Jan 29, 2014
Community Announcements - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Arma 3 Users
<b>UNIT</b>: Main Branch
<b>ACTIVITY</b>: Hotfix: 1.10 (Debug tools disabled, Linux Server optimization)
<b>SIZE</b>: ~16 MB

More in the <a href="http://dev.arma3.com/spotrep-00018">full changelog and SPOTREP</a>
Jan 28, 2014
Community Announcements - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Arma 3 Users
<b>INFO</b>: Scanning the horizon, Hotfix, Altis changes
<b>PRECEDENCE</b>: Flash

Our Creative Brit, <i><a href="https://twitter.com/jaycroweuk">Jay Crowe</a></i>, posted his <b>"<a href="http://www.arma3.com/news/scanning-the-horizon-arma3-in-2014">Scanning the horizon</a>"</b> blog last Friday. In it, his eagle eye was trained on the upcoming year and how we intent to keep supporting Arma 3. It's too early for specific details on what will be released when, but there's lots in the pipeline spread across all fields of the game, platform, tools and community.

We've discovered an error in the 1.10 version that merits hotfixing just the executable before we do a larger game update. A performance profiling tool meant just for <a href="http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog">devbranch</a>, has made its way into the main version. Ironically, it can actually cause lower performance in certain situations. The hotfix to the game and Dedicated Servers will likely be released this week.

More in the <a href="http://dev.arma3.com/sitrep-00041">full SITREP</a>
PC Gamer

A new in-development mod for Arma 3 called 2017 looks like an altogether grim take on the future of humanity. Planned as a full-conversion of Arma 3 and its giant Altis map, 2017 has a new teaser trailer this week that gives us some good insight into the mod's post-apocalyptic atmosphere.

Although it shares part of its name with an older Arma 2 mod called DayZ 2017, the design team maintains in the project's announcement that 2017 for Arma 3 represents a "unique experience," totally separate from the DayZ Mod. There are no zombies planned for the mod, but rather humans infected with an "unknown mutagen," according to the development team. One prominent source of inspiration the designers have mentioned already is Cormac McCarthy's 2006 novel The Road, which also has a less than cheery vision of what's in store for the human race.

In terms of gameplay goals for the mod, they include some that we've heard of before and others that seem intriguingly fresh and new. Single-player and co-op missions are on the list of planned features for the mod, which the designers see as having some sort of effect on the multiplayer universe. And one area where the team seems determined to stake its own claim in the survival-horror genre is the role of loot in the mod.

"You will be able to search everywhere in the world to find various items/tools/equipment/ weapons etc. at a very rare chance, since this IS based in the future," report the designers. " will NOT be a main focus as we want to treat this as only an 'element' of the gameplay. We do not want to distract you from the survival horror aspect with the mundane task of loot farming."

In line with the mod team's stated emphasis on the horror and "psychology" of the world, the designers mentioned in a video update last month a game mechanic called a "sanity system" that will affect player interaction. All in all it sounds, in the most exciting way, incredibly ambitious. As it's still in development, a public beta isn't in the cards at the moment. The teaser trailer is below and you can check out a lengthy video dev-blog here.

Jan 22, 2014
Community Announcements - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Arma 3 Users
<b>INFO</b>: Adapt released, Humble Bundle
<b>PRECEDENCE</b>: Flash

After staging the "<b>Adapt</b>" episode last week, it was nice to get it fully released yesterday. Have a look at the full changelog in the <a href="http://dev.arma3.com/spotrep-00017">SPOTREP</a>. Modders, specifically animators, may find <a href="http://dev.arma3.com/techrep-00003">an interesting addition</a> to get their work converted for use in Arma 3. Owners of the (Digital) Deluxe Edition will find goodies in the <i>Bonus</i> folder. There are 9 new tracks for the second campaign episode (MP3 and FLAC), as well as translated versions of the digital map for most languages.

More in the <a href="http://dev.arma3.com/sitrep-00040">full SITREP</a>
PC Gamer

A second hot chunk of military digicode should now be running through your interpipes. No, not the file the Pentagon uploaded the other week, which... What's that? You mean you weren't aware of the Pentagon's secret plan? Oh well, never mind. It'll not spoil the surprise. And anyway, I'm talking about Arma 3's second campaign episode, which has now been released as a free download to owners of the game.

That brief and inconsequential teaser aside, a press release issued by Bohemia provides some details of this second episode.

"In the new episode, titled Adapt , players take on the role of Ben Kerry, a soldier trapped on the island of Altis following a Mediterranean flashpoint.

"While the first part of the campaign introduced players to Arma 3's basic infantry combat and story, episode two opens up the military sandbox further, challenging players to adopt guerrilla tactics in the face of against a stronger, better-equipped enemy."

The download will be provided as an automagic update through the Steam client.

The first episode, Survive, was released last October. The third, called Win, is due out in March. Although admittedly that's after the Pentagon activate... well, you'll see.
Jan 21, 2014
Community Announcements - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Arma 3 Users
<b>UNIT</b>: Main Branch
<b>ACTIVITY</b>: Game Update: 1.10 (Campaign episode "Adapt", MP optimizations, HDAO)
<b>SIZE</b>: ~961 MB

More in the <a href="http://dev.arma3.com/spotrep-00017">full changelog and SPOTREP</a>
Community Announcements - Nelios
Bohemia Interactive today released the second episode of the official campaign for Arma 3. In the new episode, titled ‘Adapt’, players take on the role of Ben Kerry, a soldier trapped on the island of Altis following a Mediterranean flashpoint. The new campaign episode's release is accompanied by a brand new trailer.

While the first part of the campaign introduced players to Arma 3's basic infantry combat and story, episode two opens up the military sandbox further, challenging players to adopt guerrilla tactics in the face of against a stronger, better-equipped enemy. The Adapt episode is made available to people via an automatic update on Steam

"Episode One helped players get to grips with the basic skills needed to survive”, said Jay Crowe, Creative Director on Arma 3. “Episode Two introduces a whole new set of challenges, giving players more freedom and responsibility in the wide, open terrain of Altis." 

The official campaign for Arma 3, named ‘The East Wind’, consists of three episodes: 'Survive', 'Adapt', 'Win'. The first campaign episode, 'Survive', was deployed in October 2013, followed by the second 'Adapt' episode today. The third and final campaign episode, ‘Win’, is scheduled for March 2014.
PC Gamer

A lighting strike. A fiery tank in the distance. That's some of what Arma 3 developer Bohemia Interactive has left us to work with after teasing a new multiplayer project on Tuesday. More details on the new content will be uncovered in Februrary, according to the team's latest update, and according to the tease, the new content's scope is grand.

Bohemia designer Karel Mo ick has taken to Twitter recently to release the image above and ask players to raise their expectations about what the new multiplayer content might be. "Expecting conquest mode or coop campaign?" Mo ick writes. "Dream a little bigger."

The developer update also delves into some of the work being undertaken to improve the game's optimization. Bohemia is testing a new post-processing effect with the potential to boost the visuals while also smoothing out performance on some machines. A new multiplayer build is also being put together:

"There finally is some solid movement on the multiplayer optimization front," Bohemia reports. "Over the past weeks our programmers, David 'Dwarden' Foltyn, and several community admins tested the new build quite a bit. They are already reporting significant performance increases, as well as better load-balancing on CPU cores."

If you're itching to see something new before February, the second of three announced additions to Arma 3's campaign Adapt arrives January 21. It brings with it new scenarios, some new vehicles, as well as infra-red grenades. Curious why IR grenades might get fans of the military sim excited? Check out why we called Arma 3 was our Simulation of the Year for 2013.

Jan 14, 2014
Community Announcements - YorisYan
<b>FROM</b>: Project Lead
<b>TO</b>: Arma 3 Users
<b>INFO</b>: Adapt, HDAO, MP optimizations
<b>PRECEDENCE</b>: Flash

The time has come to resume normal operations ... welcome to <b>Arma 3's 2014</b>! The team has rapidly geared back up for '<i>Adapt</i>' release prep, and next Tuesday it's go-time. We would like to stage the episode on <a href="http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog">devbranch</a> later in the week, but let's see how things go as we are currently testing under data lock. Then we have an exciting <a href="https://twitter.com/KarelMoricky/status/421292880712331265">multiplayer announcement</a> dropping in February, and we'll be wrapping up the campaign with development on its final episode. Plans beyond that are being outlined with plenty of awesome stuff coming to everyone. Good times ahead!

More in the <a href="http://dev.arma3.com/sitrep-00039">full SITREP</a>
PC Gamer
Arma 3

Welcome to the PC Gamer Game of the Year Awards 2013. For an explanation of how the awards were decided, a round-up of all the awards and the list of judges, check here.

A good sim pursues the lofty, unreachable goal of total realism. They shun accessibility in favour of complexity, but in doing so allow devoted and patient players to access marvellously detailed facsimiles of reality, which can inspire great gaming stories and player-driven drama. In the case of our simulation of 2013, it's a beautiful, sprawling and customisable depiction of modern military conflict, Arma 3.

EVAN It isn t any one piece of Arma s fidelity the ballistics modelling, the variegated island, the intricate military gear that wows us. It s how the sum of those replicates the experience of being a soldier something very distinct from being an avatar who happens to fire guns. You ve got to know how to read a topographical map. You ve got to know how to communicate with brevity and clarity while being shot at.

You have to think critically about stuff like encumbrance. When I m gearing up for a mission, throwing a satchel charge in my backpack may help me knock out a hard target, but the extra weight will tire me out more quickly when I sprint. So maybe I ll have a teammate taxi me across the map on an ATV. But wait the sun is setting, so we ll probably have to drive with the headlights on and risk detection, since we don t have nightvision goggles. Unless we find and kill an enemy who does. Again: it s not the individual realisms but how they knit into each other and prompt thoughtful decisions.

CORY I scoffed when Evan offered to teach me the ropes in Arma 3. Nothing sounds more boring to me than yelling out bearings and scrambling to find 7mm ammo instead of 6mm ammo. The UI is intimidating and the level of detail is daunting. I play games to escape from realism, not embrace it.

Evan s enthusiasm won me over, however, and he finally convinced me to join him on a mission. With a little bit of guidance, I was leaning around cover and marking coordinates on the map like well, not a pro, but like someone who might actually survive a mission. I marvelled at how seriously Arma takes its systems. Evan showed me how to move through all nine of Arma s infantry stances, when I was perfectly comfortable with crouching the entire game. And after he showed me how to use Alt to move just my soldier s head while moving forward, it became a feature I want in every FPS.

Eventually, we had to defend a compound from nondescript soldiers driving camouflaged, armoured jeeps with heavy machineguns (or so Evan tells me). Evan was pinned down in a far-off area (or maybe he just wanted me to feel useful), so he had me take over a downed jeep and use its HMG to hold off troops and vehicles at a distance. A quick keypress activated thermal vision, and I spent 15 minutes picking off enemies at range. It was glorious.

I was sceptical, but now I m a believer. Arma 3 is not only an impressive simulation of battle, but it s an incredibly compelling co-op sandbox. I ve played some janky Steam Workshop content that was still fun because of the group I played it with. I ll probably never play Arma alone, but I ll always jump in with some friends.

EVAN Even if you don t set out to roleplay, you inevitably end up doing something military like reciting compass directions as individual numbers (like bearing one-eight-zero to indicate south), or acronyming everything, or freely yelling phrases like suppressive fire! Because it feels like the appropriate thing to do. It s wonderful that something centred on realism can stimulate such playfulness.

Beyond all that, Arma 3 s Altis map was the most detailed world in a videogame this year a slab of Mediterrania jigsawed with salt flats, jungle shrubs, solar power plants and postcard-worthy beach resorts.

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