Arma Reforger Update 4 Patch Notes (v0.9.5.97) – July 13, 2022
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A new Arma Reforger update 0.9.5.97 is rolling out on PC(Steam). According to the official Arma Reforger patch notes, the latest update brings various tweaks and changes. Arma Reforger game servers will go down at 12:00 – 15:00 CEST.
Unfortunately, since the last patch, players are facing a number of problems with the game. Today’s Arma Reforger patch 0.9.5.97 will fix a few of these issues.
Read more details below.
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Arma Reforger Patch Notes – July 13, 2022
Multiplayer
Fixed: Improvements to door network synchronization
Fixed: Explosion projectiles applying damage to multiple items was optimized
Fixed: NwkMovementComponent extrapolation would work with the previous value rather than the latest one
Tweaked: Logging RplId of nodes that could not be found during creation
Tweaked: Added a note regarding prefab entityID network serialization
Added: Streaming all content of the current cell first logic
AI
Fixed: AI getting stuck in aiming after an attack and investigating
Fixed: Rotation of AI when provided with a lookAt location
Added: New navmesh area type for ladders
UI and Localization
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Fixed: Disabling and enabling a dependency of a mod showed a wrong confirmation dialog
Fixed: Faction attribute now supports other entities that use the faction controller
Fixed: Author name in the loading screen
Fixed: Multiple strings for localization
Fixed: Login dialogs need the player’s email instead of their username
Fixed: Opening the context menu by clicking RMB on an entity did not hide its tooltip
Fixed: Script error when opening the entity browser
Changed: Kick notifications now state the reason why the player was kicked (if it happens through player interaction, e.g. a vote to kick for excessive teamkilling, etc.)
Changed: Debug info in entity tooltips is now based on the debug menu
Changed: Visuals of VON UI unified with other HUDs and simplified; the whole widget is about 25% smaller in both X and Y axis
Changed: Icon indicator for continuous transmission changed to “lock”
Added: Feedback Tracker link to the community section
Game
Fixed: Opening the inventory now pins a grenade instead of throwing it
Fixed: Camera shaking when the player would melee while in ADS
Fixed: Set ‘draggable’ to false on all arsenal, ammo, equipment boxes; block users from moving boxes into vehicles/inventories
Fixed: Dropping a transmitting radio would not end the transmission
Fixed: Spawning inside radio operators
Fixed: AI could block construction sites
Fixed: In some cases the building process was not blocked for the player when building was in progress
Fixed: Reloading while holding the fire button does not break the reloading animation anymore
Fixed: Changing fire mode cancels weapon firing to prevent ‘full-automatic shooting’ with semi-automatic weapons using rapid fire mode changing
Fixed: The death camera was not following the player character
Fixed: Toggling between Picture-in-Picture and 2D scopes should no longer cause issues
Fixed: PiP HDR possibly using an improper camera index
Fixed: VME when swapping PiP scopes
Fixed: Correct collider materials assignment and fixes to hit effects and decals on the municipal office building
Fixed: Complex loadout compositions may break if inserted via a request spawn item, as an entity needs a HierarchyComponent in order to be parented via the SpawnParams Parent property
Hotfixed: Ragdoll Y position not synchronized when streaming ragdolls in
Tweaked: Shaking of the turret in ADS while rotating it or the vehicle moving
Changed: Door component disabled for Door_FactoryHall_E_01_Elevator
Changed: Map deactivates/activates the player camera when it opens/closes
Changed: Rocket M72 with a new model and rig (fixes sticking out fins)
Backend
Fixed: HTTP response queue depletion, when joining to / disconnecting from a modded server
Fixed: Potential Workshop crash
Fixed: Backend – Crash when someone exceeds the data size and JSON creation fails during Save or Upload
Fixed: Checking ping before entering the server browser
Tweaked: Backend – Service status test time value reset on errors
Tweaked: Backend – Removed the SetFailed() state from OnErrorHandling response callback as it was redundant and called already
Tweaked: Support for deleting mods (API)
Changed: JsonApi buffer for local saves increased to 1MB
Changed: Backend – Environment connecting process for clients to be infinite, which allows re-connecting when there are temporary connection issues
Changed: Backend – Refactored Error + Timeout calls to get rid SetFailed() + SetTimeouted()
Changed: Backend – All possible JSON parse errors in WorkshopApi result in a failed state
Added: Backend – IsInitialized() API function to indicate an environment load is being processed
Added: Hiding an author’s content request
Added: Author is blocked API
Added: BattlEye server filter with icons and a localized string
Added: Server browser kick dialogs fallback to error group
Modding
Fixed: BaseWorldAPI::ProjectViewportToWorld missing one parameter in the script declaration
Fixed: Pivot ID not being applied to camera transformation in PiP scopes
Changed: Only allow CharacterAnimationComponent on ChimeraCharacters
Added: Option to set PiP camera angles for specific kinds of optics
Game Master
Fixed: “Clear all destroyed entities” action deletes destroyed vehicles now