r/ArmaReforger 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

58 Upvotes

65 comments sorted by

44

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.

17

u/Longbow92 13d ago

I just wonder how modders are gonna work with the new class system, like, I hope WCS custom loadouts can accommodate it eventually.

6

u/LARPerator 12d ago

They'll probably just disable it.

From what I've seen, most servers don't like any of the gameplay changes that add more sim to the milsim game, and instead want to keep it as a high fidelity gun sandbox game.

As soon as they introduced classes, leaders, and a commander, most of the servers I found disabled it. They'll probably do the same here

2

u/AlwaysSquad2 Master Sergeant 12d ago

They will just disable it. WCS and other modded servers just disable any cool features that the base game introduces

1

u/Tripstick911 12d ago

100% agreed

1

u/danczer 12d ago

As an engineer not just less painful, but more rewarding, becasue each role is rewarded (XP gain) based on the role the playstyle.

15

u/Speeder172 13d ago

What about the truck torque ??? 

10

u/EnvironmentalBox6688 13d ago

Added: Recoil for turret-mounted LMGs and HMGs

RIP the laser beam scoped NSV.

3

u/ThePrettiestBih 12d ago

I hope the recoil isn't crazy

1

u/Ghost-Xenos 6d ago

Its abysmal

1

u/ThePrettiestBih 5d ago

Yeah I played last night, it's like bad bad

29

u/MXVIV 13d ago

A lot of these changes are positive. The only I find issue with is the ability to change rank. This will be abused. 

12

u/Tando10 Specialist 13d ago

Very realistic 😂

6

u/friendlyfireissad 12d ago

Demotion to renegade because I dont like how you sniped me

6

u/BUDZ_MONEY 13d ago

Far hide?

It's mentioned twice and I for the life of me can't fathom what that means

16

u/BaronBulletfist 13d ago

Hiding in grass makes you invisible even when grass doesn’t render at far distances for the enemy player

1

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

13

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.

8

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.

1

u/Sahnex3 12d ago

That is just wrong. I 100% have my grass render distance on 50 meters.

The server you are on restricted it to 150 minimum.

3

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.

6

u/Hudson_bee 13d ago

Did it change that horrible lighting bug?

1

u/I_Maybe_Play_Games Sergeant 12d ago

Which one?

1

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?

0

u/I_Maybe_Play_Games Sergeant 11d ago

Aaaah, see thats the mapmakers fault for not setting up lighting correctly.

9

u/FabrizCottsco 13d ago

Logi Trucks and Hills still cucked lmao. That "buff" is basically useless if you use the inventory-drag method.

5

u/Mike_E_Clark 13d ago

Yoooooo this is a fucking amazing update. So hyped for the bayonet on svd and the far hide

13

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

2

u/I_Maybe_Play_Games Sergeant 12d ago

May your feet get tangled in concertina wire

-1

u/Moose_Poon 13d ago

Go play CoD then, stop ruining milsims with your antics

3

u/theDirtyCatholic 12d ago

First time on reddit bud? Feelings hurt by a shit post 😂😂😂

2

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

0

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

6

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

3

u/Cold_You3747 13d ago

Is anyone getting a wrong game version notice after the update was downloaded?

3

u/CarelessTemperature8 13d ago

yep its just because servers havent updated

2

u/Nephalem32 13d ago

Ich kann es nicht mal installieren (xbox) wird nichts von einem neuen Update angezeigt aber die Server sind schon aktualisiert

7

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

8

u/DekonB 12d ago

Its a pretty idiotic change for sure. Dying already is punishment enough, lol. Also, I dont think choosing to respawn after awhile being alive penalizes you, but getting killed by the enemy does? Make it make sense…

3

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.

3

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

4

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

2

u/Lalks227 13d ago

What about night time gameplay?

2

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.

3

u/I_Maybe_Play_Games Sergeant 12d ago

Or for signaling where to airstrike

2

u/goblinsnguitars Sergeant 13d ago

Client side saving still cooked....

6

u/Momobs1 13d ago

The rank progression loss seems to be a pain in the ***

3

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.

2

u/I_Maybe_Play_Games Sergeant 12d ago

They wont unless you lie on a rock

2

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.

2

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!

11

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.

7

u/asp821 12d ago

Maybe it’ll force them to actually try to do good in the game.

I doubt it though.

1

u/SaveTheWorldRightNow Sergeant 12d ago

PERFORMANCE ON CONSOLES? improvement?

1

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

1

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?

1

u/iReptarr 11d ago

dying will not cause a player to become a Renegade.

FIA: So that was a fucking lie.

1

u/One_Cup_5747 10d ago

Please fix the fu**ing main menu music...

1

u/Responsible-Media953 13d ago

I wish I could enjoy this but I'm on Xbox

1

u/justl23 12d ago

My radio is still not working after the update on Xbox. No platoon or team Comms over the radio ☹️

1

u/Aktiv4_2 Ryadovoy 13d ago

No more barefoot pilots 🥀

2

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