Mostly under-the-hood code changes. A few things that may be noticeable to note;
Stage introduction title graphics now use improved number graphics that more closely match the theme of the text. Also, some stages now have corrected numbers for their titles.
(some) double turrets now have recoil animation
Slight increase to horizontal pan, which effectively is an increase to player horizontal movement speed.
Adjustments to level loading so loads may appear slightly smoother
Lighting system rework (may have broken lighting on some stages)
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
Update 0.5.2 added a ton of new features and sometimes new features also add new issues.
So we are pushing 0.5.2 out right away, addressing some of the issues we identified after testing. These fixes include:
Fixes: Fixed weapon sound not being adjusted to volume settings Fixed weapon collision with wall Fixed wrong orientation muzzle flash for Deagle Fixed game breaking issue for client when host closes session Fixed ability to safe server settings without any map selected Removed multiple debugging console prints showing in game UI Fixed sound settings not applying on maps Pirate Bay: Fixed defective materials Fixed issue with transitioning to new map after round is over
Changes: Pirate Bay: Changed vulcano design Pirate Bay: Changed palm tree color to a more natural color Global: Adjusted damage for all weapons
Addition: Added ESC menu to game lobby Added ESC menu to map vote screen The Office: Added vault spawner to map The Office: Added weapon spawner to map
That's it for now. Please leave your feedback as usual
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! In our previous blog, we announced that we will be publishing Community Update 3 soon. Today, we will have a look at the plan, and tell you about a small change in the execution.
Part 1 & 2
You may remember we talked about a performance update that is planned to go live with Community Update 3. We know from testing that this update improves the framerate situation by quite a margin. Reading all of the talking points from our previous update, performance improvement is the subject that impacts players the most. That makes it a top priority for us. We have now decided to split Community Update 3 into two parts, shipping the performance improvement first because we feel this can’t wait. We will add Sound Overhaul Part II, the new tutorial missions, and - as usual for every update - several general fixes and balance adjustments. Barbedwire Studios and Digitalmindsoft worked to bring you these improvements and we are very happy with the results!
Part II will consist of the German human models, and the “Last Stand” game mode. It will be introduced as soon as everything is ready; we expect it will go live a handful of weeks after part I.
We will publish part I as an open beta first. This open beta will become available early next week. In the meantime, work on part II continues, which will also get its own open beta; we’ll keep you posted about that of course. During this time, as we said earlier, we will be monitoring the open beta feedback channel on our Discord server for any comments. We don’t expect any issues at all, but you never know. Will you be trying the open beta? Let us know in the comments!
Today we will be hosting friendly 3v1 CONNECTED VS multiplayer lobbies open to the community. Come learn about strategies specific to the game mode such as team ZONE attacks, dealing with tough bosses, and reviving teammates.