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Changelog

Patch notes for the live Arma 2 Warfare mission, newest first.

Dev 2026-07-12 - Everything Since 1.2.0 (test-server dev digest)

  • HEADS UP - This is a development digest, not a live-server patch. It rolls up everything merged to master since the 1.2.0 release three days ago - roughly 55 merges across bugfixes, AI work, economy hardening and new flag-gated content - all currently running and being tested on the experimental TEST server. The headline correctness fixes are verified; a few features are still flag-gated or runtime-validating before they roll out to the live game.
  • FIX - Town garrisons react to the fight again. The town-strength feedback loop was silently broken since the feature shipped - a readback race meant a town never actually registered the strength changes, so its garrison never thinned after losses and never rebuilt over time. It now works: garrisons thin out when a town is worn down and rebuild as it recovers. Verified both on a live round and by a controlled probe.
  • FIX - AI base defenses now man their guns on every boot. When the server started up with no players in yet, the base-defense weapons were placed but never crewed - so a base could sit there with unmanned guns. They now crew reliably on every boot (verified 8 boots out of 8), including base-area server registration so the defenses are tracked correctly.
  • FIX - Buying at a factory the AI is also using no longer breaks things. A mixed player-and-AI purchase at the same factory threw script errors and could stall the AI commander's production queue. Player and AI buys now coexist cleanly at a shared factory.
  • FIX - Rejoining at the very start (slot 1) is solid again. A first-slot player rejoining at initial spawn could hit a broken spawn path - fixed.
  • FIX - GUER Director frozen ledger + late-join catch-up. The Guerrilla Director's ledger of the fight could freeze in place; that's fixed, and mid-match joiners now get a snapshot replay so the resistance layer is in sync for them too, instead of dropping in blind.
  • FIX - Selling your first structure type paid you back. A find/index off-by-one meant the sell-refund was silently skipped for the first structure in the list, so selling it gave you nothing - now every structure type refunds correctly.
  • FIX - Closed two ICBM / SCUD money exploits. The strategic-missile buy/refund path could be worked to mint funds; both cost and refund are now resolved server-side so the balance can't be gamed.
  • FIX - Carrier is capturable from its deck again. A naval-HVT bubble default had made the enemy carrier un-takeable from the flight deck; reverted so you can seize it on foot as intended (from an owner live report).
  • FIX - Tactical artillery no longer crashes a late joiner's menu. Empty artillery arrays weren't defaulted, so opening the tactical menu as a mid-match joiner could throw and break the dialog - guarded.
  • FIX - AI air support flies to the target, not down the roads. Dispatched aircraft were pathing along ground roads instead of heading straight for the objective - corrected, so air responses actually arrive where they're needed.
  • AI - Commander economy respects the tech tree. The AI commander's builds now honour dependency unlocks for units, vehicles and factories, and (owner-directed) an AI team now requires a factory before it can be founded - so enemy rosters line up with what its economy has actually unlocked instead of appearing out of nothing.
  • NEW - King of the Hill payout + live zone marker (Zargabad). The Zargabad KotH objective's rewards were re-weighted toward cash and supply, and the contested zone now shows a live state marker so you can read whether it's held, contested or on cooldown at a glance.
  • FIX - FPV and Steel Rain edge cases. Two FPV drones launched from the same side no longer collide on their detonation token, and the Steel Rain barrage now filters to enemy-side targets and stamps kill credit correctly.
  • IN TESTING - Two more race-condition fixes are validating on the test server. One is the long-standing cause of 'zombie' AI groups that never got cleaned up after town fights (single-writer on the HC team ledger); the other closes a case that could permanently stall an AI team's unit production (atomic release on the build queue). Both are under runtime validation before they ship.
  • FIX - Correctness sweep from the ongoing bughunt. Over a dozen further nil-guard / find-guard / lost-update fixes folded in across the gear-loadout path, UI scripts (disableSerialization), naval CAP pilot fallbacks, unit-purchase and params dialogs, supply and AI-commander fund reads, town-init hang guards, and a garbage-collection fix that stopped spawning a duplicate cleanup object on every player death.
  • IN TESTING (flag-gated, test box only) - New AI-combat content being playtested this round: static base-defense gunners that actually fight back, air-attack gunners (attack-helicopter gunner seats reacting to pushes, plus a Su-34 WSO gunner mount that fires the guided armament), and the town-ledger + garrison link that drives the town-strength fixes above. These are gated on and running on the test server only.
  • TESTING TONIGHT - Combat-scale ladder on the local rig: a new higher-population rung passed, and an even bigger one is borderline on unit movement and under investigation. A garrison-composition lab probe passed - garrison rosters now scale smoothly with town strength (roughly 9 entries at a weak town up to ~57 at a maxed one).
  • TESTING TONIGHT - An armed-defenses soak on the test box at Veteran difficulty with 46-town Chernarus held healthy: the AI-work delegation stayed healthy with about 87% of the load carried by the headless hosts at 200+ AI on the field, holding a stable ~47 fps.
  • UNDER THE HOOD - Added telemetry for how the AI re-aims stalled attacks (assault-retarget) and for the health of the headless-AI workload split (delegation-health v2), activated the WF content-log diagnostics on the live packs, plus a quiescence pin, a patrol-delay nil-guard and a couple of compile/precompile and nearest-objects perf hoists for steadier behaviour over long rounds. Rounded out by a batch of documentation and flag-comment reconciles and a stale-TODO audit.
  • ON THE TEST BOX ONLY (not the live server yet) - the features being playtested this round are static base-defense combat, air-attack gunners, the town-ledger + garrison link that drives the fixes above, and the new delegation-health telemetry. The verified correctness fixes roll out to the live game once this round clears.