaming buildings as well as other burning entities.
- Sounds added/tuned to harpoon launcher.
- Sounds added/tuned for burning logs, including when troops are struck.
- Body fall and thud sounds added for when troops fall to ground or bounce off towers (distinct effects depending on if troop type – i.e. armored vs. unarmored).
- Troops on fire now scream properly (and horrifically).
- Many additional group troop responses added for when larger groups are ordered about (similar to when large groups are selected currently). These also include negative responses when an impossible command is issued.
- Army attack screams added/tuned for when medium or very large groups are ordered to attack a target (distinct variations based on selected group size).
Sword of the Stars II: Enhanced Edition - Valve
r18823b
------

Critical Fixes:
+ Fixed issues where stations and special encounter enemies were not being removed from the game when eliminated.
+ Fixed the issue where existing profile names with apostrophes would cause a crash.
+ Fixed a crash that could occur with a neutral engagement.
+ Fixed a crash that could occur when upgrading stations.
+ Fixed known issues where colony information would not disappear for a player, preventing re-colonization and causing a crash in some cases.
+ Fixed the issue where moons were not listed as candidates for viable colonies.
+ Fixed the issue where moon climate hazard was being reported incorrectly in some cases.
+ Fixed excessively large station sensor ranges.
+ Fixed the issue where strike missions would not end automatically.
+ Fixed missing trade info on systems.

Other Fixes:
+ Fixed an issue where weapon forces were not being applied.
+ Fixed a rare issue ship-not-responding navigation issue.
+ Fixed an issue where boarding pods were causing ships to disappear.
+ Fixed known issues where boarding actions were not taking over ships.
+ Fixed some known issues regarding ship starting positions in combat.
+ Fixed an issue where critical hits were being incorrectly applied to drones.

Other Changes:
+ Accelerated combat enemy range distance has been reduced.
+ Reduced combat scale a bit more.
+ Improved station construction mission UI.
+ Survey missions now abort when encountering enemies at a colony.

Serious Sam 3: BFE - Valve
- Network priority for projectiles is now boosted dynamically for each player's connection so that he gets those projectiles that are more important to him first (those fired by him, or at him).
- Optimized render target switching to improve performance on multi-GPU setups.
- Optimized screen clearing for SLI setups. Can be tuned by new cvar 'gfx_iClearBeforeRendering'.
- Fixed problem with too much shadow buffer clears when using muti-threaded rendering on multi-GPU setups.
- Fixed problems and crashes with several renderables in multithreaded rendering. (Note that this still an experimental feature!)
- Optimized memory usage for several multiplayer characters in team modes, by reusing same texture for red and blue, with dynamic colorizing in shader.
- View bobbing option now also affects weapon bobbing and weapon swaying.
- Fixed auto aiming (used by gamepads) on Warship enemy, so it aims for the right spot, not the center of the ship.
- Added yet another controller preset.
- Added some new swim and dive animations for the player (so user-made maps can use deep water).
- Controller crouch command no longer displays player list.
- Fixed controller being unable to skip intro cutscene.
- Errors related to microphone settings are now classified as "log", as they are not actually a problem.
- Optimized lightning particle effect implementation. On average, memory consumption is reduced by 50%, and performance is increased by 30%.
- Limited maximum subdivisions on lightning particles to ensure the do not exceed reasonable time and memory boundaries.
- Fixed potential crash after canceling a server list query.
- Added Russian localization for Santa Sammy.
- Fixed game freezing on entering menus via right arrow keyboard key.
- Updated in-game and in-editor console line editor to support unicode strings.
- Updated slider to fade out its value when widget is not on the active menu.
- Fixed graphics options defaults not resetting FOV value to default.
- Aiming hint for Devastator will not be shown if the user doesn't own the Devastator scope DLC.
- Fixed a possible crash occurring in a rare situation of player picking up a scaffolding pole while some client is connecting.
- Fixed an issue with wrong weapon shooting placement on hands weapons if they are used after "getting up from the floor" player animation.
- Fixed an issue causing Mutilator to sometimes fail to work on client if it's not rendered on server.
- Console font is now an OpenType font (DejaVu Mono), instead of a fixed bitmap, thus it supports a wide range of non-ascii characters and different scaling.
- Added console font scale cvar.
- Disabled cheat menu access during level loading.
- Fixed Khnum sliding after melee.
- Fixed endless loop at game start under OpenGL; waiting for all shaders to be pretouched (which never happens in OpenGL).

Product Update - Valve
Added weapon upgrades (look in Armory, upgrades are available only for permanent weapons)
Changed accuracy in ui to spread, added recoil
Added 4 heroes (you cannot use any other gear with Hero character)
Added language selection to Options. After update it will try to automatically select your native language
New weapons added: handgun Colt1911, shotgun Mossberg, SMG P90S, sniper rifle Blaser
Changed Primary and Secondary weapons categories for SMG and SUPPORT
Airstrikes have been added. You need Laser Designator to use airstrikes.
Some scopes were improved
Added voice overs to capturing flag events, communication rose, artillery strikes
Weapon feedback improved
Particles can now cast shadows
Password protection is working for unranked games only


Bug fixes:
fix for WP balance when buying supply crates
fix water problems with fog
particles optimized for older video cards
first pass on optimizing a lag when another player joins a match
added ultra to shadows quality in options
crash fixes
Defense Grid: The Awakening - Valve
- Fixed Supreme Strategist can now be earned.
- Fixed Temporal Tower modifications from the Command Decision map will no longer carry over to other maps.
Arma 2: Private Military Company - Valve
ARMA 2 : Private Military Company version 1.02 changelog

VERSION 1.02 HIGHLIGHTS
-----------------------

* Several stability and game saves fixes as well as mission tweaks
* Various data fixes

Patch related informations:
---------------------------

the changelog is always approximate, we suggest You to read also CIT (Community Issue Tracker) roadmap of resolved/closed bug/feature tickets:
* ARMA 2: PMC version 1.02 - http://dev-heaven.net/versions/1176

The complete list of all previous and upcoming versions and theirs progress is available on URL below (the size of page is huge so it may take while to load)
http://dev-heaven.net/projects/cis/roadmap?tracker_ids%5B%5D=1&tracker_ids%5B%5D=2&tracker_ids%5B%5D=4&completed=1&with_subprojects=0&with_subprojects=1

We would like to thanks all BIF & CIT staff/mods/volunteers, whole ARMA community, our partners and everyone who helped us to release this mega-patch!

Merry Christmas time, great holidays and Happy New Year! - see http://www.bistudio.com/happy-holidays/


More details http://community.bistudio.com/wiki/Arma_2:_Private_Military_Company:_Version_History
Arma 2: Operation Arrowhead - Valve
ARMA 2: Operation Arrowhead VERSION 1.60 HIGHLIGHTS
---------------------------------------------------

* New features: FXAA Anti-Aliasing mode, user-definable memory allocators, new scripting commands, new commandline options
* Multiplayer is much smoother, no more warping, includes number of fixes, optimizations and improvements
* Netcode, VON and dedicated server fixes plus configuration additions in place
* Singleplayer received visual states smoothing and prediction (notable e.g. on distant units)
* AI is improved, especially (but not only) in combat, AI has received numerous bug fixes
* Aircraft & Helicopters simulation received slight improvements
* ARMA 2, ARMA 2: OA, ARMA 2: EW campaigns and stand-alone missions received special treatment to get rid of most from really annoying bugs
* official expansions & product combinations unified in way to allow easier operation of all distributions (separated installs/Steam/Desura) for build-in expansions manager
* Documentation to accompany these changes is available on our community wiki BIKI: http://community.bistudio.com/ and our BIForum http://forums.bistudio.com/
* ARMA 2: BAF and ARMA 2: PMC got their share of fixes too

Version 1.60 related informations:
----------------------------------

the changelog is always approximate, we suggest You to read also CIT (Community Issue Tracker) roadmap of resolved/closed bug/feature tickets:
* ARMA 2: OA version 1.60 beta builds - http://dev-heaven.net/versions/1010
* ARMA 2: OA version 1.60 Release Candidates - http://dev-heaven.net/versions/1174

The complete list of all previous and upcoming versions and theirs progress is available on URL below (the size of page is huge so it may take while to load)
http://dev-heaven.net/projects/cis/roadmap?tracker_ids%5B%5D=1&tracker_ids%5B%5D=2&tracker_ids%5B%5D=4&completed=1&with_subprojects=0&with_subprojects=1

We would like to thanks all BIF & CIT staff/mods/volunteers, whole ARMA community, our partners and everyone who helped us to release this mega-patch!

Merry Christmas time, great holidays and Happy New Year! - see http://www.bistudio.com/happy-holidays/

Version 1.59-1.60 Changelog
---------------------------

ARMA 2: Operation Arrowhead / Combined Operations Engine
------------------------------------------------

* Improved: Expansions manager, registry controlled expansions
* Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings (http://dev-heaven.net/issues/9719)
* Fixed: Player state transferred corrently even for distant players (http://dev-heaven.net/issues/27200)
* New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
* Fixed: Missing reloading sound while reloading animation from another player in Multiplayer (http://dev-heaven.net/issues/18754)
* Fixed: Failed to load TextureHeaderManager from file on Linux servers
* Changed: AI airplane always using lights during landing, taxiing and takeoff.
* Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
* Improved: Airborne airplanes now rendered in larger distances.
* Changed: AI airplane always using lights during landing, taxiing and takeoff.
* Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
* New: Ground effect computed for airplanes (0-10% depending on height)
* New: Ground effect computed for helicopters (based on http://www.cybercom.net/~copters/aero/ground_effect.html)
* Fixed: Helicopter autohover was wobbling a lot (http://dev-heaven.net/issues/4478)
* New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
* New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
* Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
* Added: HitPart event now contains Ammo type name
* Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering).
* New: Player name validation when editing a profile name.
* New: Scripting command visiblePosition to obtain object position as visible on screen (http://dev-heaven.net/issues/26591)
* Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
* New: Editor: Visual indication of the selected target for CYCLE waypoint.
* Fixed: Vehicles attached on ships attached to objects sometimes destroyed (http://dev-heaven.net/issues/26668)
* Fixed: Cannot manipulate doors after game was aborted with doors in transit. (http://dev-heaven.net/issues/26702)
* New: Fast Approximate Anti-Aliasing (FXAA), http://community.bistudio.com/wiki/arma2oa.cfg
* Fixed: "Direct" chat sometimes not working (http://dev-heaven.net/issues/26422)
* Fixed: Dead body temperature was not saved (http://dev-heaven.net/issues/25466)
* MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced (http://dev-heaven.net/issues/26408#note-48)
* Fixed: Massive network traffic optimization during Join in Progress (http://dev-heaven.net/issues/26408#note-48)
* Fixed: Searchlight turning itself off for non-server clients (http://dev-heaven.net/issues/4449)
* Fixed: Action taking magazine from a backback has sometimes failed (http://dev-heaven.net/issues/25927)
* Fixed: Gamespy Server signature list contains often twice "bi" (http://dev-heaven.net/issues/23752)
* Improved: MP: Diary statistics not available in MP when NetStats is disabled (http://dev-heaven.net/issues/26435)
* Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
* Fixed: Issues with v2 signatures - causing random check to fail (http://dev-heaven.net/issues/26323)
* Changed: AI gunner is no longer firing at friendly units when ordered to target them.
* Fixed: Locked MP role slots after BattlEye kick.
* Fixed: MP: Countermeasures released automatically for a player commanded tank (http://dev-heaven.net/issues/17458)
* Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
* Fixed: MP: Loosing gear due to water no longer multiplied for each player (http://dev-heaven.net/issues/26162)
* Improved thermal imaging for models with no TI data (http://dev-heaven.net/issues/16673)
* Fixed: Server response unreliable with long keys (e.g. mod lists) (http://dev-heaven.net/issues/23389)
* Fixed: Soldier running instead of crawling through holes (http://dev-heaven.net/issues/25348)
* Fixed: AI without weapon stuck when crouched (http://dev-heaven.net/issues/16229)
* Prevent crouched AI from sprinting (http://dev-heaven.net/issues/24405)
* New: A command line argument -par=filename can be specified to provide a parameter file (http://dev-heaven.net/issues/26103)
* New: Window title includes player name when running windowed to make testing with multiple instances easier.
* Fixed: Tanks were not damaged under water when fps was very high (http://dev-heaven.net/issues/25835)
* Improved: Improved AI/autopilot landing abilities (http://dev-heaven.net/issues/25419)
* Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (http://dev-heaven.net/issues/25768)
* Fixed: AI sometimes has forgotten a recently seen kill (http://dev-heaven.net/issues/25768) (result of http://dev-heaven.net/issues/2067#note-12)
* New: Custom memory allocator support (http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator)
* Fixed: Shadows were not cast on on-surface objects, like helipads.
* Changed: attachTo with the same object no longer resets attached object orientation (http://dev-heaven.net/issues/25272)
* Fixed: There was no debriefing after MP game ends after saving the game.
* Fixed: MP: Bullet tracers of remote vehicles not reliable (http://dev-heaven.net/issues/25601).
* Fixed: SaveVar did not work in MP Campaign.
* New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
* Fixed: Crash or game corruption when loading a game with clients already connected (http://dev-heaven.net/issues/24676)
* New: Server admin can check build numbers of clients using #userlist.
* Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
* Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
* Fixed: Reassign allowed clients to use a role reserved for a host.
* Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
* Fixed: Remote units init event handle is no longer run before fully initialized (http://dev-heaven.net/issues/25225)
* Changed: Init handlers executed immediately, not queued for later execution like other events.
* Changed: MP: Units are no longer moved to a new group when they timeout getin (http://dev-heaven.net/issues/25095#note-75)
* Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation (http://dev-heaven.net/issues/25266#note-8)
* Fixed: Bullets damage reduced too much over distance (http://dev-heaven.net/issues/11479)
* Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts (http://dev-heaven.net/issues/16261)
* New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
* Fixed: in config parameter initTurn in turrets work again
* Improved: Direct damage is no longer artificaly reduced for lying soldiers (http://dev-heaven.net/issues/20441)
* Optimized: Unknown targets no longer saved, significantly reducing savegame size.
* Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
* Fixed: Group names were not reused after deleteGroup (http://dev-heaven.net/issues/11483)
* Improved: AI smarter in using binoculars.
* Fixed: Objects close to bushes or trees sometimes ignored during visibility testing (http://dev-heaven.net/issues/25230)
* Fixed: Order of init event handlers and init commands was reversed since 1.57 beta (http://dev-heaven.net/issues/14766)
* Fixed: script command FOR (BASIC) can use capital characters in variable
* Optimized: MP: Improved server performance in complex missions.
* Optimized: MP: Reduced number of messages send during JIP to complex missions.
* Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
* Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
* Fixed: MP game crashed after loading a save from a complex mission (http://dev-heaven.net/issues/24676)
* Fixed: AI was often not watching unidentified targets (causing http://dev-heaven.net/issues/24631)
* Fixed: turret tug after crew turn-in
* Improved: loading of binarized bikb files now supported.
* Improved: MP: Remote units should move a lot smoother.
* Fixed: DisableSerialization breaks spawn script variables after Load.
* New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
* Optimized: MP: Reduced bandwidth used by standing AI soldiers.
* Fixed: MP: Remote units jumping back when stopping (http://dev-heaven.net/issues/24034)
* Fixed: MP: Reduced bandwith usage in missions with many soldiers.
* Improved: Better error message shown when memory allocation fails because of too small page file.
* Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
* Fixed: Weapons on pylons changed positions after fireAtTarget (http://dev-heaven.net/issues/24046)
* Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
* Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
* Fixed: Possible crash after calling joinSilent and deleteVehicle.
* Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
* Fixed: AI not engagign through glass and other penetrable surfaces (http://dev-heaven.net/issues/4438).
* Fixed: Lipsync for radio not working.
* Fixed: AI no longer seeing through dense grass (http://dev-heaven.net/issues/5785)
* Fixed: Attached objects no longer causing slow car movement.
* Improved: AI skill settings in difficulty options easier to use.
* Improved: Soldier movement more natural when doing "scan horizon".
* Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet (http://dev-heaven.net/issues/23160)
* Fixed: AI units often not engaging close enemies (http://dev-heaven.net/issues/18951, http://dev-heaven.net/issues/22935)
* New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
* Fixed: Most units had maximum skill, ignoring values set in the mission (http://dev-heaven.net/issues/4483)
* Fixed: More space for GameSpy QR2 signature key answer.
* Fixed: low game fps causing innacurate AI weapon aiming (see also http://dev-heaven.net/issues/22974)
* Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
* Fixed: tugging tracks on tanks
* Fixed: AI units no longer firing at empty enemy vehicles (http://dev-heaven.net/issues/5183)
* Fixed: Walking no longer causes prone-style recoil to be used. (http://dev-heaven.net/issues/22828)
* Fixed: AI no longer considering a car horn as a threat.
* Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate (http://dev-heaven.net/issues/7578)
* Fixed: Enemy fire no longer reported by units which cannot be aware of it.
* Fixed: Units equipped with NVG no longer turn on the flashlights on their own (http://dev-heaven.net/issues/13041)
* Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" (http://dev-heaven.net/issues/6638)
* Improved: AI considering threats uphill from it a bit more when planning a path.
* Fixed: Object variable space was not cleared reset between missions (http://dev-heaven.net/issues/13620)
* Fixed: Sky sometimes changing abruptly (http://dev-heaven.net/issues/8072)
* Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
* Fixed: AI vehicles could spot previously known targets even out of their visual cone (http://dev-heaven.net/issues/18846)
* Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
* Fixed: Signature checking of BAF/PMC addons.
* New: Command line option -nosound to run the game without accessing audio devices.
* Optimized: Some background file operations are faster, esp. with low fps (should fix http://dev-heaven.net/issues/22227)
* Optimized: Visual state interpolation fully enabled. (http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future)
* Fixed: Weapons no leaving hands while turning when prone
* Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
* Improved: AI helicopter attempt to land when hit during an attach run.
* Fixed: Crash opportunity when camera object was deleted.
* Improved: AI landing more reliable with broken back rotor.
* New: AI FSMs can be disabled using unit disableAI "FSM".
* Fixed: AI road vehicle avoidance improved.
* Fixed: PMC videos flashing (since 80298).
* Experimental: Memory allocator can be selected using -malloc=N with N=0..4.
* Fixed: No longer display names of buildings hidden by accuracy (http://dev-heaven.net/issues/20503)
* Fixed: Occasional fps drop when AI was getting in a vehicle.
* Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
* Fixed: AI planes were climing/diving wildly during formation flying.
* Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
* Fixed: Airplane control surfaces position could reach impossible values with keyboard controls (http://dev-heaven.net/issues/2314)
* Optimized: Reduced frame rate drops caused by texture loading (http://dev-heaven.net/issues/14397)
* New: Mods can be configured using Windows Registry.
* Fixed: AI warping at distance in singleplayer (http://dev-heaven.net/issues/1915)
* New: parameter "angle" for reflectors
* Fixed: Possible freeze after alt-tab in window mode.
* New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
* Fixed: Airplane sometimes crashed after landing autopilot was activated.
* Fixed: Crash when assembling GMG, L2A1 crew served weapons.
* New: AI able to STOL on runways shorter than 500 m.
* Impoved: Aircraft can be placed on carrier deck in the editor.

ARMA 2: Operation Arrowhead Missions
----------------------------
* Fixed: SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD (http://dev-heaven.net/issues/11778)
* Fixed: Boot Camp 01: Basic Training - MOUT Saber team attacks too early if player is doing Anti-Tank range first (http://dev-heaven.net/issues/16362)

More details at http://community.bistudio.com/wiki/ArmA_2:_Operation_Arrowhead:_Version_History
...