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  SITREP #00129 Official    

On October 27, 2015 , Joris-Jan van 't Land has reported a SITREP #00129 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: End Game Additions, Spectator, Audio Progress, Terrain Processor SDK


Almost all aspects of Nexus Update (1.54) have been staged on Dev-Branch. That does not mean they are considered final; some furious tweaking is on-going. Since the update contains a lot of moving parts, we'll use a fairly lengthy Release Candidate period. Internally, we'll probably apply our data lock next week. For those of you new to our development processes, data lock means we make a snapshot of the build (engine and data) and strictly control every change that is made and allowed in. This does slow down the creative processes, but also stabilizes the game and lets us focus on the most important tasks. Not long after this lock is applied, we'll prepare the RC branch for public testing. We've also published a page to better explain how RC testing works, what our goals for it are and how you can help.


Our weekly dev photographer was able to snap a moment from a rather French rendezvous between Game Capture Artist Arthur Walter (known for the still-magnifique "Somewhere") and Tools Commissar Julien Vida. They were discussing a special live streaming setup, about which we'll have an announcement to share soon. Arthur has joined our company a few months ago, and he helps us with a lot of different media production tasks for our games. One day he might be taking cool screenshots, the next day he provides technical support for a live stream, and today he's begun work on a Nexus Update trailer.

The collaboration of people behind the Community Upgrade Project have delivered another major milestone of their mod. The first release of the Vehicles Pack (in addition to the Weapons and Units Packs), brings a dazzling amount of assets to the game. These are mostly assets from Arma 2, Operation Arrowhead and DLC, enhanced with Arma 3 technologies and features. Should you encounter problems, please report them on their own tracker. The release is also a great showcase of the new Launcher mod dependencies on Dev-Branch, making the installation process super smooth. The amount of content produced for the community for free by these dedicated people is truly inspiring. Thanks!

Another mod sharing their progress with us this week is Air Cav Vietnam. Take a look at their most recent trailer here. They are developing two components: a mod containing assets and a server package revolving around a coop experience. All of this will be taking place on the already-released Nam terrain by Variable. You can track the work via their Steam community group. We're excited to go on a virtual tour of duty once their first release drops.

Finally, we cannot ignore this new video from Real Virtuality Jedi Master McRuppertle. Release that dueling mode, you will?


The Playable Content additions for Nexus Update have been pushed to Dev-Branch. There are two brand-new instances of End Game, each catering to a different scale and pace. You'll also find a first version of a new Spectator mode. For now you'll be able to access this mode by using one of the 4 available virtual roles per End Game instance. The Spectator mode was designed to be modular and extensible. Scenario designers can show custom (meta) information and set up relevant key locations for example. We'll be iterating on this for some more time, and then publish documentation to the Community Wiki. Please leave us your feedback in this thread by Design Lead Jaroslav Kašný. For another in-depth look at the content and the status of several multiplayer systems, do read Creative Director Jay Crowe's post on the topic.

Next, let's take stock of movement along the Audio roadmap. Senior Programmer František Novák has committed a low-level overhaul of the audio engine, which lays a foundation for the planned features. Noticeable right now is the Stereo Emitter. This allows us to finally properly play stereo samples based on the observer's distance, boosting the richness of the soundscape. This new approach will be much less hard-coded and better configurable (also for mods). Jay has jumped onto the forums once again to explain a little more. We've also begun a clean-up of the sound samples. Read the full details in Audio Lead Jan Dušek's forums post, but in summary:
  • SFX: we're splitting bigger addons into smaller ones, but preserving the internal addressing via PBO prefixes. We're also deprecating obsolete samples, which we intend to delete with Eden Update (but can make available for use in Arma 3 Samples e.g.).

  • Radio Protocol: we're also splitting these addons, but cannot preserve the paths in this case. One of the reasons for doing this is to allow small tweaks to be made without massive data patching.

It is now possible to manipulate Under-Barrel Grenade Launcher rounds directly in a dedicated inventory slot, thanks to a cooperation between Senior Designer Vladimír Hynek and Senior Programmer Jan Mareček. This makes it easier to identify the currently loaded type of round and swap it out from the menu. Modders can utilize this enhancement for other secondary muzzle types as well. The addition goes hand-in-hand with the improved reloading animations for UGL weapons. Those now also actually show a (generic) round being manipulated for improved immersion.


The Environment department has found a few moments to address smaller issues and glitches reported for Stratis and Altis over the past many months. Doing the fixes will result in some of the object IDs changing once again. A long time ago we've attempted to change this technology and use static IDs instead, but that has failed and has not been attempted again since. We still recommend to avoid referencing these IDs directly and to try to find alternative methods (feel free to request as such via Feedback Tracker). This should have become more feasible with new script commands such as nearestTerrainObjects.

Advanced terrain creators can now leverage the Terrain Processor SDK. A sample project has been provided in the Arma 3 Samples Dev-Branch, and the accompanying manual can be found here. Using the SDK, the tool can be expanded with custom tasks and plug-ins.

  October 27th, 2015 - 22:21 By Old Bear   Comment (0)  

  SITREP #00128 Official    

On October 20, 2015 , Joris-Jan van 't Land has reported a SITREP #00128 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Roadmap Blog, Nexus Feature Iterations


By now you'll have likely familiarized yourself with Creative Director Jay Crowe's blog concerning the roadmap. Its key bits of information were the names and themes of our two primary free platform updates: Nexus Update (1.54) and Eden Update. There will be more regular updates along the way, but these are the significant milestones on the road to the main Apex expansion. Just as we've done in the past with our Early Access packages, campaign episodes and DLC, this approach lets focus our work and bring the results to players sooner. One of the revelations that seemed to garner quite some interest, was the Arma 3 Units service (more on that next month). Another observation is the Visual Update package having been moved to Eden Update. This work needs a bit more time to tweak within the team, before we unleash it on Dev-Branch. We hope the roadmap gave you a good impression of our ambitions. Many more specifics will be shared as we continue our journey together.


REPregulars know we recently acquired a decommissioned T-72 and got to drive around in it during a team event. Last Friday Bohemia Interactive posted a blog containing some interesting trivia about our Edita, but especially a glorious video of her in action. Admittedly, we were holding our breath when the audio designers and camera operators were struggling to hold onto their equipment as the tank was racing through the muddy puddles!

The community also keeps generating plenty cool videos. Take a look at "Aerial Warfare - Operation Goldmine" by Ch11rcH. It's shot from the perspective of a Close Air Support pilot, and features some fancy editing effects. You'll see him flying Little Birds to escort Chinooks carrying infantry elements, but later he also jumps into an Apache for long-range gunnery support (mod aircraft). It shows a good example of dynamic events during player-based combined arms warfare, such as when they try to rescue a downed fellow pilot who is quickly swarmed by the enemy.

We were also impressed by a winner line-up screenshot taken after a community Team-versus-Team event: Arma Tactical Combat #6 Campaign 2015. Around 20 units (110 players) battled for control over Altis during the course of 12 weeks.


Having recently transitioned from being QA Lead to Sandbox Design Lead, Miloslav Cinko has published an OPREP to describe the core mechanic iterations for Nexus Update. Firstly, this means the improvements to Personal Protective Equipment we've mentioned several times. These relate also to slightly better hit reactions, by using (still optional) blood effects more prominently instead of the twitchy animations. Secondly, he explains our new approach to Fatigue and Stamina, which has already been heavily discussed on the forums among other places. We invite you to start by reading the OPREP, in order to get a sense of our goals with these changes. Then you might follow up with a forum post by Jay, in which he offers a bit more context and insight into our motivations.

Stamina is live on Dev-Branch, and receiving quick iterations based on our own and your feedback. There certainly is room for discussion and tweaks. Our goal is to bring the interesting gameplay of having to consider your movement, load-out and their effects on your character's state to more Arma players (who frequently replace the vanilla system or disable it all-together now). One part of this is improved communication to the player via the optional Stamina Bar for example. We do not intend to make movement unrestricted, nor to have fully equipped soldiers sprinting everywhere. It's possible that even after the next weeks of iterations, you still feel the mechanic does not fit with your vision of Arma. To cater to this, we're creating a sample mod that demonstrates how to set up the game close to what it is in main branch now, but also enables you to tweak it further to your liking.

We've also done some small tweaks to character movement to make Close Quarter Combat movement a tiny bit smoother. Animation Encoder Martin Kašpar explains: "A new character collision model (slightly smaller) for turning around has been created to avoid problems when turning around in interiors, doorways, etc. In addition to that, the rotation axis of the rotation collision model has been set exactly to the center axis of the soldier to avoid unwanted movement when turning around. This only affects animation states for rifle, pistol and launcher with suffix _TurnX (where X stands for L and R)."


We are planning to update the experimental client port betas shortly after Nexus Update 1.54, so that players on Linux and Mac can benefit from all additions, fixes and tweaks as well. This will not be a simultaneous release, but we'll try to get it out reasonably soon after the Windows primary version.
Some time ago, Steam changed the way in which free applications are distributed. Such tools are no longer automatically assigned to every Steam user, but require you to 'subscribe' to them (still for free). We encountered this when we introduced our separated Arma 3 Samples app, and we also converted Arma 3 Tools. At the time we were not entirely sure how these changes would affect existing users, and that is why we didn't convert Arma 3 Server. We would however like to do so now, but are interested in your opinion, especially if you are a server operator. The apps would still be free, would still require any valid Steam account, would still allow use of SteamCMD, but would require a one-time manual action via the store page. It should also be said that while we're currently not forced by Steam to adopt the new method, we cannot guarantee that we'll eventually have to switch (or the old way becomes deprecated). Share your thoughts with Tools Commissar Julien Vida, who is on stand-by to answer any further questions!

Senior Designer Bořivoj Hlava has dropped by Community Wiki to document the current state of our Launcher's handling of mod dependencies. Inspect the relevant features, User Interface controls, status messages and more. The Launcher team can be reached for feedback in this forums thread.

Sometimes you just need to chill out and quietly do some introspection. Getting into the right mood could already be achieved by watching calming videos of fireplaces, rain forests and fish tanks, but a true Armaholic naturally prefers a parked Main Battle Tank. Having achieved complete Zen, you may find the focus required to spot all the little easter eggs.

  October 20th, 2015 - 18:45 By Old Bear   Comment (0)  

  Bohemia Interactive presents 2015-2016 roadmap for Arma 3 Official    

Korneel van 't Land has informed us about "2015-2016 roadmap for Arma 3" blog release.

Bohemia Interactive presents 2015-2016 roadmap for Arma 3
Two major platform updates plus 'Arma 3 Apex' expansion

Prague, Czech Republic, Wednesday October 14th 2015

With over two million copies sold to date, Bohemia Interactive today presented its plans for their tactical military shooter Arma 3 in the next year. The 2015-2016 roadmap, which was shared via a blog post written by the game's Creative Director Jay Crowe, features two free platform updates that pave the way for the Arma 3 expansion in the second quarter of 2016.

First up will be the 'Nexus Update', which is scheduled for release in November this year, and focuses upon the refinement of core features and multiplayer systems. This includes significant improvements to Arma 3 gameplay features such as stamina/fatigue, personal protective equipment, and more. Furthermore, the Nexus Update will deliver a revamped version of the End Game multiplayer mode, that was introduced earlier this year. The renewed End Game multiplayer will be paired with various improvements to general multiplayer systems, which can also be used in other official and unofficial Arma 3 multiplayer scenarios. Last but not least, alongside the Nexus Update, Bohemia Interactive plans to deploy a foundation build of 'Arma 3 Units' – a web-based service that aims to connect players with community groups.

The second platform update for Arma 3, codenamed 'Eden Update', is penciled in for the beginning of next year (2016). The highlight of this update will be the official introduction of the brand new Eden 3D Editor. Designed as the logical evolution of the classic 2D Scenario Editor, which has been a core component of the Arma series since its debut in 2001, the new Eden Editor will give players far more control over their creations than ever before by enabling them to place and edit entities directly within the 3D game environment. Besides the new editor, the Eden Update will be complemented by several Arma 3 usability tweaks, and an overhaul of how players discover and join multiplayer sessions.

The Nexus and Eden platform updates lead up to the roadmap's focal point: a major Arma 3 expansion in Q2 2016. Titled 'Arma 3 Apex', this expansion will feature the 100 km2 South Pacific destination of Tanoa, which was first shown during the PC Gaming Show at E3 this year, plus a co-op campaign, new vehicles, weapons, and characters. One of the central themes of the expansion is near-future combat, which players will be able to recognize by the introduction of new vehicle classes such as VTOL aircraft and other new gameplay elements. As with previous Arma 3 DLC, the expansion will be accompanied by a major free platform update that seeks to address important 'legacy' issues related to Arma 3's multiplayer, interaction mechanics, and discoverability of official and custom content. More information about the Arma 3 Apex expansion, including specifics on pricing, purchasing options, and early access availability, will be communicated next year.

We're optimistic and excited about our roadmap. Having recently hit the 2 million copies mark, we're keen to grow even further! We've set out to refine our core gameplay, experiment with some fantastic new content, and deliver an unrivalled, open, diverse platform: truly, the apex of the Arma 3 experience”, concludes Arma 3's Creative Director Jay Crowe in the full blog post.

For more information about Arma 3, please visit and/or follow Arma 3 on Facebook, Twitter, and YouTube.

  October 14th, 2015 - 22:31 By Old Bear   Comment (0)  

  SITREP #00127 Official    

On October 13, 2015 , Joris-Jan van 't Land has reported a SITREP #00127 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Firing From Vehicles Enhancements, Eden Editor Layers


It's been a long time coming, but later this week we'll finally be ready to share our roadmap for the rest of 2015 and 2016. We'll be discussing how we've divided our work on the Expansion and Arma 3 platform across several themed updates, meaning you'll not have to wait for all improvements. You can also look forward to the Expansion's name and more Intel on the contents besides Tanoa. In unison, we're going to publish an in-depth OPREP about the refinements to core mechanics that are due in the next big platform update. And Bohemia Interactive will hopefully have a cool little bonus to close out the week!


In Zeus-curated multiplayer scenarios, you can attract the Game Master's attention by pinging. The Y-key is used for this by default. It will sound a subtle audio cue for Zeus and highlight your name. Pinging is useful to alert Zeus to problems with the scenario, or for opportunities the GM may wish to do something with. Basically, use pinging when something is or isn't happening, but don't overdo it. Pings are only sent once per second, and Zeus may not take kindly to spam. A bit of divine trivia: when you ping, you hear a slightly different tone for the audio cue each time. Zeus hears a different tone per specific player (with some limitations), so He or She may actually recognize players by their sound alone. Ping once and you'll unlock the "Worshiper" achievement like 9.1% of global players so far.

Perhaps you're not quite sure what to expect from Zeus, or you haven't yet experienced a good curated scenario. Luetin has uploaded a lengthy but entertaining recording of an advanced Zeus multiplayer session. He acts as the Game Master in a custom Invade & Annex scenario that is already running. There are three distinct phases (see the time codes in the video description). Firstly the GM actually uses the Zeus interface, extended by the Ares mod, to build prop compositions, garrison troops, lay out patrols, place map markers and finally assign an objective. What follows are two stages of the actual real-time scenario as the players assault the enemy bases. It's interesting to see and hear Leutin theorize what the theoretical enemy commanders might see and how they should react with fire missions and reinforcements. He makes a point of not directly killing players, instead scaring and guiding them with indirect fire and by role-playing NPCs. Who are your favorite curators? Share you experiences on Reddit!

This summer saw its fair share of after-work grill parties for our various dev teams to enjoy. Last week's Brno event most likely concluded this year's season, but it offered attendees a special dish. Witness Senior Programmer Jirí Dockal, Senior Designer Josef Zemánek and Bohemia Interactive Creative Director Ivan Buchta prepare a traditional grandma recipe for Czech Guláš.


Still confident that Firing From Vehicles technology can be further improved, Senior Programmer Krzysztof Bielawski has staged an iteration to Dev Branch recently. The current state uses new limits for a few vehicles (Offroad, Huron, Mohawk, Pawnee and Hellcat):
  • These limits allow for more flexible shapes within which you can aim your weapon, rather than the rectangular boxes used until now.
  • Forward passengers in the back of Offroads can now 'turn out' and engage enemies up front.

  • When they stand up, they can use secondary and shoulder weapons, like RPGs and MANPADS.

  • Go over the updated documentation on our Community Wiki. Note that the old method of defining limits is available in parallel and is therefore backward-compatible.

Several more tweaks are planned in the near future:

  • You can currently aim through other passengers, but a new solution to tackle this issue is incoming.

  • The new limits are a bit more complicated than before. We will provide a recording tool, usable in the special diagnostics executable only, so modders can define limits faster.


The Eden Editor crew has begun implementing a much sought-after functionality: custom layers. Just like in many image processing applications, you'll be able to assign entities to layers. These layers (and their entities) can be locked, hidden, manipulated, nested, named, etc. While some of the interface work is yet to be done, an early version of the technical groundwork will soon be live in the experimental build. Let us know what you think and how you'd expect to use these layers.

  October 14th, 2015 - 21:36 By Old Bear   Comment (0)  

  SITREP #00126 Official    

On October 6, 2015 , Joris-Jan van 't Land has reported a SITREP #00126 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 User
INFO: Launcher Mod Dependencies, Scripted System Optimizations


We've said it a few times over the past weeks, but Dev-Branch really is where our attention is placed as we move towards to next big update. We're already processing feedback on several live changes and iterating via the daily experimental updates. Other major improvements, such as for the Launcher, are detailed in another section of this report. Please keep sharing your findings in the dedicated forum threads, or via the general discussion thread. Specific issues are best filed in the Feedback Tracker.


In weekly dev photo #28 you may have been exposed to somewhat of an internal running gag. We've asked one of the culprits, QA Assistant Vojtech Kovaric, to try to explain what's going on. Read at your own risk: "We showed a cardboard Commander Shepard enjoying a break with Greg and Julien. This Shepard belongs to our Prague QA team and serves as their mascot. Our QA colleagues were trying to guard him very carefully but, while they weren't looking, Shepard was taken on a ride to our Mnisek Arma 3 studio. He experienced the best month ever. Took a ride in our tank, joined a BBQ party, had a lunch with the Project Lead and met the one and only cardboard 'Flashpoint man'. All of this was of course documented and the photographs sent to Prague QA for them to see what a great a time Shepard was having. While they were not very happy and talked about kidnapping and other major felonies, Shepard had the time of his life. However, everything that is good must come to an end. After a month of a splendid internship, Commander Shepard returned to his home base among his QA colleagues and is enjoying their company instead. Needless to say, we are now heavily guarding our Flashpoint man."

ArmaHosts published a useful video tutorial on setting up a Windows Dedicated Server on a clean PC using SteamCMD (a free command-line utility) and the free Arma 3 Server app on Steam. They include a series of suggested command-line parameters and go over the server.cfg file briefly. Finally, they also recommend which ports to configure in your firewall to allow the game to communicate over the Internet effectively. We also liked seeing their default scenario being the official ZGM 4+1 Bootcamp training grounds. Excellent choice!


The Launcher has received a significant iteration on Dev-Branch. Launcher Programmer Jirí Polášek has kindly shared the details with us: "Our Launcher has received a major update with new features and a lot of improvements. The important ones include support for dependencies between mods: Launcher automatically detects other Workshop mods you need and it can enable them if you load the mod or get them for you in case don’t have them. This said, mod authors might be interested in updating the Required Items for their Workshop items. You can do this directly from the Workshop page. Since there are a lot of large mods, another nice feature is the ability to change the folder where the downloaded mods are stored (the folder can be changed in Options > tab Mod Options > section Mods Storage)." Your discussion of these changes is very welcome in this forums thread.

For weeks now, Senior Designer Jirí Wainar has been eagerly waiting to publish his optimizations of various scripted multiplayer systems. We were quite careful to roll them out, first awaiting the engine-supported remote execution to be solid. Now the time is ripe and his changes have reached Dev-Branch. Specifically this means the frameworks for Tasks, Remote Execution and Shared Objectives should now function in a much leaner way. In our measurements this has led to a drastic reduction of the traffic generated by these systems, ranging from 30% to even as low as 3% of the original traffic. If your (multiplayer) scenarios already use (parts of) these underlying frameworks, you should see improvements to network performance. We'd recommend studying the linked documentation to consider whether your creations can benefit from similar optimizations. We do have plans for tweaking similar systems in this way, and Jirí hopes to share his observations as general scripting guidelines over time.

There also is less optimistic news to share. Making improvements to the mid-range terrain textures has been a hot topic for a long time. We have investigated various solutions and looked at the problem it with our programmers and environment team. Our conclusion is that it's unfortunately not realistic to expect big improvements for Arma 3. Existing community solutions can work great under certain circumstances, but in our opinion based on tests, make things worse in others. We thank you for thinking with us and for proposing some pretty advanced workarounds! The basic and short explanation from Arma 3's engine's point of view is that we're limited by our terrain shader and hard limits of the amount of textures we can store in materials. The overhaul required is too complex at this stage. If we do find a way forward, we'll re-open this decision, but it's not likely during Arma 3's life time.


For the latest on Eden Editor, we defer to the in-game Updates Log. By pressing its icon in the top-right of the menu (new posts are indicated by a red !), you can read a weekly digest of changes, fixes and tweaks. Of course not everybody has access to that log, but you'll be able to track all changes in the primary Dev-Branch change log. The highlights this week revolved around the rotation widget, automatic grouping and a flashlight for night-time editing.

  October 6th, 2015 - 21:02 By Old Bear   Comment (0)  

  SITREP #00125 Official    

On October 1, 2015 , Joris-Jan van 't Land has reported a SITREP #00125 on the official Arma 3 web site.

FROM: Project Lead
TO: Arma 3 Users
INFO: Eden Editor, UGL Reloading, Update 1.52 Released


Welcome to all new recruits who have joined the growing community after the recent sales on Bohemia Interactive Store and Steam! You've arrived at the front lines during exciting times. We've just released maintenance update 1.52, which, allowing some time for servers and mods to adopt it, should help a little with stability and performance. The next update promises to be rather significant. As discussed last week, plenty of things are starting to appear on Dev-Branch, and await your evaluation. Some things will make it into 1.54 in November, other things may require more time in the incubator. Enjoy your time with Arma 3!


We were humbled by Southpaw's nice and visual explanation of our DLC strategy. In the interest of transparency, a few tiny corrections: the unrestricted free use of premium content is available in VR Garage / Arsenal (not the Editor), and only the passenger positions aren't locked (gunners are). We know the strategy can sometimes be a little confusing to explain. Thank you Zach for sharing the message in this effective way. For more background you can read our OPREP on Content Licensing.


Sandbox Designer Radko Voda has visited the forums to explain the improvements to Personal Protective Equipment now live on Dev-Branch. In the most basic terms, there is added precision when detecting what parts of a character are protected by armor or not. If you get a chance to try the changes and feel something still needs tweaking, now is the time to share your thoughts.

Using the new reloadMagazine2 animation source, Encoder David Sláma has worked together with Artist Martin Valášek and Animator Pawel Smolewski to finally get Under-barrel Grenade Launcher reloading animations in the game (Mk20, Katiba and TRG-21 for now, MX coming up). This seems like a simple change that could have happened much sooner, but due to the way the special muzzle and magazines for grenade launchers are simulated, it required some creative implementation. We would also like to animate an actual grenade, but this faces yet more technical obstacles. We're prototyping a solution, but cannot yet guarantee it will be feasible.

The Eden Editor Public Beta has experienced a very productive first week. We're receiving a lot of positive feedback and valuable constructive criticism. Plenty fixes, tweaks and additions have dripped into the build on a daily basis. For a more in-depth look at Eden and its road map, we invite you to read the latest OPREP by Programmer Filip Sádovský and Designer Karel Morický (follow them on Twitter for bite-sized updates throughout development). Our Prague QA team and embedded QA Assistant Vojtech Kovaric also deserve kudos for their hard work to get the very initial Beta release in good shape.

Let's also highlight a few extra notes on Eden Editor:

  • Scripters and modders may find the new type of UI menu controls and connected script commands very powerful to build their own interfaces. The same applies to miscellaneous UI features being implemented to support Eden (like multi-line tool tips). Find an initial dump of commands here, but we'll also update Community Wiki soon.

  • Some selected improvements may be back-ported to Zeus, but we don't yet know which ones. Eden and Zeus share the same foundation and developers, but it's not a simple matter of copying the tech.

  • As discussed in the OPREP, ultimately this editor will fully replace the current 2D editor. There will be a transition phase between the release in early 2016 and the main Expansion, during which both will be available. Some people were worried they would lose 2D editing, but you can of course switch to 2D mode using M by default (we also want to make it possible to set this as default view). It's our goal for the new editor to be everything the old one is, but much more productive and useful.

  • There exists a function to export to Terrain Builder, but this editor is not meant for terrain editing itself (it is for scenario editing).

  • One of the more powerful aspects of Eden is the ability to mod the editor itself and write custom plugins. Some mods have already started to experiment with this!


Bohemia Interactive's various offices and teams are on the look out for great new comrades. Available roles range from (Tools) Programmers to Artists and more. If you're interested, or know someone who might be, please visit the careers page for more details.


  October 2nd, 2015 - 07:41 By Old Bear   Comment (0)  

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