Patchday! Arma version 1.54

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Hitpoints

This enhances the lethality of shots to unprotected parts of the body. The general objective is to strike a balance between passive soldier protection and active marksmanship skills. That extra second you invest in the deployment of your weapon or aiming precisely might mean the difference between life and death.

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Inventory slot

It is now possible to manipulate Under-Barrel Grenade Launcher rounds directly in a dedicated inventory slot,

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Improvements to Arma 3’s soundscape
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ArmA 3 Sound Engine Update Details 27.10.2015
https://youtu.be/5EML9Z1lwuw

Eden-Editor
Everyone can contribute small ingame missions.

Every mission is basically a combination of the following:

  • Travel through X
  • Go to X
  • Search for X
  • Destroy X
  • Kill X
  • Clean X
  • Capture X
  • Guide X from A to B
  • Defend X

Where X is either an HVT, VIP, Area or Object.
Chain these together, shuffle them about and you have your missions.

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Stamina

Miloslav Cinko: 
There were always multiple approaches we could take to represent the negative impact of prolonged loaded movement upon a soldier’s effectiveness. Many opinions were shared during development and even the team was divided. Obviously, we were unsure how players would receive these new gameplay-altering mechanics but, thanks to Feedback Tracker, we found out. Feedback from scenario designers, modders and admins confirmed our suspicions that the system was not transparent enough for some (and not a small portion). A dedicated group of designers from various departments, such as Research & Development’s Shobhan Roy and Playable Content’s Thomas Ryan, took on the challenge of revisiting this aspect of the game. We’ve now prepared a new implementation: stamina. This system manages the exhaustion of players during missions. It replaces the current fatigue system, granting the player a little more freedom.
Miloslav Cinko: 
Stamina is represented by an optional UI element, giving players feedback about how much of it is left and what is happening to their avatar in game. Players will be able to choose for themselves whether they will prioritize mobility over protection and supplies. The more a player equips, the less total sprinting time they will have, the easier it is for them to get bigger weapon sway and the harder it is for them to shoot accurately. If players equip too much, their ability to sprint is lost entirely. Recuperation time is constant for any loadout; effectively, this means that players with a heavy loadout or light scouting gear will both recuperate at the same rate, but the scout can sprint for a longer time and will be combat-ready sooner. All sub-systems are interconnected, preserving the complex decision of equipping your character in a balanced manner. The ability to move and act quickly in combat situations is one of the most crucial elements of any skirmish. You’ll now be able to choose your own equilibrium between the ability to sprint for prolonged periods and a loadout that makes the most sense for your soldier.
Miloslav Cinko: 
Overall, the system should be less limiting yet, at the same time, it should still impact gameplay greatly and provide players with more information about their status than the previous system. We also want hardcore communities to have a chance to continue playing in a manner they enjoyed. Our programmers again stepped in and created engine hooks and a series of commands allowing players to approximate the old system instead. We hope this will suit the community and everyone will be able to enjoy our game.
The UI bar was adjusted to not steal too much of the player’s attention, but still provide players with information about their status. Some special actions, like rolling sideways, have a negative impact on stamina now and the weight of equipment was tweaked so that undesired load-outs should not be achievable. BI is also experimenting with jogging draining stamina. A number of noticeable issues snuck into the weapon sway mechanic that BI is not intended, so the most recent focus has been on this mechanic.

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solzenicyn: 
1) Animation slowdown. The more you are fatigued, the more sluggish and cumbersome all your movement becomes. Simple as that. However, not every animation could be slowed down by the same degree without odd side effects. Thus it’s quite tricky to set up the values for every respective animation correctly. If you find out some unexpected motion that goes simply “too slow”, please, let me know. Also I would like to hear from you if the current overall slowing isn’t too much, or if you generally feel that it could be even more severe. As I said, it’s very subjective issue and many different opinions will arise for sure.

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solzenicyn: 
2) Fatigue gain from inventory load. The more you are loaded, the sooner you get exhausted by doing exhaustive actions. I’ve made the progress of fatigue gain from inventory load much steeper to force you to consider your carried equipment with greater care. Let me know if it’s not too punitive, or, if you feel that it could be even more severe.

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solzenicyn: 
3) Weapon sway. Believe it or not, weapon sway behavior is inevitably connected to fatigue. Thus the recent changes will certainly have an impact on it. We wish to improve the sway mechanics even further, so every feedback regarding this issue, regardless if it’s just personal opinion or shooting range testing video, will be also much appreciated.

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Mission updates

  • Removed: sunken missions #AJAW-125
  • Fixed: “Instant-kill” #AJAW-122
  • Patched: Logistics
  • Improved: Counter cheat measures
  • Removed: Random MRAPs
  • Increased: Rearm & resupply radius @ petrol stations (100m) #AJAW-113
  • Price adjustments
  • Thx to RogerSkipop:
    • Removed the duplicate 7.62x51mm 20Rnd Magazine (for Mk18 + some DLC Weapons)
    • Removed the unused Rahim’ 10Rnd_762x51_Mag and Zafir’ 150Rnd_762x51_Box (see SITREP #00102)
    • Fixed a few missing part in the description of some magazines (missing mm, 10Rnd, … cf.https://community.bistudio.com/wiki/Arma_3_CfgMagazines)
    • Fix missing laser batteries when buying a CSAT or AAF Laser
      Designator – Added side info to the “default” NATO Laser Designator name
    • Fix for vehicle interaction via R3F Logistics
      (lifting, towing, moving) not resetting the “DesertedTimeout” of the vehicle,
      which would then despawn immediately after untowing in some circumstances
      (R3F interaction duration > 15 to 45 minutes[/b]
    • Old heuristic is being used for the “enabled” icon in the spawn dialog’ city list

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