1.7.0.13 Experimental Update
Official Development

1.7.0.13 Experimental Update

Arma Platform Apr 2, 2026 20 min read
This article is sourced from the official Arma Platform. View original

Attention Soldiers,

We updated the Steam and Xbox Experimental applications of the game. Along with this Experimental Update, we wanted to highlight a few areas of improvement that we'd like your feedback on, as well as clarify a few things.

Enfusion Update

This 1.7 version of the game comes with a new version of Enfusion Engine, as mentioned by Arma Reforger Project Lead Klamacz in our latest Devsplain video. This may have led people to certain expectations, which we want to address. The Enfusion Engine is still in active development with the goal of making it as capable and optimized as possible for Arma 4. In fact, every Arma Reforger Major Update has come with a new version of Enfusion Engine, and 1.7 is no different. This new version brings many fixes, optimizations, and necessary reworks of systems intended to make the game run smoother and provide a better experience for you.

Xbox Feedback

A major focus point of this update is performance on consoles and hardware resource management. That is why we'd like to ask Xbox players to play Experimental and send us feedback about your experience, so that we can have an accurate and comprehensive image of the game's performance on a scale larger than our daily internal playtests.

While we have made numerous changes and improvements with this update (check out the changelog), we cannot guarantee that this first 1.7 update will fix all issues on console. If it doesn't, we'll continue updating until we have verified that there are significant performance and stability improvements.

Playable FIA

However, it's not all about how the game runs under the hood. 1.7 brings with it a major addition to the game's playable content that many of you have been asking for. FIA is now a playable faction within Conflict alongside previously available US and USSR armies. You are now seeing the first iteration of FIA's implementation. It is still a highly experimental feature and subject to more changes and improvements before 1.7 reaches the Main Application.

The first iteration is fairly simple. You spawn as an ill-equipped guerrilla fighter, and the rest is up to you. Make the invaders' lives difficult, survive as long as possible, loot better equipment, and slow down the enemy's progress. Or maybe create a fragile alliance with one of the opposing factions and help them win the war. You are a resistance fighter, and rules do not apply to you. Use whatever is at your disposal. How you go about resolving the conflict on Arland, Everon, or Kolguyev is entirely up to you. There is no win condition for the FIA faction in Conflict as of yet.

We hope to expand playable FIA further down the line to be able to eventually build hideouts and more.

Please let us know!

We have already received some valuable feedback before you've even had a chance to try playing as FIA on our Discord, but now you can actually try the feature firsthand. We want to know your thoughts on this new feature, as well as your experience with 1.7 overall. Please do not hesitate to send us your ideas, possible improvements, discovered exploits, and other information using our new Feedback Tracker. All of you playing Experimental are a valuable source of information to our designers and devs, and we thank you for your love and dedication to Arma.

Join the conversation in our official Discord.

1.7.0.13 Changelog

Assets

Added: Flags orient along the wind

Added: Added colliders for antenna

Changed: Slightly tweaked eye rotation during blinking
Changed: Added different behavior for the covered cargo trucks. The passengers will now teleport outside and not clip through the tarp
Changed: US AT group RTO changed from scout variant to assault variant. (Scout RTO has a cap instead of a helmet)
Changed: Raised the response index of ConcreteDebris_01_base.et so it is no longer so fragile during collisions with vehicles
Changed: Vehicle engine shutdown user action now requires being held for 0.5 seconds to prevent accidental engine shutdown caused by clicking the wrong user action
Changed: Expanded ballistic table gadget with data about wind corrections, peak altitude, and angle of impact

Tweaked: Increased redline RPM for most engines to improve uphill performance
Tweaked: Minor improvements to helicopter collective logic
Tweaked: Suspension travel adjusted on a few vehicles
Tweaked: Slightly reduced physical wheel size on BRDM and BTR70 to make the tires appear less floaty
Tweaked: Modified glass gamemat on vehicles' windows from 4mm to 2mm
Tweaked: Mass of several vehicles

Fixed: Turret zeroing did not adjust the ADS camera angle
Fixed: Lips skinning artefact fixed
Fixed: Wheeled vehicles were rolling down the slopes when idle, even when using Full Driving Assistance mode (added handbrake assistance)
Fixed: Left hand was misplaced during jump with pistol
Fixed: Vehicle light portals sometimes lacked an intensity source, preventing light portal intensity changes
Fixed: Teleporting a character from a vehicle would sometimes throw them away
Fixed: Mine - Hand animation was broken when arming mines
Fixed: Flare smoke rotation was not working
Fixed: Animated belt system sometimes failed to animate
Fixed: BTR ammo boxes were clipping through the armor, exposing them to being easily damaged, even with small arms
Fixed: Reduced Damage Threshold and Reduction on armored glass now that penetration works - otherwise, glass could be indestructible
Fixed: Ladder exit points in Bunker_SPS were clipped into the floor
Fixed: TransmitterTower_01_medium_base.et (Entre-Deux tower on Everon) action was hard to use
Fixed: Vehicles - Maximum fuel consumption was reached at peak torque RPM instead of peak power RPM
Fixed: Patients and medic should no longer clip with the roof of the UAZ ambulance during the boarding animation
Fixed: 82mm illumination flare smoke disappeared too early
Fixed: 81mm illumination flare effects terminated too early
Fixed: Player sometimes got stuck while exiting some turret emplacements
Fixed: LAV-25 compartments were not water-tight
Fixed: It was possible to deploy sandbags or crew-served weapons on top of vehicles, making them float when the vehicle drove away
Fixed: Soviet sharpshooter harness didn't fit into the vehicle inventory
Fixed: Machine gun emplacements did not have the correct category assigned to them in the Game Master catalogue

General

Changed: Strafing speed and movement inertia tweaked

Added: Bushes slow the player character down when going through them.

Added: Logging of all events when a player is killed
Added: NSV ammo to FIA arsenal
Added: Hiding squad cohesion markers where there is no squad cohesion
Added: Minefields around Udarkin, military base near Ugoldar, Airfield, Villa, Ridge, and other areas
Added: Active AI Limit per faction CLI Param
Added: New button to the map to open the weather report window

Changed: Destruction for destructibles was not allowed if they had any children
Changed: Only one player at a time can use the dismantling user action on compositions
Changed: Repair stations and repair trucks can now provide additional force when unflipping a vehicle, thus allowing you, for example, to unflip a BTR-70 by yourself
Changed: Helicopters now apply the parking brake and go into auto hover if the pilot loses connection
Changed: Player is no longer able to repair or refuel moving vehicles
Changed: When we remove the driver from the compartment, we pull the handbrake
Changed: Standing up animation for the cargo trucks without the full teleport get out

Tweaked: Re-enabled Arsenal function for the Medical kit
Tweaked: Improved projectile simulation to match the world fixed frame

Fixed: Players were unable to disassemble any composition under certain conditions
Fixed: Gadgets in character preview were not being animated properly
Fixed: FIA Grenadier spawned without a map and flares
Fixed: When the player holds the hotkey of the item they already have equipped, the quick slots will show up as usual
Fixed: Reconnecting to a dead character in a vehicle sometimes started a death ragdoll
Fixed: Weapon resting was possible at the same time as changing stance from/to prone
Fixed: Gamepad effects didn't work correctly
Fixed: TrackIR camera overridden when Align Camera was pressed
Fixed: Character clipping through walls in tight places
Fixed: Bugs related to two characters entering one turret at the same time
Fixed: Character's head sometimes clipped through hatches while climbing ladders
Fixed: Grass wasn't flattened in the crouched stance
Fixed: Vehicles without fuel didn't turn off properly for clients
Fixed: It was possible to put vehicles in inventory, turrets in arsenal, and sell supplies as items in arsenal
Fixed: Character desync in unconscious state when teleporting the character from one vehicle to another
Fixed: Bullet penetration thickness override didn't work with non-UTM (i.e., non-mesh) colliders
Fixed: Saved Arsenal loadout not available after player was deleted by GM
Fixed: Commanding menu was not available on hosted games to host
Fixed: Supply caches that were placed too close to each other were registering each other's storage
Fixed: Requests from players who left the game were not removed
Fixed: Players were able to get into the turrets while the composition was disassembled. Now turrets will be locked when action is started
Fixed: Players were able to disassemble the compositions with turrets, even when they were occupied
Fixed: It was possible to steal the saline bag, which was applied to the dead or unconscious character
Fixed: TurretControllerComponent fire mode desync issues
Fixed: Loitering user action desync for reconnecting players
Fixed: Dead bodies on buildings levitated when the building was destroyed
Fixed: Vehicles didn't get damaged by vehicles on fire in their proximity
Fixed: Weapon resting action hint was only shown for weapons with a bipod, and it was shown even when the player wasn't actually able to rest his weapon on something
Fixed: Turret optics misaligned with vehicle when on slope

Playable Content

Added: Playable FIA to Conflict
Added: Voting to relieve the commander of duty

Changed: Added a warning dialog for singleplayer BI missions if the user has addons enabled

Fixed: Legacy Conflict - Player with Renegade rank could not respawn

Added: Support for rally point save/load
Added: Operation Omega - Mark 3 suppressor is now available at the helicopter crash site in Over The Hills And Far Away
Added: The group menu objective is changed when the group task changes
Added: Squad leader can kick members out of his squad, they are then moved to the reserves squad
Added: Added equipment crate to the HQ tents with an entrenching tool, a map, and a compass
Added: Wrench to the loadout of both the US & USSR Mechanized crews
Added: Volunteering for Group Leader can be toggled on/off in game modes

Changed: Combat Ops Kolguyev - Disabled spawn limits on deployed radios
Changed: Vehicle spawners for FIA modified on Everon and Arland (both Legacy and HQC versions) - Unarmed vehicles allowed to spawn to show more transport trucks in FIA supplies area
Changed: Destroy Fuel Tank tasks removed from the randomization
Changed: Game Master "Neutralize" action is now using the "Kill" method instead of setting health to 0
Changed: Sorting of available AI groups in the US living quarters - Fire team is now first to be consistent with USSR.
Changed: Removed preplaced helipads from multiple HQC Conflict versions: Arland, Kolguyev, and Everon. Those are not usable by FIA and only took up space.
Changed: Radio Relay Station can be disassembled by members of the owner faction only when there is more than one relay in such a base or the base itself is marked for deconstruction by the commander
Changed: The journal description for the Fire support request now explains the evaluation better.

Tweaked: Disabled showing faction command category to HQ commander when he is outside of the combat support station
Tweaked: Increased resilience of the US/USSR supply depots
Tweaked: Drop rate of valuable intel increased to 100%, reduced drop rates of medium and highly valuable intel, increased rewards for valuable intel, decreased enemy kill rank progression reward
Tweaked: Seize rank progression reward config integrated rank progression reward info

Fixed: Operation Omega - Mismatch of voiceover and subtitles
Fixed: Operation Omega - Tweak for friendly fire punishment not working properly
Fixed: Operation Omega - It was possible to open the inventory in the cutscene in the mission Light In The Dark
Fixed: Command post present in Construction Truck build menu despite Establishing Bases being disabled
Fixed: Combat Ops Kolguyev - Possible Objectives on the initial screen did not reflect which tasks were actually spawned
Fixed: Very fast supply regeneration in MOBs with supplies auto-regeneration enabled
Fixed: Tutorial - Combat Engineering Build tab froze time
Fixed: Tutorial - Added back tutorial prompt when playing for the first time 
Fixed: Tutorial - Controller - Switching courses in teleport map didn't work well
Fixed: Tutorial - First Aid course - Absence of medical items on the table
Fixed: Tutorial - Missing door in the first starting room of the training
Fixed: Tutorial - Obstacle course and Land Navigation - Opening pause menu didn't stop timers
Fixed: Moved Relay to the non-destructible antenna within the same military complex (BARS communication bunker)
Fixed: Task was incorrectly saved as assigned for all possible executors
Fixed: HQC - Crashing or getting disconnected from the server blocked Commander from regaining the Commander position until the voting cooldown passed
Fixed: HQC - Missing blurry filter in Operations menu when the enemy was close to bases that were far away from the commander
Fixed: The spawning supply and MSAR cost of the saved loadout with items from the pre-defined loadout were incorrect
Fixed: Command post was not closed on Base Dismantle
Fixed: Everon's Saint-Pierre harbor and several others still had checkpoints that could not be dismantled
Fixed: Map markers - It was possible to delete map markers in Combat Ops Kolguyev and Operation Omega missions
Fixed: Game Master deleting his player character was removed from the player group
Fixed: Supplies Transport System - Vehicle Condition Shows Wrong Info on Client
Fixed: Markers visible in cooperative and singleplayer missions
Fixed: Conflict - Incorrectly timed base signal coverage recalculation
Fixed: Editor toolbar actions were not usable in Build Mode and GM (AI waypoints, faction spawn point, etc)

Stability and Performance

Fixed: Character colliding into the standing turret if sprinting before getting in
Fixed: Crash on releasing the navmesh tile and loading it at the same time
Fixed: Crash when streaming couldn't create an entity
Fixed: Crash related to loading UI Prefabs
Fixed: Assert & crash when killing/deleting character
Fixed: Crash when killing/deleting a character after the client reconnected to it
Fixed: Crash when setting signal value
Fixed: World editor - Crash at switching to game mode due to entity icons
Fixed: Possible crash when creating BaseDoorComponentPrefabData
Fixed: Possible crash when destroying BaseLightManagerComponent
Fixed: Several Memory leaks
Fixed: Crash when throwing something without GrenadeComponent as a grenade
Fixed: Crash when checking if an entity can be an explosion member
Fixed: Crash when deleting a weapon with an attachment without InventoryItemComponent
Fixed: Possible fix for crashes during ActionsManagerComponent deletion
Fixed: Crash when saving an individual entity via the script API while registrations were pending
Fixed: Crashes on remote proxy related to weapon deployment when linked while the linked entity was not streamed in
Fixed: Possible crash in FallDamageInspectorSystem
Fixed: Crash in RoadNetworkBuilderTool when reloading a world (or going from Game mode to Edit mode)
Fixed: Crash when trying to get into an invalid compartment
Fixed: Prevent crashes when an invalid action manager index was provided
Fixed: Crash when deleting certain user actions
Fixed: Crash when the current weapon change wasn't properly handled
Fixed: Prevent crashes by disallowing prefabs whose animation graph could not be loaded from spawning
Fixed: Crash when replicating a turret override
Fixed: Crash caused by activating a character without a physics component
Fixed: Crash in desync detection due to an uninitialized value
Fixed: Crash if a destructible was forcefully deleted when changing states
Fixed: Crash in SCR_OnEffect.OnEffect if outMat is accessed
Fixed: Crash on releasing the navmesh resource and loading it at the same time
Fixed: Crash possible when the default hitzone is missing
Fixed: Crash when adding or deleting entities while a save is in progress
Fixed: Destructibles that destroy destructibles on destruction would sometimes cause a crash
Fixed: Crash when destroying buildings due to parenting loops

Controls and UI

Added: Current Group objective in Group Menu

Changed: Layouts for the end screen to fix the cropped text issue
Changed: Icon for Custom Loadout
Changed: Center the camera on the base when opening the building editor via operations
Changed: Switched the advanced keybinding dialog label for the back button from "Cancel" to "Save and close" to reflect better what it does

Fixed: Hold G to "Don't show again" didn't work for HQC hint Support request - Squad Leader
Fixed: Equipping an explosive from quick slots 5-0 would result in the weapon being dropped if the player had it equipped and it wasn't a grenade
Fixed: Group join request tab on the controller
Fixed: HQC - Unavailable request icon stays highlighted when the user closes the map
Fixed: The 3rd person camera free look was not working when in a vehicle

Audio

Added: Radio chatters' improvement sounds for HQC
Added: Swan Lake for Radio Kolguyev
Added: Mouse hover sound to MP browser tabs

Tweaked: Balance for volumes for music in Kolguyev multiplayer scenarios

Consoles

Added: Enabled growable persistent local storage (mod storage) for Xbox: Automatically expands storage from 1 GB to 50 GB - depending on usage.

AI

Fixed: The static machine gunner approached from the back was not reacting to enemies
Fixed: Improved AI character's traversal of small doors
Fixed: AIs were having difficulties crossing sliding doors
Fixed: Commander could bypass the world AI budget
Fixed: AI patrol state was not properly saved on bases
Fixed: AI - FIA reported 'Neznámý stan' when an enemy is detected
Fixed: AI spammed door actions because it didn't detect the open state correctly

Workshop

Changed: Addon uploads failing with Cloudflare 524 errors - Uploads now use chunked transfers with automatic retry per chunk
Fixed: Integrity validation crash
Removed: MANW Workshop Tab

Multiplayer

Added: Server setting for 3rd person driver only
Added: A SHUTDOWN save point is created automatically now on graceful exit
Added: -persistenceDiag options "logs" and "menu" to selectively auto-enable them. Both get activated by default if no argument is passed

Fixed: A graceful exit now awaits completion of any in-progress running persistence system save operation
Fixed: Chat messages legally containing \n character were not properly passed through the profanity filter that used it as a data separator
Fixed: Birds didn't work properly after server restart
Fixed: In MP, some elements of the weapon UI would switch to the freshly taken weapon, despite it not being equipped
Fixed: HQC - Client rejoined the wrong group on DS Reconnection
Fixed: It was possible to bypass the cooldown on vehicle purchasing in conflict
Fixed: High ping or server issues could allow the player to spawn multiple vehicles before the cooldown kicked in
Fixed: Changing fire mode in turrets sometimes caused desync issues
Fixed: Camouflage face paint was not working for the clients

Modding

Removed: PersistenceSystem.TriggerSave, use SaveGameManager APIs instead
Removed: PersistenceSystem.PauseTracking and ResumeTracking. Use Start/StopTracking with the new data release parameter instead
Removed: SetActionDuration removed. Configure it via config only
Removed: Deleted SCR_SalineBagStorageSlot.GetItem(), as GetAttachedEntity() should be used instead

Added: BackwardsCompatiblity.c for Serialization plugin modding users
Added: Option for modders to disable a specific predefined group and group role preset
Added: ForceLocalScope for easier handling of scopes
Added: In faction configs, it can be set whether tasks are enabled for this faction (whether a faction should receive tasks)
Added: BaseMagazineComponent.GetAmmoType() to access magazine config information easily
Added: CompartmentAnimationComponent, which should be used as an animation component for compartments. VehicleAnimationComponent and MortarAnimationComponent inherit from CompartmentAnimationComponent
Added: Gamecode FireModeManagerComponent for proper MP synchronization (SCR_FireModeManagerComponent now inherits from it)
Added: Projectile Wind Table config for ProjectileMoveComponent
Added: Ragdoll can now be reactivated. Also, CharacterControllerComponent::Ragdoll method now has an optional bool to reset ragdoll time
Added: PersistenceSystem.CommitStorage and ClearStorage APIs for expert users, manually controlling the underlying storage mechanisms
Added: Scripted OnDelete event to GameComponent
Added: Separate uphill/downhill shifting factors for CarController
Added: Workbench: CSV import now supports comma-separated values
Added: more DamageArea script API
Added: Expanded the SCR_DeployableVariantContainer by adding an option to define a surface validation class, which will also be called when the item is being placed via the entrenching tool deployment mode
Added: Added script invoker callbacks to the TimeAndWeatherManagerEntity, which inform proxies when weather changes, or when GM overrides wind speed
Added: DamageManagerComponent.GetHitZonesByID as well as SCR_DamageManagerComponentClass.GetGroupHitZoneIds for quicker fetching of hit zones - When a character's limb hit zone is destroyed, then it will pass the damage to other hit zones within the same group, or to the chest hit zones if all other group members are destroyed
Added: OnDelete event to GameComponent
Added: Added a plugin for generating projectile wind data in the world editor
Added: Resource name container for storing ProjectileWindData in ProjectileMoveComponent
Added: An optional float was added to CharacterControllerComponent::Ragdoll method to reset and extend the ragdoll time

Changed: Overhauled OnDelete to use the GameComponent's method. May introduce regressions in mods that were relying on previous individual (usually unused) OnDelete methods
Changed: Reconnect system was rewritten to offer more modding capacity
Changed: Trigger component offset was changed from float to a vector3
Changed: Changes for out-of-vehicle teleportation for characters. A new point info is added to the compartment to handle character ejection-related teleportation better. Interrupted vehicle entry animations will prefer entry point info to exit point info from now on
Changed: SCR_DestructibleBuildingComponent requires SCR_DestructibleBuildingEntity to function
Changed: Shooting replicated projectiles is no longer possible unless they were already a child of the weapon hierarchy (e.g., like it is with projectiles with MagazineInMagComponent)
Changed: Obtaining save game data from the SaveGameManager is now an async process with scripted callbacks
Changed: SaveGameManager will no longer delete data for -loadSessionSave specific IDs passed
Changed: PersistenceSystem.SetId will now automatically register the instance if necessary
Changed: Hit zone configs meant to internal parts of the vehicle now pass damage to the default hit zone by default, and only FuelTank_TruckCargo.conf uses the pass to root option
Changed: Updated SCR_InventoryStorageManagerComponent to use the new CharacterControllerComponent.ReplaceEquippedItem() for replacing the currently equipped weapon
Changed: GUID of SCR_CampaignBuildingDisassemblyUserAction in CompositionBase.et changed from 5D66ED1086234C38 to 66F87AAA0DDFF5C3, as now it is using a config - FreeRoamBuilding_Action_Disassemble.conf
Changed: Signature of AssignCallGroupCallsign method now includes the group
Changed: SCR_AvailableActionsCondition.IsAvailable now has a data param marked as notnull to remove the necessity for null checking the data
Changed: Renamed SCR_HoveredEntityHasFlagsActionComponent and SCR_HoveredEntityIsLockedActionComponent to SCR_HoveredEntityHasFlagsActionCondition and SCR_HoveredEntityIsLockedActionCondition respectively
Changed: SCR_Faction.GetRankName() is moved to SCR_Faction.GetRanks().GetRankName()
Changed: SCR_CharacterControllerComponent.StartLoitering() - one argument was added; mostly, you need to just add 'null' as the first one.
Changed: Void SetTransform() changed to bool SetTransform(). Taking a return value from the super method is enough most of the time.
Changed: SCR_RadialMenuController.InvokeOnInputOpen() now has no argument; just replace it.
Changed: SCR_BinocularsComponent.IsZoomedView() and some other binoculars methods were moved to SCR_PlayerController (e.g. SCR_PlayerController.s_pLocalPlayerController.GetIsBinocularsZoomed())

Tweaked: Improved the condition for despawning projectiles that are out of the world bounds (not deleted through the top, or when entering through the sides)
Tweaked: Moved Wheel setup of LAV-25 into config for easier editing
Tweaked: Some vehicle components are now obsolete

Fixed: Custom damage states should work fine if the damage state thresholds array is populated based on the order of custom state members in EDamageState
Fixed: Crash when generating ballistic table data
Fixed: SaveGameManager was not handling autosave interval of 0 as disabled correctly
Fixed: GamemodeStorage is now fully functional
Fixed: Persistence config was not retrieved and set correctly on the script API, and could lead to crashes
Fixed: Overrides of the static method GetArsenalLoadoutComponentsToCheck in modded instances of SCR_ArsenalManagerComponent were not called
Fixed: SCR_PlayerIdentityUtils.GetPlayerIdentityId was returning mixed-case IDs
Fixed: Script invokers for RadialMenuControllerEvents had a defined signature

Removed: CommunicationSoundComponent.GetMetadata and HandleMetadata

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