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The Unknown Ghosts

Arma II - v1.02 Patch Released


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The latest v1.02 patch for Arma II has now been released after yesterdays announcement about what the patch may contain.

 

Details and download links below:

 

Arma 2 - Game Updates

 

How to install the patch

 

- Run the patch setup executable, the patch is then applied automatically.

- It will install the entire contents of the patch to a folder within your ArmA 2 installation (default is C:\Program Files\Bohemia Interactive\ArmA 2 or Bohemia Interactive\ArmA2).

- Please note that it is NOT possible to rollback to a previous version after the installation of this patch, only a full reinstall of the game is possible.

- It is not recommended to use any savegames created in versions 1.00 or 1.01.

 

Version 1.02 Highlights

 

- Improved AI driving skills

- Lowered enemy AI skills for regular and recruit difficulty levels

- Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls

- Fixed multiplayer session NAT negotiation

- Improved game stability (various crash opportunities fixed)

- Multiple save slots supported

- Improved terrain shape beyond map borders

- Various campaign and localization fixes and improvements

- Modules (F7) support added in the Mission Editor

- Added option to disable various post-process effects (bloom, blur etc.)

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Full changelog:

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Engine

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* Multiple savegame positions allowed.

* Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles).

* Multiplayer server browser enlarged.

* Improved steering for car.

* Improved mobile artillery simulation.

* Improved terrain shape beyond map borders.

* Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.

* Added UAV camera stabilization.

* Indication of player connection status in list of players (Diary).

* Possible to connect to server with template-based MP scenario.

* Repeated weapon change command fixed in radio protocol.

* Game no longer crashes when copying a linked trigger in the Mission Editor.

* Different radio notification of multiple units attacking.

* NAT negotiation issue removed (different negative sign cookie on client and server).

* Fixed possible crash after or during Get In in multiplayer.

* Improved transfer of building destruction in multiplayer.

* Fine surface information are now properly used for surface properties.

* Destroyed targets are no more massively reported after player has left the vehicle.

* Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored).

* VON no longer crashes the game in certain circumstances.

* AI sprinting on the spot removed if route was planned across the roof.

* Server shown as passworded in Server Browser when passworded or locked.

* Improved functionality of Get In command if player is vehicle commander.

* Swimming soldiers no longer drop inventory items.

* Swimming players cannot use Gear dialog.

* New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc.

* Fillrate optimization in Video Options is now defined via combo box.

* Improved light count optimization (should help performance when many distant lights are present).

* Low-frequency effect (subwoofer) improved.

Scenarios

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* Added or fixed markers in pre-mission briefings in various scenarios.

* "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed.

* "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbour if strong enough to continue.

* "Trial by Fire" script error fixed.

* Campaign: Time flow screen added to scenario intros.

* Campaign: "Murder" mission ends are now triggered also when firing from a vehicle.

* Campaign: Multiplayer info for all campaign scenarios added.

* Campaign: Scene-specific sound entities are deleted after end of a scene.

* "First to Fight" campaign scenario:

* Shooting range bug fixed.

* Officer's speech has titles added.

* "First to Fight" campaign scenario: O'Hara animation speed fixed.

* "Into the Storm" campaign scenario: Conditions of interaction with civilians improved.

* "Razor Two" campaign scenario:

* Mission-failed end now performs correctly.

* Razor members cannot use UAV during conversations.

* "One Week Later" campaign interlude: Conversation more logical.

* "Manhattan" campaign scenario:

* Animations of ambient people improved.

* Task waypoint for main task positioned better.

* Insurgent animations after death disabled in scene.

* Civilian woman stuck near transport prevented.

* Reinforcements navigation fixed.

* "Bitter Chill" campaign scenario:

* Conversations and broken mission flow fixed.

* Accidental death of Cpt. Shaftoe after a scene prevented.

* Improved positions of several killed unit.

* Radio chatter disabled where disturbing.

* "Badlands" campaign scenario:

* Ending and conversation flow fixes.

* Scene of talking to locals improved.

* "Dogs of War" campaign scenario:

* Insurgent leader presence now logical.

* Several story-related vehicles are now properly usable.

* Initial conversation work in multiplayer.

* "War That Never Was" campaign outro: Amount of units decreased, behaviour improved.

* AI grouping prevented in team deathmatch and deathmatch scenarios.

* Module for limiting area of operation script fixes.

* Recomposed fortifications and minor fixes in Warfare.

* First-aid module performance improvements.

* Language and gameplay fixes in multiplayer and singleplayer templates.

Art/Environment

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* Changed lighting values for early morning and dusk.

* Improved wheeled vehicles turning definitions.

* Utes: Improved carrier deck collision shape and F-35B geometry.

* Gas stations on map can now refuel nearby vehicles.

* Minor object fixes on Chernarus map (traffic signs tweaks, small objects).

* Added small signs to Chernarus map.

* Less frequent occurence of thunderbolts.

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