A year has passed since the release of Arma Reforger. In our special anniversary Dev Report, we express our gratitude with a Thank You video from our CEO, Project Lead, and Creative Lead. Furthermore, you can enjoy a video showcasing the creation process behind the Artwork. Additionally, we share updates on automatic reconnection, important fixes, the expanded player limit for community servers, and much more.
Who is your favourite Fool so far? Let us know! 👇🏼
Now that the Stormstrider is ready to sail into the Forgotten Waters make sure that you... Join the official {LINK REMOVED}Ship of Fools Discord to chat with your fellow fools and discuss all things about the game! 💬
Played the game? Make sure you've left us a review! Let us know your feedback and thoughts via the Steam Review system! We really appreciate each review we receive!
Update 0.43 already helped a lot by improving the stability and overall speed and memory efficiency of the game and this update concludes these technical changes by introducing a new save system and format!
Why a new save system was needed
When the game started with small battles and a few custom units, the old system was working fine. However, many new features and complex things like custom sounds, custom models/items have been implemented which caused a lot of new information to be stored in the saves. Some battles or campaigns are sized 100MB or more, so performance and memory efficiency became a growing concern. While loading these large files just took a lot of memory and time on some systems, others just couldn't handle them anymore! In addition, loading/saving a lot of saves caused memory fragmentations and reduced game performance, freezes and crashes!
The new save system
The new save system uses the latest tech to solve all the problems of the old system! You will surely notice the improvements while saving/loading, but I also prepared some example maps which show how the time (not including loading the battle in the editor) and file size changed from the old to the new version:
Map
Saving
Loading
File size
Fundamental Armament
12.50s > 2.33s
5.11s > 1.19s
10.1MB > 9.0MB
Desperation and Desolation
32.25s > 2.53s
7.84s > 0.98s
50.5MB > 20.6MB
Interloper
19.47s > 2.31s
6.12s > 0.99s
42.9MB > 18.4MB
Cyberpunk: Trauma Squad
15.14s > 4.15s
6.04s > 1.52s
97.8MB > 52.6MB
Rise of the General Pt 1
1.16s > 0.65s
1.56s > 0.40s
1.3MB > 1.5MB
This new system also requires almost no any additional RAM to store and load the saves (except the resulting battle/unit/.. data of course) and therefore doesnt cause any of the problems like performance degradation and crashes after longer sessions. And thanks to the performance improvements it opens up new possibilities for future updates and features!
What happens to the old saves
If you are wondering what happens to your old saves after this update, dont worry! The game can still load the old format, so you can keep working on all your saved content. However, the next time you save, the new format will be used.
Local Content Auto Updater When browsing your files in the in-game file browser, it recognizes files in the legacy format and offers the option to update them automatically. Before your items are updated, a backup will be created in the "__legacy" folder and you can stop and continue the update at any time. Although it usually takes just a few seconds depending on the amount of saves and save type.
Workshop Content Updater To improve the speed when loading subscribed workshop units, prefabs and items in the main menu, all these workshop items have already been updated to the new format. So when you update the game, all your subscribed items should be up to date as well. And all the existing workshop battles and campaigns will be updated soon, so that players can enjoy the faster loading times in the workshop too.
Next update(s)
After these two big technical updates, the next updates will be focused on regular improvements and new features. The new save format has been extensively tested, so I don't expect any problems, but if you notice anything please report it on steam or discord and it will be fixed asap! There are also some open bugs which have to be fixed, so expect a bug fixing patch fairly soon.
A new update is available for Highrise City. A really lit one this time. Yes, that is indeed a reference to one of the most obvious changes. Buildings can now catch fire, so better make sure to build some fire stations. All buildings which do not have a fire station within reach have a certain chance each week to go up in flames - and yes, they can burn down.
We have, once more, worked a lot on performance. Internal tests have shown that now, especially bigger cities are 75% more performant. This also means that we could increase the visibility of cars when zooming out. Same for shadows. Oh. Shadows. These we have also reworked and aren't as harsh anymore.
There is now a blueprint mode in the game. If you create zones and hold the left mouse button, zones do not get created automatically anymore. They will start being used once you do not press the button anymore - if you right-click however, you can still cancel what you did.
We have also replaced the main menu. We really hope you enjoy the changes as it looks way more professional now and replaced the previous structure which was more or less build with functionality only in mind. The new one is still a work in progress, but you'll get the idea.
Full Changelog
Loading times improved for big cities (3x - 5x times faster)
Performance increased for bigger cities (between 75 - 107% based on internal tests for a 2.7 million city)
Cars are visible from higher zooms as well
Increased number of cars
Tweaked shadows
Reworked main menu
Implemented a Blueprint Mode for zones. Hold left mouse button clicked to paint zones. Right click to cancel
New Icons for Tutorial targets
Longhaul Vehicles are now driving on the streets
Green Zones now display the maximum of inhabitants based on the satisfaction level of the people
Reduced incomes form living and office zones slightly
Impact of taxes on satisfaction has been increased
If the game is in full screen mode the mouse stays in viewport
Fixed a crash bug which sometimes appeared when creating 3D objects
Implemented new in game hints
Highlighting buildings with the mouse visually improved
Tweaked the garbage zone mesh
Reduced cost of spices. Increased selling price
While being in decoration mode, the scaling of models is now set to ScaleLook automatically
Increased the production rate of the small wood cutter
Increased the production of sawmills
Productivity of buildings gets now displayed over time (visually)
Carriers and Garbage collectors now use workers
The radius of carriers and garbage collectors now gets displayed when you build them
Moved unlokcing of the court and laws to a later milestone
Filter for energy when building a new power plant is now displayed correctly (noise, pollution)
Farms are now included into the terrain better
New 3D model for garbage zones added
Incrased reach of fire and police stations
Nearly all buildings now need a fire and a police station nearby. If there is now fire station, buildings can burn down. If there is no police, the maximum usage of a building gets reduced due to crime
Around farms, there are now small trees
Fixed some text-breaks
Lots of buildings have now more trees
Fixed an error which displayed errors in graphs after loading a savegame
A very rare bug which prevented the game from saving for some has been fixed
Productivity has been improved for industry buildings
Be prepared with adorable and charming appearance of the Team Astria's newest members, Lowell, Luna and Levi will mow down everyone inside the FS2 court! Event Period:
05-17-2023 ~ 05-30-2023 (PDT)
Team Astria Members:
Lowell
Talented, friendly, and loved, he grew up in a small village in the mountains which was burned by a mysterious fire. Blamed by his friends, he earned the nickname, the Cursed Scarlet Flame.
To represent Team Astria Inc as their "Problem Solver",
Lowell has arrived in FreeStyle2!
Skills:
Luna
Childish tomboy but charming, now working for Team Astria Inc. in the sales team and as their youngest intern. Luna is now here in FreeStyle2 to make sacrifices for her new family!
Skills:
Buff Skill:
For your reference, kindly review the table below on how the Buff Timer works.
You can set your preferred Attributes via Char. Buff Settings found in User Info section.
Levi (Friend)Team Astria's friend-companion Levi is also here.
Ready to explore the world of FS2 with full of curiosity!
Mechanics: Step 1: Purchase Astria's Red Flame Crystal (event ticket) by pressing the
[+] button. * Get a discount if you purchase a large amount of items at once. Step 2: Use your purchased Astria's Red Flame Crystal to participate in the 'Astria Inc. event. Step 3: Exchange Mileages for various items via Mileage Exchange Button.
You can obtain more mileage by attempting larger number draws. Guide and Rewards:
Astria's Red Flame Crystal Purchase:
- Use your Event Ticket to participate in the Astria Inc Event - Rewards may vary depending on the Fox Obsidians that you have pulled on every draw
Sky Haven Tycoon - Airport Simulator - Real Welders
Dear Sky Haven Community,
We've been closely monitoring your feedback and are aware of the disappointment expressed due to the bugs you've encountered in our game. We wholeheartedly apologize for the frustration this has caused, and we want you to know that we're not just standing by.
We're excited to unveil a robust plan of action with a series of updates aimed at enhancing your gaming experience. This plan includes both extensive bug fixes and several improvements, and we're confident it will address your concerns.
Today we deliver the first update with fixes for the most annoying bugs. See details below.
The next update scheduled on June 7th, focused on resolving more complex and "hard-to-reproduce" bugs.
By June 30th, we aim to release our third update, which will be teeming with enhancements based on your valuable feedback. These updates reflect our commitment to making the gameplay experience clearer and more comprehensible. The enhancements include (but are not limited):
Arrival stack panel: the queue of landing airplanes with their details and blocker
Starter airports for each era
Tutorial fixes
Some other features we will reveal later
We won't sugarcoat it: the negative reviews have been tough to read. But we see them not as a setback but as a call to action. It's time for us to double our efforts, and that's exactly what we're doing.
However, we need your assistance. If you discover a bug and can reproduce it, please forward your feedback and save files to support@realwelders.com. Your input is crucial to our mission.
We believe in the potential of Real Welders and in the strength of this community. Together, we'll create the gaming experience we all aspire to. Thank you for your unwavering support and understanding.
Best Regards, Real Welders
P.S. Update Patch List - adjusted text icons in airliners help window so it does not overlap with text - fixed a bug with intersections between the custom terminal rect tool and decorations - fixed an error during logging in passenger strategy - fixed a wrong parking condition which lead to invisible external vehicles - fixed a minor bug with a runway stencil (some game object did not remove after placing or canceling) - fixed a bug when no badge on a gate when it's disabled - fixed a bug on loading when no badge on a runway when it's disabling - fixed passengers on a ramp after a plane leaves - unsupported facility on-ramp bugfix - removed mention about floors in the custom terminal - fixed invisible shadow settings - fixed custom settings in the settings window - fixed antialiasing settings in the settings window - fixed unschedule limit isn't updated - fixed closing schedule window preview - fixed saving fps - fixed discounts remain after loading - fixed discount for roads - fixed updating pricing info - fixed supply graph wrong red zone position - fixed airfield buildings rewards when upgrading - fixed vehicle list layout to prevent showing the upgrade button in the relocation panel - fixed researched buildings highlighting - fixed terminal navmesh(better pathfinding) - fixed logo disappears after changes declined - confirmation window can't be closed by the close button - canceled flight button doesn't change its state - fixed various cases for airplane stuck on the runway: - IntelligentDriver math mistake - Airliner trip lanes usage and load - fixed upgrades for Water Station, Cleaning Service Facility, and Waste Treatment Facility - fixed quests description (added a separate task for a luggage truck purchase) - fixed building names in tutorial descriptions - fixed icon for drinks booth - fixed wrong parking info in the resource management window - fixed linking lines remaining when you hover over ramps - fixed research cost with 5 digits - fixed permanently "not working" badge over booths after disabling it - adjusted resource storage layout - fixed settings window visual bug - fixed linking when hovering over a gate