Bohemia Interactive has announced that the second episode of Arma 3‘s campaign will be released in January 2014.
Episode two, Adapt, will be available to download for free on January 21, 2014. The game’s campaign, titled The East Wind, is split over three free DLC episodes: Survive, Adapt, and Win. In episode one, released earlier this year, players were introduced to Ben Kerry, a soldier on a NATO-peacekeeping mission in the Mediterranean. After a botched withdrawal attempt Kerry’s unit is stranded on the island of Stratis and must escape to the neighboring island of Altis.
“While the first part of the campaign focused on the basics of infantry combat, this second ‘Adapt’ episode plays with the other cool features of Arma 3’s sandbox”, said Jaroslav Kasny, Playable Content Lead for Arma 3. “Players will find more open and unorthodox scenarios, and with the help of guerrilla warfare, set out to defeat a much stronger enemy.”
Those are the PhysX 3 related .dll files you should have in the game directory, if they are missing or damaged you should probably re-download the game as other data might be affected too.
Thanks mate, that did get it going. But as you said there are other missing files, the release I downloaded is just plain fucked.
i am not big fun of arma. i remeber my self playing op flashpoint when it was out in the early 2000's and it was very exciting game and i may even say game that came abit early for it's time? (maybe)
anyway..i saw trailer of arma 3 night mission and i loved what i saw, great visuals and the feeling of the open fields full of war, feels great i played old arma games, but i hate to get one bullet and to die so fest lol...i know that the reality is like that, but i prefer more forgiving system so..i started to play the game and here comes my wonder:
the enemy in the single player game, made of super soldiers? i mean, you shoot full mag into the enemies, very focused shots, and they keep standing and fire like there is no tomorrow?
so the new arma single player is more into super soldiers and fiction, or maybe it is only me?
Added: Campaign episode "Adapt"
Please consider carefully whether you’d like to test this version here now - or would rather wait for the release on January 21.
Added: "Adapt" music:
4 event tracks (with variants)
1 ambient track
1 background track
4 lead tracks (with variants)
Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
Deleted preloaded building when the original building is already destroyed (should fix http://feedback.arma3.com/view.php?id=7136)
Fixed: 3rd person mortar view
Fixed: MLRS not shooting at given position
Fix for low skill AI turret gunners shooting at impossible-to-hit targets
Tripwire mines now work properly when put in buildings
Fixed: Possible issues with cinema border function being called badly
Wasteland mod, Hummingbird with 5 teammates, get hit with an AA, full damage on the components, straight dive, last 100 mts off the ground started spinning around, full 240 deg turn, still managed to skid land and save everyone. Then repair, went to girna and got hit by a AA tank (Kamish) with 6 people onboard, still again managed to crash land safely
Im in fucking love again with this game, this is so epic..
And the praise from the enemy AA launcher user filled me up with so much happyness, im so proud of myself
Added: New particle modules (fire, smoke, plankton) ( http://forums.bistudio.com/showthread.php?155866-Arma-3-Particle-Effects-documentation&p=2605757&viewfull=1#post2605757 )
The Airport building has been repaired and should no longer produce any debug errors
HV Column Wire properties have been fixed
Wreck of offroad (the one seen all over Altis) has been adjusted
Roadways of piers have been tweaked
Fixed: Opening team switch menu with no switchable units available leads to scripting error
Fixed: SelectSave display title IDC
Added: Icons for Seize and Defend game types
Moved Campaigns button to the first position in Play menu
Updated: Mod icons are now larger
Fixed: "unexpected control type" warnings in log
Repaired PCML reticle
Repaired icon of Buzzard
Fixed: Specularity of phone booth materials
Fixed: Colors of fishing nets
Fixed: Mission end animation was not terminated when player died (leading to posthumous victory)
Added: Using BIS_fnc_addIventory, you can now add a class from CfgVehicles (e.g. "B_Soldier_F") to use its loadout
Fixed: Respawn tickets are now decreased upon player death, not respawn
Fixed: Logic side is always friendly to everyone
Added: "Create task" module can now be added to specific side using "owner" attribute, without need to synchronize the module to any unit
Fixed: BIS_fnc_executeStackedEventHandler does not have a return value anymore (http://forums.bistudio.com/showthrea...=1#post2563537)
New: BIS_fnc_addStackedEventHandler now accepts code or function name (instead of only function name)
Added: Geometry PhysX LOD for Hellcat
Fixed: Wrong model of Caucasian head
Added: Possibility to configure and use virtual players in MP (logic with isPlayableLogic=true in vehicle config)
Fixed: Campaign menu's replay button
Added: Tooltips to ListBox items in Controls
Fixed: Turret texture of Ifrit (thanks to http://feedback.arma3.com/view.php?id=16847)
Randomization of textures has been removed from FIA trucks to let them have the correct FIA textures (see http://feedback.arma3.com/view.php?id=16846)
My PC just doesn'ttseem to be able to play this at much more than 30fps, if I'm lucky. And I really can't see why... If they're offloading most of the work to the CPU, then to my mind that's poor coding.
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My PC just doesn'ttseem to be able to play this at much more than 30fps, if I'm lucky. And I really can't see why... If they're offloading most of the work to the CPU, then to my mind that's poor coding.
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