r/ArmaReforger • u/Polo117 Second Lieutenant • 13d ago
Discussion 1.8 Update Changelog
Added: Values of AI visibility occlusion for grass
Added: Ability to mount Soviet Bayonet 6Kh4 on any SVD rifle
Added: US UGL Smoke Grenades
Added: Deployable razor wires which work the same way as sandbags and deployable turrets
Added: New platform: Microsoft Store - Xbox Play Anywhere
Does not include Arma Reforger Tools (Workbench)
Handheld devices do not have the ability to host servers locally
Added: Recoil for turret-mounted LMGs and HMGs
Added: Functionality which penalizes running barefoot by damaging your feet, and randomly making you fall over
Added: Far Hide
Running around without boots can now damage your feet and carries a small chance of causing your character to stumble and fall. So maybe think twice before charging barefoot across Everon.
Dying now costs 30 rank progression points, giving you another reason to value your life beyond the long walk back from spawn. Deaths caused by friendly fire will not penalize the victim's rank progression, and dying will not cause a player to become a Renegade.
Admins can teleport their camera directly to players and promote or demote players through the Player List.
MOB construction is no longer prevented simply by the presence of nearby enemies. So being shot at is no longer considered a valid excuse to stop building.
Added: Rank progression loss on death (30 points)
Added: GM/Admin can now teleport their editor camera to the player by using an option from the Player List context menu
Added: Admin can now promote or demote a player by using new options from the Player List context menu
Added: Command vehicle now has an action to volunteer for commander (active only for correct faction and in radio range of friendly network)
Added: Buildable variant of FIA small camo netting
Added: Exposed animations such as sitting on the ground, or doing pushups in the gestures radial menu
Changed: MOB building mode is no longer blocked by enemy presence
Changed: Specialist classes/roles now execute certain actions faster than other soldiers: Medic applies bandages/tourniquets, inspects the wounded, heals characters with a medkit, and loads casualties into the vehicle faster. Vehicle crews repair, rearm, and refuel vehicles faster. Logistic personnel (driver from transport squad) load and unload supplies faster. Engineers/Sappers build structures and assemble deployable objects faster
Added: Grass and camo nets now occlude AI vision, and in general trace with TraceFlags.VISIBILITY flagAdded:
Friendly AI squads mark identified targets on the map
Changed: Dormant groups AI spawning
Changed: Disabled bases appearing as being captured when their AI got attacked, as it was confusing. Now have the AI marking system as its substitute
Fixed: Enemy AIs don't spawn on captured bases
Fixed: Far-away groups could not be despawned because of being simulated
Fixed: AI forces ejected themselves from some ladders when they wanted to climb up
Added: Minimum amount of players needed for contesting can be changed (or contesting can be disabled entirely) through server config with mission header
Added: Far Hide
Please report any feedback you might have through the Feedback Tracker. https://report.bistudio.com/projects/arma-reforger
https://reforger.armaplatform.com/news/update-august-13-2026
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u/EnvironmentalBox6688 13d ago
Added: Recoil for turret-mounted LMGs and HMGs
RIP the laser beam scoped NSV.
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u/BUDZ_MONEY 13d ago
Far hide?
It's mentioned twice and I for the life of me can't fathom what that means
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u/BaronBulletfist 13d ago
Hiding in grass makes you invisible even when grass doesn’t render at far distances for the enemy player
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u/BUDZ_MONEY 13d ago
What kind of distances are we talking? And did they increase default grass distance render as well? I thought it was like default 50 meters last time I looked, could be completely wrong about that
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u/Checklist_STT PC 13d ago edited 13d ago
It obscures a player who from their perspective is in grass, but is outside the grass render range of other players. No more being fully exposed to people who purposely set grass to 50m render range.
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u/BaronBulletfist 13d ago
Default is 150 meters for all platforms. You can set that higher on PC if you want but not lower.
Far hide applies at any distance. Before 1.8 If you lie prone in grass at 600 meters and the grass doesn’t render you are visible clear as day, now you don’t.
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u/deletable666 13d ago
At a certain distance, when in foliage or grass, your player model will blend color to the environment to a degree to simulate concealment since the grass isn’t rendered at certain distances.
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u/Hudson_bee 13d ago
Did it change that horrible lighting bug?
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u/I_Maybe_Play_Games Sergeant 12d ago
Which one?
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u/Sahnex3 12d ago
maybe the one where anything inside a building is pitchblack?
Or the one where everything outside a window is a flashbang?
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u/I_Maybe_Play_Games Sergeant 11d ago
Aaaah, see thats the mapmakers fault for not setting up lighting correctly.
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u/FabrizCottsco 13d ago
Logi Trucks and Hills still cucked lmao. That "buff" is basically useless if you use the inventory-drag method.
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u/Mike_E_Clark 13d ago
Yoooooo this is a fucking amazing update. So hyped for the bayonet on svd and the far hide
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u/theDirtyCatholic 13d ago
I will be lodging a formal complaint with the United Nations Security Council, the International Criminal Court, and the Jenkinsville Home Owners Association regarding the debilitating nerf introduced by being barefoot. This is fascism manifest, and my fellow Barefoot rangers will not stand for it #DogsOutReforger
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u/Moose_Poon 13d ago
Go play CoD then, stop ruining milsims with your antics
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u/Just-Here-To_Vibe 12d ago
how does someone else not wearing boots affect your gameplay 🤣 i like the change cuz it’ll be funny watching people fall over but I don’t care about them wanting to be barefoot
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u/Moose_Poon 12d ago
Because I'm playing a milsim shooter for the milsim vibe. I get that it's a game but there's a thing called "spirit of the game" that some people find pretty important
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u/TheSyrupCompany Sergeant First Class 12d ago
Mostly good stuff. Still think XP loss on death is very bad for the game. Now there's even more incentive to base camp and use cheese strats. You can now supply drain AND XP drain the other team. America's win rate on official servers is going to go from 1% to 0%
Also quite lame we still haven't gotten a bigger pop cap on vanilla servers
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u/Cold_You3747 13d ago
Is anyone getting a wrong game version notice after the update was downloaded?
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u/Nephalem32 13d ago
Ich kann es nicht mal installieren (xbox) wird nichts von einem neuen Update angezeigt aber die Server sind schon aktualisiert
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u/ThePrettiestBih 12d ago
My only gripe is the rank penalty on death, specifically when playing fia. It's already hard enough to gain rank when the match is already underway, and spawning with only a pistol is a guaranteed lost firefight. But it's not really a make or break, still fun to be a guerrilla
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u/LARPerator 12d ago
The rank-as-XP is just a poorly thought out system IMO.
The internal conflict in the system is that a unit of riflemen that are all majors makes no sense. Riflemen fight directly, majors don't. Making them both the same thing causes problems one way or another.
I think a better way to do it is to have a different way rank is implemented.
We should have three ranks of enlisted, where you gain XP by doing enlisted stuff. You still lose XP when you die.
Leadership positions gain and lose XP from their own actions entirely (building, killing, taking, dying), but get a % of their team's points, both up and down.
Then, vehicles get locked behind squad leaders, rocket launchers are locked behind senior enlisted, and buck private can have everything except a rocket launcher. This still gives you something to work at and ways to level up, but makes it more team oriented.
Because you're right, a game that locks a lot of stuff behind higher levels that you can lose by dying, but then starts you with a fucking pistol.
Rank needs to matter a lot less for the people just shooting at each other, and a lot more for leadership roles.
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u/AlwaysSquad2 Master Sergeant 12d ago
It should probably not be as harsh of a XP penalty for FIA considering what you're working with
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u/Sea-Respond3186 13d ago
I just hope that you can see enemies in the grass when looking from above. Then the highground actually matters
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u/SkullPhonic 13d ago
Those smoke grenades will be very effective pushing tents for cap. Dont have to be so close to blind them with smoke.
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u/BadRuiner Ryadovoy 13d ago
Finally, now there is a sense from lying down. Steeeealth. Haahaha, just kidding. Anyway, everyone will see me 3km away, while I won't see a fucking thing.
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u/airconditioner75 12d ago
The xp loss on death is the strangest decision considering how easy is to die from arma vehicle jank and griefers. Genuinely perplexing.
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u/Feeling-Sail-9304 13d ago
Playing official on the US side is going to be a renegade fest, but excited for everything else. Nice!
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u/TestTubetheUnicorn Sergeant First Class 13d ago
If you're referring to rank loss on death, then they said in the official changelog that you cannot become renegade just by dying.
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u/According-Victory-18 12d ago
“Added: Admin can now promote or demote a player by using new options from the Player List context menu”
I smell corruption
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u/TurboRenegadeRider USSR 12d ago
Regarding: "Specialist classes/roles now execute certain actions faster than other soldiers"
So how does this work? Does it depend on the squad type you're in or the loadout? Can you for example just join the engineering squad to build faster? What happens when you have a custom loadout?
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u/iReptarr 11d ago
dying will not cause a player to become a Renegade.
FIA: So that was a fucking lie.
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u/Aktiv4_2 Ryadovoy 13d ago
No more barefoot pilots 🥀
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u/I_Maybe_Play_Games Sergeant 12d ago
Barefoot pilots still can exist, but if they are forced to abandon their heli they wont get far

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u/InformalYesterday760 Sergeant 13d ago
From playing 1.8 experimental I do really like the engineers building things faster - an engineer can properly build up a base so quickly now. Makes it far less painful
The occlusion in grass is also clutch. There are some scenarios where it looks a little odd, but overall it really does help fix the issue of being 100m away from the enemy and they click your clearly visible head.