Updating now on Steam…
FROM: Project Lead
TO: Beta Users
UNIT: Arma 3 (Beta)
ACTIVITY: Game Update: 1.00 (Release)
SIZE: ~3.7 GBADDED
270 square kilometers of hot sun-baked Mediterranean Altis terrain
Weapons
PDW SMG
Static GMG variants (low, raised and autonomous)
Static HMG variants (low, raised and autonomous)
Static AA variants
Static AT variants
NVS optics (Image Intensification)
Nightstalker optics (Image Intensification + Daytime + Thermal Imagery Amber)
TWS optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
TWS MG optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
Vehicles
M2A1 Slammer tank
T-100 Varsuk tank
AFV-4 Gorgon wheeled APC
IFV-6a Cheetah tracked IFV AA
M4 Scorcher self-propelled artillery
M5 Sandstorm MLRS
2S9 Sochor self-propelled artillery
ZSU-39 Tigris tracked IFV AA
CRV-6e Bobcat tracked engineering vehicle
A 143 Buzzard jet fighter
Truck variants
SUV
Hatchback variants
Ship and boat variants
FIA faction
Playable Content
Showcases
Armed Assault
Drones
Gunships
Tanks
Faction: NATO
Faction: CSAT
Faction: AAF
Challenges
Challenge: CoF: Red 2
Challenge: CoF: Red 3
Challenge: CoF: Blue 2
Challenge: CoF: Blue 3
Challenge: CoF: Orange 2
Challenge: CoF: Orange 3
Multiplayer
MP_COOP_m03 - Escape from Altis
MP_COOP_m08 - Tanks
MP_COOP_m05 - Defend Syrta
MP_COOP_m06 - Seize Edoris
MP_COOP_m07 - Seize Feres
CHANGELOG
AH-9 family of helicopters has had its collision geometry tweaked
NATO technicians have allowed zeroing for AH-99
Fixed: Crew of the Blackfoot has been trained to fit the cockpit properly
Fixed: http://feedback.arma3.com/view.php?id=10508 (optics of the Mi-48 were too dirty)
New poses for Marid commander
Fixed optics model when turned out as commander of Marid (and other APCs)
CSAT commanders have been trained to not to open the hatch of Marid that much to have better cover inside
CSAT Marid drivers has been trained to open only their hatches and not ones of their commander who open their own hatches correctly now
Technicians have observed nausea syndromes of crew of amphibious vehicles and adjusted the speed of turning in water for them
Fixed: Indestructible wheels of wheeled APCs
Fixed: Animation position to prevent big leg clipping in Panther
Added compass to vehicles with turret
Orca updated with better cargo animations, pilot and copilot animations and new get in / out animations for passengers
Set sound for ladder animation
Added sounds of bodies falling (based on surfaces)
Linked sounds of stance changes (and some other) to all weapons
Added new main menu music track
Added main theme music track
Added lock detection sounds
Added sounds for locking targets
Set audio attenuation for static turrets
Added new voices for Radio Protocol (English, Altian English and Farsi)
Sounds of various vehicles have been adjusted (Offroad, Zamak, HEMTT and Hunter)
Fixed: Helicopter engine sound played after damage
RPG launch effect tweaked
RPG-42 is now able to hit correctly targets in the distance again
New impact effects for SABOT ammo
Mortar bag base config class added for new bag type entries
Damaged static weapons now actually look damaged
Fixed: Missing weapon in Basic Weapons (AAF) crate
Fixed: TRG rifles have incorrect mouse-over description of caliber
Static weapons are now deployable in formation in the editor
Added NVG with corresponding camo selections for all respective factions
Updated new boonie hat textures
Updated textures for new chest rigs
Chest rig camo selection fix
Added flags to uniforms
You can now drop to prone adjust in both rifle and pistol. Use sprint key to sprint sideways (left / right) and press Prone / Toggle Prone button to land in adjusted pose. You can also get into urban prone left / right from standing or kneeling adjust poses (left / right). All combinations are now possible.
New-style character collisions enabled foor smoother CQB movement and reduced ‘sticking’
Firing Drills: NVG are now correctly added as items
Firing Drills: Deflection hits no longer score bonuses
Firing Drills: Fixed Range Officer animation so the animation sounds were not played endlessly as a ticking sound
Firing Drills: “Shooter ready?” message disabled - reducing out-of-place messages during quick-start a tiny bit
Firing Drills: All medal times tweaked based on testing / new additions to CoFs
Firing Drills: Implemented new voice-over work for bonus / accuracy targets
Firing Drills: CoF Green updated to match new features: optional targets, accuracy targets, etc.
Firing Drills: CoF Green - Solved Range Officer not looking the right way
Firing Drills: CoF Green - One moving target now starts at a random position
Firing Drills: CoF Green - Added accuracy target CP
Firing Drills: CoF Green - Added bonus target CP
Firing Drills: CoF Green - Tweaked shooting box sizes
Firing Drills: CoF Green - New target variants used
Firing Drills: CoF Green - Intro using MOCAP implemented - skipped after 5 starts
Firing Drills: CoF Green - Restarting at the end would not terminate the outro conversation well
Firing Drills: CoF Green - Last lane - first CP had its shooting box too far left
Firing Drills: CoF Green - Last lane - second CP had a very frustrating prone shooting box
Firing Drills: CoF Red (1) updated to match new features
Firing Drills: CoF Red - Fixed broken shooting boxes on the bridge
Firing Drills: CoF Red - First target with no-shoot is now harder to hit
Firing Drills: CoF Red - Added extra target to final CP
Firing Drills: CoF Red - New target variants used
Firing Drills: CoF Red - Tweaked shooting box sizes
Firing Drills: CoF Red - Bonus / accuracy targets added
Firing Drills: CoF Blue (1) updated to match new features
Firing Drills: CoF Blue - New target variants used
Firing Drills: CoF Blue - Tweaked shooting box sizes
Firing Drills: CoF Blue - Bonus / accuracy targets added
Firing Drills: CoF Orange (1) updated to match new features
Firing Drills: CoF Orange - Range Officer is using his binoculars again, now the animation graph is fixed
Firing Drills: CoF Orange - New target variants used
Firing Drills: CoF Orange - Bonus / accuracy targets added
Firing Drills: CoF Orange - Tweaked shooting box sizes
Firing Drills: CoF Orange - Mowed the grass at some shooting positions
Firing Drills: CoF Orange - Added few long-range targets to make zeroing / aim have more relevance
Firing Drills: CoF Orange - One moving target was moving way too fast
Added Showcase Combined Arms single-player friendly fire handling
Showcase Vehicles and Showcase Helicopters are now in the CSAT language
Changed: Voice acting for player in Showcase SCUBA
Changed: Papa Bear has a new voice in Showcase Infantry
Adjusted music at the start of Showcase Vehicles
Added different identities to Showcase characters (for Farsi)
Fuel stations have been bought by a new company and proudly display its logo
Improved collisions on most rocks
Missing icons of weapon backpacks should be purged
AAF officers should have the correct icon for their uniform in the inventory
Fixed: Wrong group in Supports Module
Fixed: SeaWall no longer shows up on the map
Added: Many supporting assets such as static objects (some of which usable in editor)
Added: UAV Terminal item
Fixed: Function priorities were ignored when executing trigger-activated modules
Fixed: Sometimes being unable to skip establishing shots and titlecards if you restart the mission while they’re playing
Fixed: Vehicles synced to Vehicle Respawn Module with position set to “starting position” were not spawned precisely on the starting position
Removed: Red position circle hinting about player’s position in map. Since the compass was reintroduced, this feature is no longer necessary.
Improved system for handling UAV sounds during establishing shots and world scenes
Sound is no longer muted during establishing shots and world scenes
Added looping music to Stratis world scenes
Added Artillery Computer entry in Field Manual
Updated Field Manual hints after previous optics fix in Arma 3 default controls preset
Several Field Manual entries have been updated with new icons
Hints for targeting have been improved
Hints for using rotory-wing aircraft have been adjusted according to current controls
Control schemes for Submarines and Planes are now configurable
Fixed minor issues with control presets
Menu colors changed to release skinning
Added: Scrollbar for Scenarios overviews
Added: Credits (ORBAT and rolling - by clicking the Arma 3 logo)
Fixed: BIS_fnc_codePerformance local variables can no longer be overwritten
Fixed: Tasks were not updated for players waiting for respawn
Fixed: Intro section was selected in the Editor instead of Mission by default
Renamed buttons in Pause Menu: Suspend -> Save & Exit and Revert -> Load
Custom game types are now displayed as Unknown
Removed: Mortar, Artillery and MLRS modules (they were not finished)
Added title button with icon for favorite column. Tweaked positions of columns.
Fixed: Object variables were not assigned correctly when BIS_fnc_objectVar was called on non-local object. This affected for example respawn positions and communication menu items.
Improved the Cyrillic font and added characters to the Korean font
<snip>