Bohemia Interactive has announced the third and final campaign episode of Arma 3′s The East Wind will be made available later this month.
The story concludes that of infantryman Ben Kerry, a soldier who’s been stationed in the Republic of Altis and Stratis as part of a NATO-peacekeeping mission.
Titled ‘Win’, it follows previous releases ‘Survive’ and ‘Adapt’.
“The final installment of our campaign gives players the chance to experience combat on a larger scale than we’ve seen so far”, said Arma 3 creative director Jay Crowe. “Tactical freedom – together with big, combined arms engagements – is at the heart of Episode 3’s gameplay, as we follow Ben Kerry’s story to its conclusion.”
The episode’s content package also includes three brand new vehicles: the A-164 Wipeout single-seat aircraft, successor to the A-10; the To-199 Neophron; and a6x6 mine resistant standard transport truck, named Tempest.
Win also contains a separate ‘Fixed-Wing’ Showcase mission, which introduces players to a new aircraft and new points of interest have been added to the 270 km² Altis terrain.
The campaign episode will be made available to all Arma 3 owners as an automatic update on Steam March 20.
Last edited by prudislav on Tue, 11th Mar 2014 16:12; edited 1 time in total
The episode’s content package also includes three brand new vehicles: the A-164 Wipeout single-seat aircraft, successor to the A-10; the To-199 Neophron; and the To-199 Neophron.
Added: Campaign episode “Win”
Consider carefully whether you’d like to test this version here now - or would rather wait for the release on March 20.
Also please be careful with spoilers for others - thanks!
Added “Win” music tracks
3 event tracks (with variants)
4 background tracks
6 lead tracks
Added: To-199 Neophron CSAT CAS jet
Added: A-164 Wipeout NATO CAS jet
Added: Tempest CSAT heavy truck with variants
Added: Campaign completion Steam Achievements
Added: Altis Points Of Interest: Ghost Hotel compound and Stadium
Updated: Altis - Several new structures were added (kiosks, lifeguard towers, playground accessories, tourist shelters and more)
Added: Various “Win”-related characters, items and objects (careful with spoilers )
Trees use a new shader version to improve alpha sorting
Buzzard has new sounds for gear and flaps
Buzzard has improved materials in cockpit
Fixed: initPlayerLocal.sqf and initPlayerServer.sqf sometimes received incorrect params upon JIP
Stitches on coverall made plastic
Fixed: Wrongful hiding of subtitles in SP
ZEUS
Fixed: Missing Zeus controls strings
Added: Zeus camera shake when ordnance hits the ground
Fixed: Setting weather and fog was broken after engine synchronization was implemented.
Fixed: Pressing "Release UAV controls" while in remotely controlled unit didn't restore Zeus interface (http://feedback.arma3.com/view.php?id=17754). Working on removing the action completely.
Updated: Cursors and their colors are now more unique
Added: Tooltip explaining fog altitude
ENGINE
Fixed: Invisible items in UI tree after sorting
Fixed: After a helicopter would fly away, players could still put things into its inventory
Fixed: TakeWeapon puts weapon in weaponholder before taking it (http://feedback.arma3.com/view.php?id=17760)
Fixed: Multiple force weather change messages because of resending request by clients
Fixed: Missing absolute value on time calculation synchronization
Added: New scripting command attachedTo for getting list of objects attached to given one
Fixed: More correct behavior of scenario names in map, diary and interrupt display
Development version was updated with the "Win" campaign data.
(Plus the usual assortment of fixes and tweaks.)
The main question is, is it now playable on an average machine like mine!?
Yes it is. Just drop some settings and you're good to go with a decent framerate.
Yep, there will be some slowdowns when many scripts are involved, but the game is surprisingly scalable and relatively smooth when playing offline. It will look Arma 2-like with the many visual candies disabled and low distance/objects values, but it's better than nothing.
As for Fade, I don't know if it's present or not here, but I didn't notice anything too suspicious when playing the Yarr (FTS) act I and II (if we exclude some engine-related bugs and derp teammates from time to time - though that's pretty much the normality in Arma).
Didn't get transformed into a seagull either
you should try breaking point ixi, getting 60fps here with 45 in cities thats even with high shadows/ssao on high maxed textures/ zombies and people and loot spawns and vehicles.
you should try breaking point ixi, getting 60fps here with 45 in cities thats even with high shadows/ssao on high maxed textures/ zombies and people and loot spawns and vehicles.
Hehe I'm aware of that sadly, that's why I specifically mentioned 'offline' in my post because I knew that the online world would be another pair of shoes entirely. It was the same in Arma 2 (sort of), with the campaign which ran without problems whereas Dayz was a lagfest in the middle of big towns.
I've barely ever played DayZ or anything like it, so it was a very odd experience
Interesting lol.. unfortunately there are people with such odd issues in the world
Closing client if in combat though gets you killed instantly, I am guessing he was only chasing you and you were not engaged with his axe? Funny none the less
It's fair, haven't played the third episode yet but I agree with pretty much everything. It's a great single player experience on its own, but somehow it only utilizes the 60% of Arma's full potential.
And I just discovered that in Ep3 you can't drive any vehicles, it's infantry-only, just like the other episodes. That's disappointing considering that Flashpoint's SP had them in 2001 (and they worked well)
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