ARMA III Released

Updating now on Steam…

FROM: Project Lead
TO: Beta Users
UNIT: Arma 3 (Beta)
ACTIVITY: Game Update: 1.00 (Release)
SIZE: ~3.7 GB

ADDED

270 square kilometers of hot sun-baked Mediterranean Altis terrain

Weapons
:black_medium_small_square:PDW SMG
:black_medium_small_square:Static GMG variants (low, raised and autonomous)
:black_medium_small_square:Static HMG variants (low, raised and autonomous)
:black_medium_small_square:Static AA variants
:black_medium_small_square:Static AT variants
:black_medium_small_square:NVS optics (Image Intensification)
:black_medium_small_square:Nightstalker optics (Image Intensification + Daytime + Thermal Imagery Amber)
:black_medium_small_square:TWS optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
:black_medium_small_square:TWS MG optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)

Vehicles
:black_medium_small_square:M2A1 Slammer tank
:black_medium_small_square:T-100 Varsuk tank
:black_medium_small_square:AFV-4 Gorgon wheeled APC
:black_medium_small_square:IFV-6a Cheetah tracked IFV AA
:black_medium_small_square:M4 Scorcher self-propelled artillery
:black_medium_small_square:M5 Sandstorm MLRS
:black_medium_small_square:2S9 Sochor self-propelled artillery
:black_medium_small_square:ZSU-39 Tigris tracked IFV AA
:black_medium_small_square:CRV-6e Bobcat tracked engineering vehicle
:black_medium_small_square:A 143 Buzzard jet fighter

:black_medium_small_square:Truck variants
:black_medium_small_square:SUV
:black_medium_small_square:Hatchback variants
:black_medium_small_square:Ship and boat variants

FIA faction

Playable Content
:black_medium_small_square:Showcases :black_medium_small_square:Armed Assault
:black_medium_small_square:Drones
:black_medium_small_square:Gunships
:black_medium_small_square:Tanks
:black_medium_small_square:Faction: NATO
:black_medium_small_square:Faction: CSAT
:black_medium_small_square:Faction: AAF

:black_medium_small_square:Challenges :black_medium_small_square:Challenge: CoF: Red 2
:black_medium_small_square:Challenge: CoF: Red 3
:black_medium_small_square:Challenge: CoF: Blue 2
:black_medium_small_square:Challenge: CoF: Blue 3
:black_medium_small_square:Challenge: CoF: Orange 2
:black_medium_small_square:Challenge: CoF: Orange 3

:black_medium_small_square:Multiplayer :black_medium_small_square:MP_COOP_m03 - Escape from Altis
:black_medium_small_square:MP_COOP_m08 - Tanks
:black_medium_small_square:MP_COOP_m05 - Defend Syrta
:black_medium_small_square:MP_COOP_m06 - Seize Edoris
:black_medium_small_square:MP_COOP_m07 - Seize Feres

CHANGELOG
:black_medium_small_square:AH-9 family of helicopters has had its collision geometry tweaked
:black_medium_small_square:NATO technicians have allowed zeroing for AH-99
:black_medium_small_square:Fixed: Crew of the Blackfoot has been trained to fit the cockpit properly
:black_medium_small_square:Fixed: http://feedback.arma3.com/view.php?id=10508 (optics of the Mi-48 were too dirty)
:black_medium_small_square:New poses for Marid commander
:black_medium_small_square:Fixed optics model when turned out as commander of Marid (and other APCs)
:black_medium_small_square:CSAT commanders have been trained to not to open the hatch of Marid that much to have better cover inside
:black_medium_small_square:CSAT Marid drivers has been trained to open only their hatches and not ones of their commander who open their own hatches correctly now
:black_medium_small_square:Technicians have observed nausea syndromes of crew of amphibious vehicles and adjusted the speed of turning in water for them
:black_medium_small_square:Fixed: Indestructible wheels of wheeled APCs
:black_medium_small_square:Fixed: Animation position to prevent big leg clipping in Panther
:black_medium_small_square:Added compass to vehicles with turret
:black_medium_small_square:Orca updated with better cargo animations, pilot and copilot animations and new get in / out animations for passengers
:black_medium_small_square:Set sound for ladder animation
:black_medium_small_square:Added sounds of bodies falling (based on surfaces)
:black_medium_small_square:Linked sounds of stance changes (and some other) to all weapons
:black_medium_small_square:Added new main menu music track
:black_medium_small_square:Added main theme music track
:black_medium_small_square:Added lock detection sounds
:black_medium_small_square:Added sounds for locking targets
:black_medium_small_square:Set audio attenuation for static turrets
:black_medium_small_square:Added new voices for Radio Protocol (English, Altian English and Farsi)
:black_medium_small_square:Sounds of various vehicles have been adjusted (Offroad, Zamak, HEMTT and Hunter)
:black_medium_small_square:Fixed: Helicopter engine sound played after damage
:black_medium_small_square:RPG launch effect tweaked
:black_medium_small_square:RPG-42 is now able to hit correctly targets in the distance again
:black_medium_small_square:New impact effects for SABOT ammo
:black_medium_small_square:Mortar bag base config class added for new bag type entries
:black_medium_small_square:Damaged static weapons now actually look damaged
:black_medium_small_square:Fixed: Missing weapon in Basic Weapons (AAF) crate
:black_medium_small_square:Fixed: TRG rifles have incorrect mouse-over description of caliber
:black_medium_small_square:Static weapons are now deployable in formation in the editor
:black_medium_small_square:Added NVG with corresponding camo selections for all respective factions
:black_medium_small_square:Updated new boonie hat textures
:black_medium_small_square:Updated textures for new chest rigs
:black_medium_small_square:Chest rig camo selection fix
:black_medium_small_square:Added flags to uniforms
:black_medium_small_square: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.
:black_medium_small_square:New-style character collisions enabled foor smoother CQB movement and reduced ‘sticking’
:black_medium_small_square:Firing Drills: NVG are now correctly added as items
:black_medium_small_square:Firing Drills: Deflection hits no longer score bonuses
:black_medium_small_square:Firing Drills: Fixed Range Officer animation so the animation sounds were not played endlessly as a ticking sound
:black_medium_small_square:Firing Drills: “Shooter ready?” message disabled - reducing out-of-place messages during quick-start a tiny bit
:black_medium_small_square:Firing Drills: All medal times tweaked based on testing / new additions to CoFs
:black_medium_small_square:Firing Drills: Implemented new voice-over work for bonus / accuracy targets
:black_medium_small_square:Firing Drills: CoF Green updated to match new features: optional targets, accuracy targets, etc.
:black_medium_small_square:Firing Drills: CoF Green - Solved Range Officer not looking the right way
:black_medium_small_square:Firing Drills: CoF Green - One moving target now starts at a random position
:black_medium_small_square:Firing Drills: CoF Green - Added accuracy target CP
:black_medium_small_square:Firing Drills: CoF Green - Added bonus target CP
:black_medium_small_square:Firing Drills: CoF Green - Tweaked shooting box sizes
:black_medium_small_square:Firing Drills: CoF Green - New target variants used
:black_medium_small_square:Firing Drills: CoF Green - Intro using MOCAP implemented - skipped after 5 starts
:black_medium_small_square:Firing Drills: CoF Green - Restarting at the end would not terminate the outro conversation well
:black_medium_small_square:Firing Drills: CoF Green - Last lane - first CP had its shooting box too far left
:black_medium_small_square:Firing Drills: CoF Green - Last lane - second CP had a very frustrating prone shooting box
:black_medium_small_square:Firing Drills: CoF Red (1) updated to match new features
:black_medium_small_square:Firing Drills: CoF Red - Fixed broken shooting boxes on the bridge
:black_medium_small_square:Firing Drills: CoF Red - First target with no-shoot is now harder to hit
:black_medium_small_square:Firing Drills: CoF Red - Added extra target to final CP
:black_medium_small_square:Firing Drills: CoF Red - New target variants used
:black_medium_small_square:Firing Drills: CoF Red - Tweaked shooting box sizes
:black_medium_small_square:Firing Drills: CoF Red - Bonus / accuracy targets added
:black_medium_small_square:Firing Drills: CoF Blue (1) updated to match new features
:black_medium_small_square:Firing Drills: CoF Blue - New target variants used
:black_medium_small_square:Firing Drills: CoF Blue - Tweaked shooting box sizes
:black_medium_small_square:Firing Drills: CoF Blue - Bonus / accuracy targets added
:black_medium_small_square:Firing Drills: CoF Orange (1) updated to match new features
:black_medium_small_square:Firing Drills: CoF Orange - Range Officer is using his binoculars again, now the animation graph is fixed
:black_medium_small_square:Firing Drills: CoF Orange - New target variants used
:black_medium_small_square:Firing Drills: CoF Orange - Bonus / accuracy targets added
:black_medium_small_square:Firing Drills: CoF Orange - Tweaked shooting box sizes
:black_medium_small_square:Firing Drills: CoF Orange - Mowed the grass at some shooting positions
:black_medium_small_square:Firing Drills: CoF Orange - Added few long-range targets to make zeroing / aim have more relevance
:black_medium_small_square:Firing Drills: CoF Orange - One moving target was moving way too fast
:black_medium_small_square:Added Showcase Combined Arms single-player friendly fire handling
:black_medium_small_square:Showcase Vehicles and Showcase Helicopters are now in the CSAT language
:black_medium_small_square:Changed: Voice acting for player in Showcase SCUBA
:black_medium_small_square:Changed: Papa Bear has a new voice in Showcase Infantry
:black_medium_small_square:Adjusted music at the start of Showcase Vehicles
:black_medium_small_square:Added different identities to Showcase characters (for Farsi)
:black_medium_small_square:Fuel stations have been bought by a new company and proudly display its logo
:black_medium_small_square:Improved collisions on most rocks
:black_medium_small_square:Missing icons of weapon backpacks should be purged
:black_medium_small_square:AAF officers should have the correct icon for their uniform in the inventory
:black_medium_small_square:Fixed: Wrong group in Supports Module
:black_medium_small_square:Fixed: SeaWall no longer shows up on the map
:black_medium_small_square:Added: Many supporting assets such as static objects (some of which usable in editor)
:black_medium_small_square:Added: UAV Terminal item
:black_medium_small_square:Fixed: Function priorities were ignored when executing trigger-activated modules
:black_medium_small_square:Fixed: Sometimes being unable to skip establishing shots and titlecards if you restart the mission while they’re playing
:black_medium_small_square:Fixed: Vehicles synced to Vehicle Respawn Module with position set to “starting position” were not spawned precisely on the starting position
:black_medium_small_square:Removed: Red position circle hinting about player’s position in map. Since the compass was reintroduced, this feature is no longer necessary.
:black_medium_small_square:Improved system for handling UAV sounds during establishing shots and world scenes
:black_medium_small_square:Sound is no longer muted during establishing shots and world scenes
:black_medium_small_square:Added looping music to Stratis world scenes
:black_medium_small_square:Added Artillery Computer entry in Field Manual
:black_medium_small_square:Updated Field Manual hints after previous optics fix in Arma 3 default controls preset
:black_medium_small_square:Several Field Manual entries have been updated with new icons
:black_medium_small_square:Hints for targeting have been improved
:black_medium_small_square:Hints for using rotory-wing aircraft have been adjusted according to current controls
:black_medium_small_square:Control schemes for Submarines and Planes are now configurable
:black_medium_small_square:Fixed minor issues with control presets
:black_medium_small_square:Menu colors changed to release skinning
:black_medium_small_square:Added: Scrollbar for Scenarios overviews
:black_medium_small_square:Added: Credits (ORBAT and rolling - by clicking the Arma 3 logo)
:black_medium_small_square:Fixed: BIS_fnc_codePerformance local variables can no longer be overwritten
:black_medium_small_square:Fixed: Tasks were not updated for players waiting for respawn
:black_medium_small_square:Fixed: Intro section was selected in the Editor instead of Mission by default
:black_medium_small_square:Renamed buttons in Pause Menu: Suspend -> Save & Exit and Revert -> Load
:black_medium_small_square:Custom game types are now displayed as Unknown
:black_medium_small_square:Removed: Mortar, Artillery and MLRS modules (they were not finished)
:black_medium_small_square:Added title button with icon for favorite column. Tweaked positions of columns.
:black_medium_small_square: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.
:black_medium_small_square:Improved the Cyrillic font and added characters to the Korean font
<snip>

ENGINE
:black_medium_small_square:Added support for marking favorite sessions in the MP server display
:black_medium_small_square:3D sound playback of Radio Protocol added for units other than your group
:black_medium_small_square:Virtual memory limit increased for 32 bit OS (details)
:black_medium_small_square:Engine memory footprint optimization (font character data are now stored differently, shaders are created on demand, AI road network, etc.)
:black_medium_small_square:Updated static table for network strings (MP optimization)
:black_medium_small_square:Various tweaks to PhysX and related performance
:black_medium_small_square:Fixed: Voice selected in the Profile options menu was not used for the player in-game
:black_medium_small_square:Fixed: Editor insert unit pictures, colors settings do not require restart anymore to take effect
:black_medium_small_square:Reduced cloud clipping due to optimizations in vertex shader
:black_medium_small_square:Fixed: Shadow volume instancing
:black_medium_small_square:Fixed: Transfer of mission list from Dedicated Server to client
:black_medium_small_square:Fixed: “Unhandled user message” spam in RPT for animals
:black_medium_small_square:New parameter for logging Steam messages to RPT (http://feedback.arma3.com/view.php?id=12961)
:black_medium_small_square:Texture header is not preloaded when found in TexHeader manager (UI font optimization during loading)
:black_medium_small_square:Next throwable item is selected after current one is removed from gear
:black_medium_small_square:Fixed: Right clicking magazine forces a reload animation
:black_medium_small_square:Fixed: Right clicking on a loaded magazine would move magazine from an owner’s weapon to the ground
:black_medium_small_square:Fixed: You can’t put a magazines directly into the empty weapon from the ground if there’s another container tab (e.g. crate)
:black_medium_small_square:Fixed: You can’t RMB binoculars / rangefinders onto the ground
:black_medium_small_square:Fixed: Can’t RMB-equip mine detectors from the ground
:black_medium_small_square:Removed multiple cases of being stuck because of failed attempt to change stance / select weapon
:black_medium_small_square:AI leading targets accuracy improved
:black_medium_small_square:AI leading rockets improved
:black_medium_small_square:AI helicopter gunner aiming improved
:black_medium_small_square:AI prefer to stop and shoot, rather than running to cover, if enemy is close
:black_medium_small_square:Helicopter gunner will not automatically attack targeted friendly units
:black_medium_small_square:Increased range of IR lasers
:black_medium_small_square:Removed cases of player appearing as dead body in static turrets
:black_medium_small_square:Added: New scripting command - unlinkItem
:black_medium_small_square:Fixed: Blinking SSAO
:black_medium_small_square:Rain re-enabled
:black_medium_small_square:Fixed: Fixed loading long list of subscribed missions
:black_medium_small_square:Fixed: Progress bar color in splash window changed for release
:black_medium_small_square:Fixed: Delay of damaged texture change is now correctly reset
:black_medium_small_square:Added: Config parameter for keeping buildings in epe scene (PhysX) after destruction (bool keepInEPESceneAfterDeath)
:black_medium_small_square:Changed thrust and brake for tracked vehicle damaged tracks
:black_medium_small_square:Sound: Default volume now 100%
:black_medium_small_square:Fixed: Game crash when moving missiles from Hex pack to ground (http://feedback.arma3.com/view.php?id=13244)
:black_medium_small_square:Fixed: Various problems with PhysX tree collisions
:black_medium_small_square:Fixed: Tracked vehicle mouse turning is no longer blocking key turning
:black_medium_small_square:Fixed: Team switch was inaccessible after player died
:black_medium_small_square:Enabled ejection from drowning helicopters
:black_medium_small_square:Fixed: Laser dot not occluded by objects when in first person view
:black_medium_small_square:Changed behavior of PhysX tank without driver
:black_medium_small_square:Fixed: NVG - it was possible to activate even without NVG in inventory
:black_medium_small_square:Radio Protocol message exclusion fixed - used e.g. for combat shouts
:black_medium_small_square:Music from main menu plays even during browsing of Field Manual (simulation no longer paused)
:black_medium_small_square:Fixed: Terrain shader bug on latest NVIDIA drivers (+ slight optimization)
:black_medium_small_square:Fixed: MP CTD when client submit briefing screen via the Continue button
:black_medium_small_square:Firing a weapon produces better color of light
:black_medium_small_square:UI sounds volume driven by radio slider (instead of music previously)
:black_medium_small_square:Removed animals from target list
:black_medium_small_square:Fixed: Voice preview is only played when editing profile

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