
Recommended
ACE 1.13 RC5 [2011-12-09. Hotfix: 2012-04-27]
We intend to keep updating our Mod following a set schedule.
The ongoing development is always at least equal to the latest Stable version, and most of the time ahead of it.
We do this to get as much feedback and bug reports as possible, as soon as possible, and provide everyone the latest code to test.
Release quality is pretty much dependent on your feedback and reports; Bug Reporting.
We recommend the Ongoing Development releases over the Stable releases, because they will contain the latest fixes, and features. Incase of immediate issues, a hotfix is dispatched within no-time.
If you don't want to keep up2date with our latest ongoing development, we recommend you download and install a Stable release
Availability
The ongoing development is only available through Six Updater and AddonSync, due to frequent updates, automation, simplification and small update sizes.
Please find release notes of stable versions over at Releases.
Also see the Roadmap.
Looking for Changelog+Overview ?
Raw changelogs per mod folder
changelog+Ongoing Development
1 2 3 ... 5 next » (92)
Ongoing Development+blog
Version Information
Downloads are further down below!
Downloads
- Instructions in the Installation FAQ
- SR5 Tactical (Italiano) + Guida Video YouTube completa su installazione e configurazione + Help Desk Teamspeak - http://www.sr5tactical.net/
Table of Contents

Roots
A.C.E. for ArmA 2 is a full conversion mod and is based on A.C.E. for ArmA 1, which was based on WGL for OFP.
The WGL and A.C.E 1 ideology was "When realism matters". With A.C.E. for ArmA 2 it is no different.
The complete Mod has been rewritten and optimized for ArmA 2, and we have based our workflow and tools on CBA methods.
The mod contains many components exclusive to ACE, developed by the ACE Team, as well as additional 3rd party content (Acknowledgements).
Mission
Our primary mission is to create a wide variety of real world weapons, vehicles, equipment, and tactics so that those playing the ACE modification will be able to better simulate combined arms combat on a modern battlefield.
ACE is designed from the bottom up with the goal of encouraging its users to employ real world tactics and strategy (fighting as a team) in order to accomplish realistic military objectives. We strive to create hyper-realism without losing sight that the mod must be playable by the “advanced” user. Our focus is not only on creating features and models which highlight realism but also on supporting the creation of realistic missions in which one may experience the full spectrum of virtual combat.
- ACE allows casual to hard-core gamers the opportunity to experience realistic military weapons, equipment, and tactics while still maintaining an environment that is enjoyable to play.
- ACE provides the most realistic, comprehensive, and tactical first-person military simulation available for the civilian PC market.
- ACE is a mod in progress for ArmA 2 that is being created by many of the same people who developed the original ACE mod for Armed Assault. There are many exciting teamwork- and gameplay-enhancing features planned for ACE; it should be the mod-of-choice for any groups interested in increasing their realism, teamwork, and gameplay at the same time.
Components of ACE
For Changes for Operation Arrowhead, please see: Changes in ACE for OA.
ACE is composed of five components, to allow maximum flexibility for the end-user and communities.
Additionally, ACE requires:
CBA and ACE (Core) must be installed to use ACE at all. This allows server admins and mission makers to take advantage of ACE's core functions without interfering with what other add-ons or mods they wish to use. ACE is meant to be more friendly to other mods in the ArmA2 community. While ACEX and additional factions are not required, it does add a lot to the game experience and is highly recommended.
Compatibility
ACE is known to be compatible with all distributions of ArmA 2: Operation Arrowhead, incl Steam.
The latest tested and verified patch is v1.57.
Any mission will be able to enjoy the basic ACE features, some assets are only available in custom missions.
Ongoing Development
Recommended
ACE 1.13 RC5 [2011-12-09. Hotfix: 2012-04-27]
We intend to keep updating our Mod following a set schedule.
The ongoing development is always at least equal to the latest Stable version, and most of the time ahead of it.
We do this to get as much feedback and bug reports as possible, as soon as possible, and provide everyone the latest code to test.
Release quality is pretty much dependent on your feedback and reports; Bug Reporting.
We recommend the Ongoing Development releases over the Stable releases, because they will contain the latest fixes, and features. Incase of immediate issues, a hotfix is dispatched within no-time.
If you don't want to keep up2date with our latest ongoing development, we recommend you download and install a Stable release
Availability
The ongoing development is only available through Six Updater and AddonSync, due to frequent updates, automation, simplification and small update sizes.
Please find release notes of stable versions over at Releases.
Also see the Roadmap.
Looking for Changelog+Overview ?
Raw changelogs per mod folder
changelog+Ongoing Development
1 2 3 ... 5 next » (92)
Stable
Stable releases are snapshots of the ongoing development, which have gone through release candidate testing.
Once a version passes the requirements, the version is released as the new Stable version.
Also see Schedule.
Following ACE
You can follow us through our News outlet, incl RSS, Wave and Twitter!

Looking for other releases? See Changelogs.
ACE 1.0 Update 5+blog
We finally have had a chance to resolve the infinite loading screen problem (Thanks for the report+test).
We've squashed a couple of wounds problems that were causing double Killed Events to be registered (probably resolves some mission/addon issues) or cause invulnerability against satchels, falling of buildings, etc. etc.
We've also revamped the Changelog template, hope you all like it :)
Don't forget to grab the latest Updater with improved GUI and operation!
General
- Internal fixes and improvements.
CBA
@CBA This is ...
- Build 89. Updated to source:@bf773519f9a8429d520b14b426bc15323b4677b9
Changed
- Removed delayLess processing from initPosts, they are covered by the loading screen anyway. fixes #9590. Endless loadscreen. [Sickboy]
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 327. Updated to source:@b1e61e783a597eb050abd02094b064f4629548a2
- Build 326. Updated to source:@dc62b2c77b752fc10cf56b508b99b71908ac484f
- Build 325. Updated to source:@78d35d18ef3ea5c387f9424dc7523d40c2a38fdc
Changed
- Improved handling of HE damage for armored vehicles [q1184]
Fixed
- Exaggerated explosions of small vehicles like ATV. [zGuba]
- Initial SACLOS limits ignored [zGuba]
- No wound effects from special damages like falling, satchel, etc. [Sickboy]
- Double killed event triggered by wound effects. [Sickboy]
- Eject fixes, by Monsada [Sickboy]
Added
- "Require ACE" module. classname "ACE_Required_Logic". Can be used to make sure your mission will require ACE, so that users without ACE cannot break the server / mission. [Sickboy]
- New Public Function: ace_fnc_startSpectator
ACEX
@ACEXThis is the Extras mod....
- Build 215. Updated to source:@5145e2d18f47508d9a5f8e6f52a94c6e7964d41b
Changed
- Enabled sight adjustment for scoped Groza-9 [q1184]
- New and Updated HK416 [Scubaman3d]
- New and Updated M249 [Scubaman3d]
Fixed
- M1 empty lods [zGuba]
ACEX_SM
@ACEX_SM...This is the Optional Soundmod. It only
Build 28. Updated to source:@31304d5ed42dd96b7465401e80caf84562eb3c95
Fixed
- GSh-30 guns sounds [zGuba]

Looking for other releases? See Changelogs.
General
- Internal Fixes and Optimizations
CBA
Build 87
Updated to source:@f75550ad4b021f84683ba0d3fe97f150829f5659
ACE
Build 319
Updated to source:@df0217dec7a9dd2c59fb214cfb8cdfbd18426544
Changed
- In SP when wounding is enabled an action gets added to wounded units so that AI units != medics can heal other units too (only available for non medics, they still do their job alone), refs #9294 [Xeno]
- Initial support for nukes to use ACE armor damage system. [Evil_Echo]
Build 317
Updated to source:@249987e3caca480efc677ce6e7a783b7c5cdef91
Fixed
- Players can start with wrong weapon selected, like grenades instead of the primaryWeapon. [Sickboy]
- Shturm/Falanga FUBAR due to reversed data in limits script [zGuba]
- YakB bullets sometimes adjusted multiple times. [zGuba]
ACEX
Build 211
Updated to source:@4291d78b51dbfb18ec77675a20df7445728924a4
Fixed
- GP-30 display names and AI targeting [zGuba]
ACEX_SM
Build 25
Updated to source:@2befffd0eb5404cb9915e65a901b60008ff4388e
Changed
- Less rotor noise inside most of the helicopters [zGuba]

Looking for other releases? See Changelogs.
General
- Fixed: Endless flares after entering and exiting a vehicle
- Internal Fixes and Optimizations
CBA
Build 88
Updated to source:@41b8c7a722430dc25fe4601573351190e82f9fea
ACE
Build 322
Updated to source:@a8764de24e10024f1a516cee80d13b8d63aa2e62
Build 320
Updated to source:@dfbc7774addf4fcb307b4f1db26f3dd75557ed45
Changed
- Parachute stuff! 1) Chute flight model - softer stalls, better flaring/floating ability, 2) Chute collision & landing behavior 3) Added knock-out effect if you pull ripcord whilst skydiving too fast. [Homer Johnston]
Fixed
- Aerial laser designator could become frozen. [zGuba]
- Missile guidance is problematic with low FPS [Sickboy]
- Parachute screen-shake #8824 - use "freelook" key or TrackIR to look around now. [Homer Johnston]
- SACLOS missiles effectiveness improved against moving targets [zGuba]
ACEX
Build 212
Updated to source:@c49d06916724f9aea07b92673a45503d25a1414a
ACEX_SM
Build 26
Updated to source:@5ecb6ed56c72abbc047d414bc63c43152d42d6ca

Looking for other releases? See Changelogs.
General
- Internal Fixes and Optimizations
ACE
Build 323
Updated to source:@05dd5d23fe7799d4e710b8c92547a8e96fb95ca1
Changed
- Former 75-round RPK-74 mags are now 45-round mags. [q1184]
Fixed
- AI ejections [zGuba]
- FPS consuming issue with missile guidance systems [zGuba]
- HALO landing on carrier was treated as water landing [zGuba]
ACEX
Build 213
Updated to source:@7204937b95c5df4e66d7c0f5946ac9e01007a2af
ACEX_SM
Build 27
Updated to source:@4fd2340141c7abf652a59b82c1fbd240b5fd8005
Added
- Shilka burst sounds [zGuba]

Looking for other releases? See Changelogs.
General
- Internal fixes and improvements.
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 324. Updated to source:@180969a88936fb55b3822e78a3a494536bcf41c1
Changed
- ItemRadio Weight, represents approx PRC-148 [rommel]
Fixed
- Flashbangs causing harm [Rocko]
- You can now use steerable parachutes placed in the editor. See Eject HALO System+notes for tips. [Homer Johnston]
ACEX
@ACEXThis is the Extras mod....
- Build 214. Updated to source:@b52404f22bfd0249f1d6fea0cb6f8c5ebb647907
Added
- AH-1 Cobra TOW variants. [Aushilfe]

Looking for other releases? See Changelogs.
ACE 1.0 Update 6+blog
Currently the Interaction Menu operation is broken in two parts.
Hold left win-key for Man-based interactions like wounds, and tap Interaction Key (set in ACE_Keys.hpp) for Vehicle-based interactions like CSW.
Situation will be finalized soon.
General
- Internal fixes and improvements.
- Switched more systems to FlexiMenu by DrEyeball.
(Hold left winkey for Man operations. Tap interaction key for vehicle operations like CSW)
CBA
@CBA This is ...
- Build 91. Updated to source:@9bda3261075461acc8639d448d0143a84d501e63
- Build 90. Updated to source:@de22554760af843be1a68722df743fb885b005b7
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 330. Updated to source:@0de943c9e5b422233ff1899bf78f6f7cf36cccad
- Build 329. Updated to source:@4f510366718f30562ae729a21920d251708a0cf4
- Build 328. Updated to source:@cf99601a186bfe8ddc3c7cc89159d8fa292ef711
Fixed
- Excessive secondaries from small aircrafts [zGuba]
ACEX
@ACEXThis is the Extras mod....
- Build 218. Updated to source:@68247d58afa570de44b75bb14a6852b70cc3d37d
- Build 217. Updated to source:@0bbb2ea8d87ef6c341a5404f4d15611d95e23144
- Build 216. Updated to source:@03ec682ac5f22a62aa5e0c295b1ca4f7d40303af
Fixed
- AH-1W empty lod [zGuba]
Added
- Mi-8MT for Russian forces [zGuba]
- Shaking inside Cobras and Little Birds [zGuba]

Looking for other releases? See Changelogs.
ACE 1.0 Update 7+blog
Mostly fixes and improvements!
Please also check the new Updater Version.
Enjoy!
General
- Internal fixes and improvements.
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 332. Updated to source:@84d4754e5cf5d909d8f0ac49ad8a67ecea0cf023
- Build 331. Updated to source:@309a2538191000abce979359cbd19c909e2c68ab
Changed
- Autorotation alarm sound loudness tweaks. Ref #9750 [zGuba]
- Loudness of incoming missile alert. Ref #9750 [zGuba]
- New popupmenu and old interaction menu now work properly, with single Interaction key, setable in ace_keys [Dr. Eyeball]
- Tank FCS now accounts for optics offset [q1184]
Fixed
- #9657 [rommel]
- Huge FPS drop while holding Shift-Space in most situations. Old functionality kept 100%. [rommel]
- Repair module "Full repair" wasn't able to repair tanks unless tracks damaged too. fixes #9865 [Sickboy]
- Sys_stamina init [rommel]
ACEX
@ACEXThis is the Extras mod....
- Build 219. Updated to source:@c4491343b4ab6c3258dbe58621c7d6d36f1b8c00

Looking for other releases? See Changelogs.
ACE 1.0 Update 8+blog
Check the latest Updater News for exciting new features and improvements!
General
- Internal fixes and improvements.
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 334. Updated to source:@3df83cf480a4379cdfbeb88ffe294786e897782c
- Build 333. Updated to source:@7e7d72d6397a38fc85c75e84fe4b61a4d3b76148
Added
- Pilot's ability to see gunner's optics view in gunships with MFDs [zGuba]
Changed
- Minor tweaked AI Talk Radio sounds volume [Sickboy]
- Self_Interaction_Menu key now assignable in ACE keys. (Default: APPS)
Fixed
- AI not using Ataka missiles during attack runs [zGuba]
ACEX
@ACEXThis is the Extras mod....
- Build 221. Updated to source:@51def3b707e370ea991c2a036e56acf7181c7862
- Build 220. Updated to source:@cbfeba8422c93653b0488268cf531c0affe105e2
Fixed
- Faction / CfgGroups misalignment [Sickboy]

Looking for other releases? See Changelogs.
General
- Internal fixes and improvements.
CBA
@CBA This is ...
- Build 92. Updated to source:@a09b7b3e21ed295364d31a5b860695867cbfbe55
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 335. Updated to source:@31db21a09b96dbc41ae5788e5c4f7938f4bf570b
Fixed
- AGS grenades timetolive was insufficient for indirect fire [q1184]
Added
- ShowClass script by Cyborg112, to ACE Demo1 mission [Sickboy]
ACEX
@ACEXThis is the Extras mod....
- Build 222. Updated to source:@e223dfa520bbd0a9792a7c29eae773f6958185fe
Changed
- Better rotor animations source [zGuba]

Looking for other releases? See Changelogs.
General
- Internal fixes and improvements.
ACE
@ACE This is the Core Mod. Containing all Core ...Build 336. Updated to source:@52ed119c4565f8c54f99a02c9a3b5db95343845e
Changed
- Sys_slingload replaces sys_ravlifter. Details: ACE2 Docu [rocko]
Fixed
- VSS/BizonSD/Val had muzzleflash at night [q1184]
ACEX
@ACEXThis is the Extras mod....Build 223. Updated to source:@8d50f12adb06a8b6499ea88937cc43046f7a3cb0
Updated
- Binkowski US Army 2008 Units

Looking for other releases? See Changelogs.
General
- Internal fixes and improvements.
CBA
@CBA This is ...
- Build 93. Updated to source:@2ebc48c3ae1ae77b03452be2fe20e6b306adac64
Added
- EXPLODE_9 macro and taskPatrol documentation fix [rommel]
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 337. Updated to source:@0ecadaf16d69e2eb06c8ac0b62464f4da1f760d1
Fixed
- #9379 and minor optimizations [rommel]
- 10064 [rommel]
- SYS_Stamina, units in vehicles would not lose fatigue [rommel]
- Sparkytags. refs #10086 [Sickboy]
Added
- Concussion and Breathing effects (variables) to SYS_STAMINA [rommel]
- Range display for Russian gunships in optics view [zGuba]
ACEX
@ACEXThis is the Extras mod....
- Build 224. Updated to source:@697897bccee54d35c03485e0c67a601116ca63c4

Looking for other releases? See Changelogs.
General
- Internal fixes and improvements.
CBA
@CBA This is ...
- Build 94. Updated to source:@f945259d09bb2e12d54653efd8c03a0111445f2e
Added
- CBA_fnc_globalSay3d. refs #10138 [Sickboy]
- Basic Credits system. Shows random authors at load screens, and all authors in Journal
- Keys overview in Journal (Moved from ACE)
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 339. Updated to source:@0efadb3b159e44dce13d3309892498dff1a6d955
- Build 338. Updated to source:@5534886bce788552ea861e4730d630adefd18a43
Changed
- ILS activated by keypress (default: compass key). Check ace_keys.hpp [rocko]
Added
- "ATK"/"PR"launch authorization indication for helicopter borne SACLOS missiles [zGuba]
Removed
- Keys overview in Journal (Moved to CBA)
ACEX
@ACEXThis is the Extras mod....
- Build 225. Updated to source:@eca0e2ca39e340c4be5bb8f8fa538b04ddffe606
Fixed
- ATV reflectors [zGuba]

Looking for other releases? See Changelogs.
ACE 1.0 Update 13+blog
1 week before we hope to hit our v1.1.0 Milestone!
Bigger (in filesize) updates are scheduled for the next updates in preparation of the next Stable Release.
(As promised in an effort to minimize the frequency of huge mod updates)
General
- Internal fixes and improvements.
- More authors added to credits.
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 342. Updated to source:@9c978bfa79e5cd98ffcb786d98664578b777e232
- Build 340. Updated to source:@52cff5cb360adf0163365d8c9572cdaaf2b03c90
Changed
- Enabled sight adjustment for all tank commander MG's [q1184]
- FCS locked in missile mode while tracking SACLOS missiles, improved AI efficiency [zGuba]
Fixed
- AT mines sometimes failed to cause damage to armor. [q1184]
Added
- Modules to force group markers on and off. Ref #9586 [zGuba]
- T-72 catastrophic destruction FX [zGuba]
ACEX
@ACEXThis is the Extras mod....
- Build 227. Updated to source:@0d56e55e800ae900afcdeb9abd8796177c480fb3
- Build 226. Updated to source:@7da82d1027b96276f818fed15bb96b62d18b7ace

Preparation of v1.1 Stable
Looking for other releases? See Changelogs.
ACE 1.1 Pre-RC+blog
Please also have a look at the latest Six Updater News!
General
- Internal fixes and improvements.
- Author information added to more addons.
CBA
@CBA This is ...
-
Build 95. Updated to source:@0774f9e592f30ad390284937a2d0b4705d54f3af
Added
- Task support for cba_fnc_getpos [rommel]
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 344. Updated to source:@2d4f912ae9def1f0c2eacc82bf152825fc076220
- Build 343. Updated to source:@1b63bec352748825d2defd01a65ba4bf157c9951
Changed
- Sys_weapons functions added to API, and renamed to main ACE_ functions. closes #9406 [Sickboy]
ACEX
@ACEXThis is the Extras mod....
- Build 228. Updated to source:@92aeb7143f5ec00fd95b7a87a23458205329f661
ACEX_SM
@ACEX_SM...This is the Optional Soundmod. It only
- Build 30. Updated to source:@a06c272203dfbdecdb67cdea6f128f7422648783
ACEX_PLA
@ACEX_PLA This is the Chinese People Liberation ...
- Build 18. Updated to source:@5bc2698938da35e3024c201de845b27048f2d5bf

Looking for other releases? See Changelogs.
ACE 1 1 RC0+blog
Also see latest Updater News
General
- Internal fixes and improvements.
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 346. Updated to source:@0ea29d5e7e01e23edb67ec6abe17140de924b2a2
- Build 345. Updated to source:@66f92466780fc9d94f1ffb56dd9446a3f535e18d
Changed
- Fixed some conditions that caused script lags in sys wounds [Xeno]
- Added spectating (spectator) to poor mans revive [Xeno]
Fixed
- Sys Weapons (incl MagicBox) [Sickboy]
- Satchels kill again when wounds is enabled, refs #9670 [Xeno]
Added
- RPG-7V with PGO-7 (config) [zGuba]
- sys_modelspecial to care for modelSpecial issues with rocket launchers [zGuba]
ACEX
@ACEXThis is the Extras mod....
- Build 230. Updated to source:@9c049b9c47022c8b02acd0e9a33a9371943aed2b
- Build 229. Updated to source:@ce95cce082a52e18da44b97f6affe281b482881d
Added
-
5t trucks [rocko]
- RPG-7 with PGO-7 (models) [zGuba]
ACEX_SM
@ACEX_SM...This is the Optional Soundmod. It only
- Build 31. Updated to source:@c028cc0087dd8b96624a0fc0b5c2334dc92a71f2
Changed
- New weapon sounds [tpM]
Added
- WGL turret servo sounds for tanks and APCs [zGuba]

Hopefully the final RC before v1.1 Stable!
Looking for other releases? See Changelogs.
ACE 1.1 RC1+blog
Also check the latest Six Updater etc news and discussion
Class Browser also updated!
General
- Internal fixes and improvements.
- Fixed AuthorUrls (credits)
- Dev-Heaven Ticket Changelog
CBA
@CBA This is ...
- Build 96. Updated to source:@bdb084afd85b391db10e837d9290a2b96f142260
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 349. Updated to source:@90e9619ff709ee93ab229c20ea9fd93d70eb34e2
- Build 348. Updated to source:@8ca115704b74ecd92a8ae93422571c9d694f1644
- Build 347. Updated to source:@6ed90594ace991fefb76ff8aeaf165873ed3733a
Changed
- AI will drop countermeasures only when engaged from the front or from the side. [rocko]
- Countermeasures can be dropped by pressing SHIFT key (for effect only atm) [rocko]
- Improved chemlight handling for dead players [rocko]
- Improved localization [rocko]
- Improved useraction detection range on ACE's explosive devices [rocko]
- Moved some useractions for items over to the Self-Interaction menu [rocko]
- Pilots ejecting over water creates a lifeboat [rocko]
- Reworked capacity and weight of rucksacks [rocko]
- Textures on ACE's explosive devices [rocko]
- Reduced range of static weapons where deafness will occur [rocko]
Added
- Interactive SLAM mine dialog [rocko]
- Keycuff item, to arrest units in conjunction with the Surrender module [rocko]
- M203 grenades have now the real designation and model [rocko]
- M433 grenades sometimes become duds. VOG25P is able to bounce and explode 1m in the air [rocko]
- PRC119 SINCGARS ASIP rucksacks in ACU and MARPAT [rocko]
- Pilot sunglasses to goggle system [rocko]
- Russian grenades have nor the real designation and model [rocko]
- Russian flashbang, Torch-C [rocko]
- Stretcher, to evacuate injured faster [rocko]
- VOG 25P grenades [rocko]
ACEX
@ACEXThis is the Extras mod....
- Build 231. Updated to source:@7817361d895d7620f4f6d4a098cf60a4a2c2cb16
Changed
- acex_c_veh_5ton addon name is now acex_veh_5ton [Sickboy]
- Added FCS for M2 and Mk19 Stryker variants (replaced manual adjustment). [q1184]
- Improved damage textures on various vehicles [rocko]
- Improved textures on various magazine models [rocko]
- More cleaner Kobra glass texture [rocko]
- RPG-7 PGO-7 shadows. Fixes #10440 [zGuba]
- Reduced Kobra reticle size [rocko]
Added
- Added sight adjustment to G3SG1 [q1184]
- Better GAU8 sounds and burst modes for GAU8 [rocko]
- More rucksacks in different camo patterns [rocko]
ACEX_SM
@ACEX_SM...This is the Optional Soundmod. It only
- Build 32. Updated to source:@68fef1e8006181ffd7a207b206443e4d3c2f7639
Changed
- Reverted weapon sound changes. refs #10439 [Sickboy]
ACEX_PLA
@ACEX_PLA This is the Chinese People Liberation ...
- Build 19. Updated to source:@f3fdf40506de420cfd59875aad5420f4b014d744

Looking for other releases? See Changelogs.
General
- Internal fixes and improvements.
CBA
@CBA This is ...
- Build 97. Updated to source:@848800173b29c3e0c6a54c9cb3466a87cebd2799
ACE
@ACE This is the Core Mod. Containing all Core ...
- Build 350. Updated to source:@8b36f9e793f7b690c7368119bc40443502474322
Changed
- Bigger font sizes for spectator unit name and life timer, refs #10472. [Xeno]
- Don't kill a player when he is part of a vehicle and poor mans revive is activated, fixes #10471. [Xeno]
- Don't show add drag and carry when wounds isn't enabled, refs #10501. [Xeno]
- If UI is toggled off, display the currently selected unit name for 5 seconds (when switching between units too), refs #10472. [Xeno]
- Increased lethality of 12.7 sniper ammo [Q1184]
- In SP AI medics only treat other units when they have the proper medicines, fixes #10493. [Xeno]
- Select another unit as leader if the group leader falls unconscious, works for AI and player group leaders, fixes #10494. [Xeno]
- Transmit manually dropped air vehicle flares over the network, refs #7980. [Xeno]
- This should make featureSize values more comparable. Ref #10482. [Xeno]
- Use getPosATL to get the correct height of a unit, fixes #10495. [Xeno]
Fixed
- #10322 [zGuba]
Added
- Hostage popup targets, Tactical popup targets and just popup targets [rocko]
ACEX
@ACEXThis is the Extras mod....
- Build 232. Updated to source:@60cf67c4d252947469eadc9059fa3a7e235ddd68
ACEX_SM
@ACEX_SM...This is the Optional Soundmod. It only
- Build 33. Updated to source:@ec5803d60719d6b69144d04ac1cf1fc68c112205
Changed
- Mk19 fire sound [tpM]
