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Arma Reforger Wasteland: March Changelog

March was busy. A lot of changes went live across the month, from new gear and weapons tuning to mission fixes, vehicle overhauls, and a full Fennek compatibility patch. Here's everything that shipped.

March 5

  • Added new pair of shoes
  • Slot type adjustments to Tyr Gun belt, Banana bag and Leg holster (might help with the inventory bug)
  • Adjusted preview settings of shoulder guards and Altyn Helmet
  • SVD can now use and equip the UTG Bipod attachment
  • Reverted AKM muzzle type back to 545 so it can use 545 suppressors instead of PBS-1 only
  • Added loadout selector for clothing-based skins
  • Fixed issue where certain pause menu options appeared above the logo
  • Removed hidden RPGs and other weapons from Hospital prefab (nice try butters)
  • Added missing loot spawners to bathrooms of the green and yellow buildings with ladder access
  • Added loot spawners to the Rec center with indoor pool
  • Fixed various buildings that had loot sunken into the mesh
  • Added missing loot positions to buildings added in Reforger 1.6
  • Added missing vehicle spawns to Myshkino
  • Adjusted a few beach spawn locations
  • Moved gunstore from Olsha to Three Valleys for a more accessible eastern gunstore
  • Added loot positions to new fire station building
  • Added checks to ensure missions don't spawn within 1,500m of each other
  • Increased AI trigger spawn range
  • Mission vehicles now spawn locked and stay locked until mission completion
  • Reduced SPG9 reload time from 10s to 6s
  • Fixed zoom on ZU-23 (you can now zoom in)
  • Extra safeguard to prevent vehicles being deleted while occupied
  • Removed M252 Mortar from build menu, now only obtainable through the mortar encampment mission
  • HCAR can now equip and use the UTG Bipod

March 9

  • Fixed missing loot at certain side missions (mostly syndicate)
  • Fixed radio (music) not working
  • Added item value to item descriptions. No value shown means it sells for the default $50
  • Added loot to new shed building from recent Chernarus updates
  • Tweaked skin loadout stuff to fix replication issue
  • Fixed replication error related to vehicle locking at side missions
  • Added Modest AI Radio (thanks to Modest for letting us use his mods)

March 10

  • Re-enabled vehicle locking before mission completion (vehicle bunker issue resolved)
  • Code changes around mission stuff to resolve some issues
  • Gas pumps no longer become destroyed and unusable
  • Global fuel consumption rate back to vanilla 8x instead of 4x

March 12: Fennek compatibility patch

  • Applied compatibility patch for Wasteland's Shadow Clamp and the Fennek's NV
  • Added compatibility patch for Fennek and Modest AI Radio (access bottom left near hazard lights switch)

Fennek vehicle changes

  • Fixed door colliders so passengers can be shot when doors are opened
  • Turret screens automatically turn off in third person to help performance
  • Turret screens can now be toggled off/on
  • Fixed door actions so they're all under one context wheel
  • Adjusted seat swap locations for easier seat changes
  • Optimized main body fire geo collider
  • Optimized engine and fuel tank colliders
  • Added stabilization to commander and gunner turrets
  • Slightly tightened suspension for better overall control
  • Fixed smoke launcher and ammo type warnings
  • Fixed NV-System collisions

March 14

  • Fixed ZSU-23 missing remove casualty option
  • Tightened ZSU-23 bullet spread slightly
  • Buffed overall ballistics of 23x152mm shell (ZSU ammo)
  • Increased supply cost of M260 from 250 to 500
  • Increased supply cost of M261 from 500 to 1000
  • Only M260 variant of AH-6 spawns now, M261 variant removed
  • Salvage duration halves when using a golden wrench
  • Recreated Ural ZSU-23 variant
  • Increased supplies received from vehicles by roughly 50-60% depending on tier (Urals: 350 to 600, HMMWVs: 250 to 400, light vehicles: 150 to 250)
  • Nerfed MH/AH-6 flight model
  • Changed global fuel consumption rate from 8x to 6x
  • Increased all helicopter fuel consumption rates
  • 6.8 TVCM, 30-06, .300WM, .338 LM (TRG Sako), 12.7x55, 12.7x99 and 9x39 ammunition now calculates zeroing properly in advanced zeroing system

March 15

  • Fixed bed of the ZSU-23 Ural disappearing when taking damage
  • Added missing LODs for Ural truckbed
  • Added missing LODs to a few outfits

March 18

  • More tweaks to Ural ZSU-23 to fix some awkwardness
  • Tweaked 23x152mm ammunition further
  • Added separate kill-feed notification
  • Tweaked .338 ammunition (Sako TRG)
  • Added missing zeroing info for 7.92x33mm Kurz round (STG-AK)
  • Lowered price of LAWs in gunstore to 3500
  • Increased price of M67 Launcher (Carl Gustav) from 8000 to 9500
  • Added Vortex Range Finder to gunstore rotations

March 27

  • Re-enabled uncon (the community voted yes. We hope you all go into miserable uncon states)
  • Potentially fixed Razor HD 4000 not calculating range due to certain headgear
  • Adjusted preview render of Razor HD 4000
  • Fixed black jeans display name reading as ripped blue jeans
  • Launch of new loadout lineup. Check the store on the website

March 31

  • Fixed colliders on stage 1 and stage 2 concrete wall (you were not supposed to shoot through that)
  • Limited M45 Quad turret downward vertical limit to 5 degrees instead of 25
  • Fixed SPG-9 not being able to store its rockets in inventory
  • Readjusted SPG-9 optics, should be near 1:1 like RPG sight
  • Added iron-sight option to SPG-9
  • Slightly tweaked vertical limits and turn speed of SPG-9
  • Added missing dash panel bits to the AH-6 (it ain't pretty but it flies, why do you care)
  • Potentially fixed seating issue with Vindicator Gunner (finally?)

That's the full March changelog. More coming. Join the Discord if you want changes as they go live.