Beiträge von z13l5ch31b3



    WAR ON THE HORIZON
    [size=36pt]TANOA[/size]


    Welcome to Tanoa – home to lush tropical vegetation, unique landmarks, a rich history, and imposing man-made feats of modern engineering. Walk, swim, drive, fly, and sail your way across over 100 km² of the South Pacific archipelago.
    [img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_01.jpg[/img][img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_02.jpg[/img][img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_03.jpg[/img][img width=300 height=169]http://arma3.com/assets/img/post/thumbs/arma3_tanoa_screenshot_04.jpg[/img]



    Situated in the South Pacific, the island province of Tanoa is one of many that, together, compose the Horizon Islands – an independent island nation with historic ties to both East and West. Formerly an outpost belonging to the Empire of Japan, before its liberation by US Marines in 1944, evidence of a long history of conflict and turmoil can still be found dotted across the island – relics from times long-since passed.


    Nowadays, Tanoa thrives off rich deposits of rare earth metals exported the world over, but controversy and civil unrest have long surrounded these efforts due to the perceived social, economic and environmental impacts of their exploitation. Tanoa is also believed to be a hub of illicit trafficking in the Pacific, but no formal charges have ever been raised.


    In 2035, Tanoa continues to enjoy a prolonged period of apparent peace and prosperity, but the volatile geopolitical situation on the world's stage threatens to destabilize the region, and plunge it into darkness once more.


    http://youtu.be/5aHxziH5l0g?t=15#ws


    Tanoa will be available as part of an upcoming expansion for Arma 3. The expansion is currently scheduled for release in the first half of 2016 and will be distributed as DLC for the base Arma 3 game. More information about the expansion will be shared at a later date.
    Quelle


    ...geh jetzt pvp machen


    Also als ich vor ein paar Jahren mit DayZ angefangen habe, war mein Ziel ungesehen an nem Z vorbeizukriechen.
    Klar hat sich die Sichtweise schon etwas gedreht, wenn auch nur das ich jetzt (aus ggbenem Anlass) mehr auf Spieler achte als auf Zs. Trotzallem geht es für mich mehr um PvE² (Player vs Environment /KI&nicht verhungern). Wenn ich dann solche Shoutouts lese wie dein Zitat oben, bin ich echt nicht bös' drum das nurnoch 1/3 der Spieler da sind.


    Und dieses gehate wie schlecht welcher Patch ist, wie unfähig doch die Devs sind, wieviele Bugs mit jeder 'Neuerung' hinzukommen, wie kacke die FPS und die Engine sind, wie wenige Spieler durch 'verpatchte Updates' übrig sind -langweilt mich. Fast genauso viel wie die PvPler die meinen DayZ ist ein Arcadeshooter.


    Noch etwas zu den Hatern der Patches: Bugs die enstanden sind in Patches, auch offensichtliche, werden nicht ausgebügelt weil der entsprechende Content quasi 'Placeholder' sind. nd bevor die Devs 2 mal Hand anlegen an bestimmte Dinge, lassen sie es weil sie wissen das entsprechendes in folgenden Patches ersetzt wird.
    Das nicht immer alles rund läuft (wie jetzt zum Beispiel das Zs zum Teil wieder durch geschlossene Türen laufen) wird wohl einen Grund haben (evtl die krabbelnden Zs, wo sich das Pathfinding dadurch etwas verhackstückelt hat und auch auf andere Zs auswirkt, wird wohl entsprechend gefixxt werden) kann man auch gar nicht erwarten. Packt euch mal am Schopf und reisst euch zusammen.



    [img width=512 height=462]http://m.memegen.com/wnkwqq.jpg[/img]


    Du hast auch verpasst den ersten Text zu lesen :))


    Also Erstens mal, heisst average = durchschnittlich,.... da stellt er im Panic-Post (also dem Startpost) schonmal zwei völlig falsche Zahlen ggüber.


    Im März waren es durchschnittlich nämlich 13k Spieler. Keine 29k.


    Dann sehe ich in der Arma3 Statistik seit Anfang 2015 einen pi-x-daumen Durchscnittszähler von rund 18k. Also im Arma3 Bereich ist alles Business-As-Usual. Wenn ich mich da irre korrigier mich.


    Wenn er nun bemängelt hätte das nurnoch 1/3 der Spieler (in einem 3 Monatszeitraum) spielen, würde ich dem vollends zustimmen. Das sagt auch die Statistik.


    Und nun nochmal meine Frage... what the fuck hat die A3 Statistik mit der DayZ Statistik zu tun. Aber lies du ruhig nochmal das Eingangspost.



    PS: PEAK gibt die höchst gezählte Spielerzahl im Monat an

    FROM: Project Lead
    TO: Arma 3 Users
    UNIT: Main Branch
    ACTIVITY: Game Update: 1.46 (Enhanced BattlEye Protection, Explosives SFX Tweaks, Vehicle Weapon SFX Tweaks)
    SIZE: ~1014 MB / ~420 MB
    NOTES


    Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
    Consider defragmenting your HDD after downloading large updates.
    A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.44). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy144
    You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version).
    Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780.


    NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2015 NVIDIA Corporation. All rights reserved.


    CHANGELOG


    Fixed: Rabbit infestation on both islands
    Fixed: Missing UGL recoil
    Fixed: ATRQ of Taru should no longer be easily destroyed while Sling Loading
    Fixed: Incorrect injury materials for some faces with camo paint
    Fixed: Raised / kneel transition while sprinting with binoculars (http://feedback.arma3.com/view.php?id=23964)
    Fixed: Skinning on the central upper chest of the diver
    Fixed: The "grabCarry" action causing players to get stuck in the animation (http://feedback.arma3.com/view.php?id=23918)
    Fixed: Gorgon APC can no longer drive on the seabed and floats instead
    Fixed: Functions BIS_fnc_3dMarkers and BIS_fnc_sharedObjectives are now properly terminated if the Shared Objectives (and new 2D / 3D task icons) are not active
    Fixed: Carrier Lite (Black) vest now has the correct model
    Fixed: Fighter Chest Rigs variants renamed to Chest Rigs
    Fixed: Vehicle rotation and velocity is now reset upon opening the Garage interface
    Fixed: Keyboard shortcut for opening DLC Content Browser is now properly mapped in all keyboard presets
    Fixed: It wasn't possible to recompile single mission-specific functions (http://feedback.arma3.com/view.php?id=24080)
    Fixed: There were multiple footsteps after treating other soldiers (http://feedback.arma3.com/view.php?id=23875)
    Fixed: MP script framework issues
    Fixed: Deleted routes to non-existed samples
    Fixed: Zeus - Player spawning causes dummy riflemen to appear at [0, 0, 0]
    Fixed: Animations for 80 / 90 variants of Weapon Deployment
    Fixed: Missing FD / TT word localization
    Fixed: Politely asked the Time Trial Marshal to resume firing his Starter Pistol
    Fixed: Stance indicator arrows in prone and crouch stances
    Fixed: Wrong updating of base class in RTP by Remote Designators
    Fixed: Playground Slide caused weapons to use building attenuation while sliding
    Fixed: Strange convex component warnings on various models of structures
    Fixed: Speed and altitude indicators displayed during free fall
    Fixed: Player can now vault (step over) while standing with binoculars (http://feedback.arma3.com/view.php?id=24133)
    Fixed: Some parts of the VR MRAP Target were producing dirt particle effects when shot
    Fixed: AAF Speedboat has proper tracers on the rear turret
    Fixed: Darter pilot should only have a compass available, not a radar
    Fixed: Soldiers in cargo positions of the HEMMT and Tempest transport trucks had their legs colliding with their body or hovering in air (http://feedback.arma3.com/view.php?id=23902)
    Fixed: Launcher bug
    Fixed: Usage of the playMove command to switch to warming-up animations in End Game scenarios
    Fixed: Zeus player ignores initPlayerLocal.sqf
    Fixed: When the Zeus Game Master module was deleted, its script kept running (thanks MDCCLXXVI for the report)
    Fixed: Even pilots have proper memory points for legs (http://feedback.arma3.com/view.php?id=20761)
    Fixed: It was possible to remotely rewrite BIS functions by inserting a 'recompile' property. This is now disabled; the property is now accepted only by root functions.
    Fixed: Static weapon AI sensing put on par with normal soldiers
    Fixed: Hummingbird FM hint is not marked as Helicopters DLC content anymore
    Fixed: Switching between erect / kneel stance no longer stops character movement (http://feedback.arma3.com/view.php?id=23964)
    Fixed: Rifle bug for civil sprint
    Fixed: Splendid camera no longer breaks unitPlay scripts
    Fixed: Added proper ladder to big industry pipe construction (http://feedback.arma3.com/view.php?id=24242)
    Fixed: Mines as vehicles have at least some simulation to prevent RPT warnings
    Fixed: AI is willing to use Laser Designator from bigger distances
    Fixed: Wrong animation was played while accessing UAV terminal while the character is a Mk6 Mortar gunner
    Fixed: Bad transition between kneel / erect pose and vice versa while sprinting with binoculars
    Fixed: Missing string warning (string was never seen by player)
    Fixed: Possible fix of RPT warning message about missing inventory item
    Fixed: FTW has taken their SUV back for maintenance of ARB which caused some malfunctions at low speeds
    Fixed: Cropped names of certain hints in the Field Manual
    Fixed: Transition between kneel sprint and going prone
    Fixed: Problem with variable mismatch
    Fixed: Splendid Camera bank angle was set to incorrect value when looking straight up or straight down
    Fixed: Time acceleration before entering Splendid Camera is restored after exiting it (before it was set to 1)
    Fixed: Kart-based Time Trials were executing a few helicopter-specific operations
    Fixed: Icon of the remote laser designator backpack
    Fixed: Tracer color of the Mi-48 Kajman cannon
    Fixed: Muzzle axis of Sandstorm was misaligned a bit
    Fixed: Destroyed front gun on speedboat now goes properly sad panda (http://feedback.arma3.com/view.php?id=24088)
    Fixed: Missing semicolon in CoF: Orange 1 configuration
    Fixed: Background color of mouse acceleration setting
    Fixed: Player can no longer reload with hands tied behind back (state "Acts_AidlPsitMstpSsurWnonDnon_loop" and its "Acts_AidlPsitMstpSsurWnonDnon01" - "...05" variants)
    Fixed: Hand twitching after prone unarmed / binoculars in hand roll
    Fixed: Suffix of a texture for particle effects
    Fixed: Grenades sometimes could not be taken from the grenade ammo boxes (MP Bootcamp)
    Fixed: Play button is now focused when the game is launched
    Fixed: Display of magazines in weapon holders was inconsistent
    Added: New audio samples for Offroad HMG, Static HMG, vehicle HMG (Speedboat / Hunter / Ifrit / Strider). All samples have short, tail, close and distant variations.
    Added: New audio samples for Explosive charge and Claymore
    Added: New audio samples for grenade and launcher explosions and impacts on surface
    Added: New sounds for 35mm autocannon (Cheetah, Tigris)
    Added: Short / tail and distant variants of vehicle weapons
    Added: New samples for M134 minigun 7.62mm (Pawnee)
    Added: New samples for 6.5mm minigun (Huron)
    Added: Whiteboards to Purple FD CoFs
    Added: buoyancy property to weapon-related models that should have buoyancy simulated
    Added: Field Manual fail-safe of logical sorting for hints that don't have the logicalOrder variable defined
    Added: Even autonomous static weapons may be reset if they flip
    Added: Auto-hover info added to UAV controls in Field Manual
    Added: Waypoint icons for custom waypoints
    Added: Unarmed crouched sprint
    Added: Unarmed erected sprint
    Added: Zeus hard-coded availability check, to ignore scripts for Zeus players
    Added: It's now possible to disable "XXX is now Zeus" notifications by calling: <curatorModule> setVariable ["showNotification", false]
    Added: New parameter for servo vertical movement and linked a new sound
    Added: Animations of kneel sprint for unarmed / binoculars in hand (http://feedback.arma3.com/view.php?id=23964)
    Added: Respawn positions which have enemies nearby are marked in the respawn menu in its list box entry and on the 2D map
    Added: Turn out animation set for AFV-4 Gorgon
    Added: Separate animations for kneel / erect sprint with binoculars (http://feedback.arma3.com/view.php?id=23964)
    Added: Selections for changing of the texture for the TRG family of weapons
    Added: Missing return values to script functions for structures and replaced plain function parameter loading by safer BIS_fnc_param where appropriate
    Added: hiddenSelections to Zafir, ABR and Rahim
    Added: Icons for the OPFOR and AAF NVGs
    Added: Animations for prone roll (left / right) with binoculars in hand (http://feedback.arma3.com/view.php?id=24275 / http://feedback.arma3.com/view.php?id=23964)
    Tweaked: Slightly increased armor and mass of Pilot Helmets, Helicopter Pilot Helmets and Helicopter Crew Helmets to better match their models
    Tweaked: Audio samples for launcher and grenade explosions
    Tweaked: Command setOwner replaced by setGroupOwner for units in Support scenarios
    Tweaked: Functions BIS_fnc_getCargoSlots and BIS_fnc_countCargoSlots re-factored to fix the issue related to copilot seats and FFV
    Tweaked: Reworked accuracy parameter for House / House_F / House_Small_F, Ruins / Ruins_F, Wall / Wall_F, Church / Church_F, Wreck_Base / Wreck_Base_F base classes
    Tweaked: Campaign hub - interaction with the equipment pool through the briefing menu is now properly covered
    Tweaked: Better usability of sitting with tied hands / warming up (Marksmen scenes) animations
    Tweaked: Substantially increased overall performance of Wipeout and Neophron cannons so they are now able to properly damage even heavily armored vehicles ([url=http://feedback.arma3.com/view.php?id=19993,]http://feedback.arma3.com/view.php?id=19993,[/url] http://feedback.arma3.com/view.php?id=22146)
    Tweaked: CfgPatches purge
    Tweaked: There should no longer be classes with model = bmp;
    Tweaked: Localized Open Parachute action
    Tweaked: Volume of reload audio sample for tanks
    Tweaked: In the campaign, vehicle randomization is now handled by the VhC system
    Tweaked: Whiteboard of the Green FD CoF
    Tweaked: NVG goggles are not unassigned from players when they enter the hub (in the campaign)
    Tweaked: Decreased update rate of BIS_fnc_moduleZoneProtection
    Tweaked: Kestrel populations have been adjusted to match rabbit populations
    Tweaked: MAR-10's optics proxy moved to have bigger scopes slightly further from the soldier's eye
    Tweaked: Kir's side attachment proxy moved slightly forward, so the attachments won't collide with the soldier's hand
    Tweaked: Disabled Time Trial achievement tracking in cases where it was redundant
    Tweaked: Reduced shininess of the soles of ghillie boots
    Changed: Minimal weight for an object to be Sling Loadable
    Changed: VR vehicle targets are now static objects, meaning no PhysX behavior
    Changed: Removed weapon info from unarmed vehicles
    Updated: NATO helmets refactored: there are now three types – Combat Helmet (former ECH), Enhanced Combat Helmet (former SF Helmet), and Light Combat Helmet (former ECH (Light)) in six color variants (plus camouflaged version of the Combat Helmet). Snakeskin and Sand variants of Enhanced Combat Helmet are new.
    Removed: Old uiPicture definition to prevent a "member already defined" startup error
    Removed: Obsolete Cyrus icons
    Removed: Parameters title from description (each sub-function has its own parameters)
    Removed: class property from GH_Fountain_F.p3d


    End Game


    Fixed: When a player state changes (dies / respawns / incapacitated / revived), the UI update is only send to players of the same side
    Fixed: Initial Arsenal camera location and rotation
    Fixed: Carrier could leave the AO and hand the scenario; now the scenario ends with the carrier side being the loser
    Fixed: Log of player UID onPlayerConnected
    Fixed: Script error related to BIS_fnc_loop
    Fixed: Wrong conversation would be played when the last phase would start
    Fixed: Intel objects that are “Instant Download” could never be destroyed, even after one of the sides downloaded from them
    Fixed: Error during downloading Intel
    Fixed: The Officer objective had ImmediateDownload as false
    Fixed: ImediateDownload > ImmediateDownload
    Fixed: Error during downloading Intel
    Fixed: GetSideCompletedObjectivesCount would always return 0
    Fixed: GetAllObjectives would return an empty array on non-server machines
    Fixed: Items can be put inside the Arsenal box, but not taken back
    Fixed: Items can be put inside containers, but not taken back
    Fixed: Download icon would be visible on download objects even when it was not possible to download
    Added: Color to task type icon
    Added: After establishing the FOB, a marker is created at its location in the map
    Added: WarmupDelay property added to Objectives Instance Module and it sets the time players have to wait during the warm-up phase
    Added: Caching of shared tasks for shared objectives
    Added: Vehicles now enter the respawn sequence after taking a hit which immobilized them
    Added: Debug print to monitor network traffic
    Added: Vehicle Respawn Module can now respawn vehicles which are not destroyed but are immobilized
    Tweaked: Command sleep replaced with uiSleep to allow BIS_fnc_setTaskLocal execution even on the briefing screen
    Tweaked: Respawn menu load-outs for both sides configured
    Improved: Arsenal is now preloaded on mission start
    Improved: Download with multiple players
    Improved: Placement, legibility, and functionality of incapacitated screen elements
    Optimized: MiddleGame objective tasks was sending data which did not change


    Revive:


    Fixed: Disabling HUD show group would break Revive functionality
    Fixed: Incapacitated Post Process effects are now visible with NVGs equipped
    Fixed: respawnOnStart values other than -1 did not work correctly
    Fixed: User-defined delays accidentally set the default force respawn delay to 0 seconds
    Added: Scripted event handlers for entering and exiting the incapacitated state
    Improved: Now possible to set custom revive, force respawn, and bleed out delays
    Removed: Obsolete RscKeyHold resource


    Dynamic Groups:


    Fixed: Order of members after promoting a player
    Fixed: Script error when a player disconnects / connects while the UI is open
    Fixed: Group could become invalid after promoting a player
    Fixed: Wrong color of player icon in groups tab after joining other player group
    Fixed: If a group leader was editing the group name and an update would happen, he would lose the content he was writing
    Fixed: Double clicking on a player to invite, would invite even if the player was already in the group
    Fixed: Wrong button tooltips after clicking a member player as group leader
    Fixed: Wrong MP initialization of the Virtual Arsenal ammo boxes
    Fixed: When a player would join, the UI would not properly update
    Fixed: A player could join another player's group by double clicking on the player even when the group was locked or the player was previously kicked from that group
    Fixed: If there were ungrouped players, players in the group could not select themselves in the groups list
    Fixed: Ungrouped container for players without group would deselect right after being selected
    Fixed: Collapsed trees auto-expand again
    Added: UI now correctly updates when a player state changes (incapacitated / revived)
    Added: Pressing and holding the Dynamic Groups interface key will join you to the group which last invited you
    Added: When a player was already invited to a group, the button now displays "INVITED" and has a tooltip explaining why it is disabled
    Tweaked: High priority buttons are now bigger
    Tweaked: Lowered key hold down time for accepting invites
    Improved: Better looking font for group name in UI
    Improved: Interface update doesn't reset interface anymore
    Improved: Interface update is now done mostly locally, every second


    Shared Objectives:


    Optimized: Shared Objectives refactored to lessen the network load
    Removed: Unneeded RPT spam from Shared Objectives functions


    Potential spoilers:


    Fixed: The gate at the checkpoint can no longer be destroyed (Drawdown 2035)
    Fixed: Showcase briefing tab was not selected by default (Drones)
    Fixed: Supply Network - Inconvenient autosave when the hideout is attacked
    Fixed: In New Dawn, Kerry goes to the briefing and he has no equipment (no vest, rifle, pistol, etc.) but he has a NVG on his head
    Fixed: Incorrect weapon classname for FIA sniper (Common Enemy)
    Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes
    Fixed: In Showcase Armed Assault, the player could destroy (or kill the crew of) logistics vehicles and the mission would still end as succeeded
    Fixed: Overlooked type in campaign hub armory update condition after some stuff is being taken from the mission briefing screen inventory
    Changed: Air Superiority - Initial task waypoint moved directly to the rendezvous position


    Fixed: Some problems with empty UAVs
    Fixed: Crash when simulating but not initialized (SteamLayer)
    Fixed: Incorrect wind sound when paratrooping
    Fixed: switchCamera to a unit inside of a vehicle
    Fixed: Multiplayer ocean waves synchronization
    Fixed: Visual flickering or disappearance of Tactical Backpack Black
    Fixed: TrackIR axis manipulation in gunner positions
    Fixed: Inventory - Uniforms of other factions disappeared after removing your own uniform and attempting to equip them
    Fixed: Crash related to weapon shot sounds evaluation
    Fixed: allMissionObjects no longer includes land decals
    Fixed: Detection of collimator in shape
    Fixed: Broken save during healing
    Fixed: Sound - Firing From Vehicle not attenuated, servo sound plays only once
    Fixed: Setting skill to hacked UAV pilot
    Fixed: Server issue when using a larger list of BIKEY signature files
    Fixed: Wrong positioning of interior sounds when a vehicle was turning around
    Fixed: Stuttering interior engine sounds when looking around in a plane at high speed
    Fixed: Skill ReloadSpeed 0 will no longer break AI
    Fixed: Healing should not push you away from an injured soldier
    Fixed: Soldier's upVector is reset after deployment is interrupted
    Fixed: Unable to throw grenades after changing the player by command selectPlayer
    Fixed: CTD when changing status from online to offline (SteamLayer)
    Fixed: Formatting of the altitude in the weapon UI
    Fixed: Server crash
    Fixed: Sound - Crash when the XA2Device was not created (server)
    Fixed: Sound - Broken sounds of remote designators
    Fixed: Synchronize end of damage effects over network and saves (also a fix for JIP players)
    Fixed: Transition from land to water for vehicles with amphibious gearbox
    Fixed: Simulating damage effects on Dedicated Servers
    Fixed: JIP messages should be executed at the proper time now
    Fixed: Weapons couldn’t be deployed on the parapet (Structures - Cargo tower)
    Fixed: paramsArray available during the pre-init on the server
    Fixed: Corrupted sounds with certain USB headsets (http://feedback.arma3.com/view.php?id=21268)
    Added: BattlEye full protection enabled - the game is protected during its entire lifetime, not only when connected to a BE-protected server
    Added: Grenade indicator changes color while a character is preparing the grenade for throwing
    Added: New MFD animation sources ClockHour, ClockMinute and ClockSecond
    Added: Minimal mass limit for Sling Loading cargo (vehicle property slingLoadMinCargoMass)
    Added: Colors of the secondary text in listboxes can be set by config parameters and script commands
    Added: Sound - separated turret servo sounds: vertical & horizontal (properties soundServo and soundServoVertical)
    Added: Background color support for edit boxes (parameter colorBackground)
    Added: Script command for getting the Steam profile name of the current player (profileNameSteam)
    Changed: VON is played in 3D for more channels (http://feedback.arma3.com/view.php?id=20305)
    Tweaked: Disabling Sling Loading for objects under roofs
    Tweaked: AI AT soldiers will not switch assigned target when holding fire
    Tweaked: Localized Open Parachute action
    Tweaked: Some improvements when switchCamera is used to spectate another player
    Tweaked: Better interpolation for non-local FFV players in a player vehicle
    Tweaked: setUnitRecoilCoefficient for new recoil
    Tweaked: hit event is called even when only the hitpoint is damaged
    Tweaked: Generated shadow buffer LODs are not used when they are not in the correct order
    Optimized: Starting time offset for network update messages
    Optimized: Serialization for Code and Config script values
    Improved: Better client status handling (SteamLayer)
    Improved: Supersonic crack and subsonic sounds
    Improved: AI vehicles will react faster to hits with 0 damage
    Improved: AI airplane is more autonomous when selecting targets (if none is assigned yet)
    Improved: Hitting a target will reset me as available target
    Removed: askForPilotLights message call in the netcode
    Removed: muzzleInner recoil definition (deemed redundant)


    Fixed: UGCMonitor initialization
    Fixed: Underscores in the author name were incorrectly considered to be accelerators
    Fixed: Author names were not shown in mod details
    Fixed: The Launcher reported an unrecognized local mod while adding a local mod by selecting its Addons folder and the folder name was not in lower-case
    Fixed: A sub-message for a mod corruption reason was incorrect
    Fixed: A hard-coded corruption reason was displayed instead of the detected reason in a local mod import result dialog
    Fixed: BattlEye parameters
    Fixed: Updated invalid application configuration exit code value
    Fixed: The Windows Explorer or other file manager is no longer blocked by the local mod import result dialog after adding mods by drag & drop
    Fixed: Insert the "File blocks can be ignored" note only before a first "File blocked" BattlEye message in a row
    Fixed: Various localizations
    Added: Scroll-able menu style
    Added: Detailed information about why a mod is considered corrupted
    Added: Detailed information about why a local mod can't be added
    Added: A dialog box that reports result after a local mod (or mods) is added (contains a list of mods that were added and a list of mods that were not added along with a reason)
    Added: A BattlEye page with BattlEye log messages
    Added: Hint on how to force an update of a Workshop item in Steam Client
    Added: Localization identifiers and localization hints
    Added: Updated localizations
    Added: Missing localization attributes to the local mods import result dialog
    Improved: Better Steam client status handling (SteamLayer)
    Improved: Positioning of a window in bounds of screen work space
    Improved: The algorithm that detects mods when users add a local mod; if a folder doesn't contain a mod it is scanned for mods in sub-folders
    Improved: Mod status tooltip show duration increased to a maximum value (tooltip won't vanish that quickly)
    Improved: Clarified error messages when app files are corrupted or can't be loaded
    Improved: Steam fix hint dialog can't lose focus in favor of main window when switching apps
    Improved: The minimum window size is reduced when DPI is greater than 144 ppi
    Removed: Support for opening Workshop pages directly in the Steam Client, reverting back to the web-browser only solution. This is because of changes beyond our control. We're sorry and we'll do whatever we can to restore this feature.
    Removed: Check-box "Use Steam client instead of web browser" because we can't reliably support this functionality due to recent changes in the Steam commands protocol
    Removed: Check-box "Use BattlEye" from the Options page (moved to the separate BattlEye page)
    Removed: "Show BattlEye log..." menu item removed from the application menu


    Updated: Stand-alone Windows Dedicated Server (1.46)
    Updated: Stand-alone Linux Dedicated Server (1.46)
    Known issue: Steam client modifies the steam_appid.txt file incorrectly. In case of issues, verify its content is: 107410
    Known issue: Sometimes the add-ons are loaded from the wrong installation (e.g. main game)
    Try adding -mod=curator;kart;heli;mark;dlcbundle to your arma3server.exe shortcut

    Ein Server reicht zZ definitiv aus, ich bin zwar auch einer der 'Wegbleiber' im Moment, verfolge aber trotzdem die Spielerzahlen auf den beiden Servern. 3, 8(!), 5 ... um die Server möglichst lange zu erhalten (und hinzu kommt ja das die bisherigen Spender garantiert nicht alle erneut spenden werden -ergo die zukünftige Donatesumme stagnieren bzw Rückläufig werden) auf einen umzuswitchen.
    Kostet doch nix den einen abzumelden und ggf wieder anzumelden.
    Und grade in 'Dürrezeiten' wie diesen, macht das Sinn.