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Patch NotesArma Reforger1.7.0.49

Arma Reforger 1.7.0.49 Update Patch Notes (9th June 2026)

Base capturing gets a new middle ground, and the vehicle sim gets tuned. Here's what changed in 1.7.0.49.

Nathan Lees6 min read
Arma Reforger soldiers defending a contested military base
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Bohemia Interactive pushed 1.7.0.49 live across Steam, PlayStation, and Xbox on June 9th, and the headline change is a rework of how base capturing actually works in conflict scenarios.

The big addition is a "contested" state that sits between fully controlled and actively being captured. When defenders are outnumbered but the attackers can't quite push the capture through, or when the FIA shows up to mess with things, the base flips to contested. That locks down spawning for defenders, which is a real bite, but at least they get map feedback that something's wrong in their backline. It's the kind of balance tweak that sounds small until you're trying to hold a position and suddenly can't spawn reinforcements.

Beyond that, the vehicle simulation got some love: wheel friction adjustments, lower center of mass on the BRDM-2 and Soviet trucks to stop them tipping over constantly, and a fix for gear shifting. There's also a pile of collision fixes, animation tweaks, and stability work, including a crash fix for PS5 running 4K binoculars, which sounds oddly specific but probably matters if you're that player. Check the full notes for the complete breakdown of what got fixed and tweaked.

Full Patch Notes

Buff Fix Tweak

Attention Soldiers,

We updated the game on Steam, PlayStation, and Xbox.

Visit our Dev Hub to read about Known Issues.

You can help us to further improve the game by posting your feedback on the Feedback Tracker.

Base Contesting and Capturing Changes

Base capturing was previously set up for two factions, and it was necessary to rework it to provide better player feedback. A new state has been added: Contesting.

The core of capturing is still identical. Have more friendly characters in the capture zone than the opposing factions to start the process. The in-between state is what has changed.

If the defenders are outnumbered and no capture is occurring, the base will change to a "contested" state.

A capture can be prevented (and so contested will happen) due to

  • FIA (who is unable to capture entirely)
  • The factions fighting over the point being equal in number
  • Either of the major factions trying to capture without a radio connection

When a base is contested, defenders are unable to spawn on the base for as long as it remains contested. This is shown on the map with a soft red glow around the base.

Though this is a "nerf" to defenders for spawning, they now get more information to work with.

It should balance out for enemies being present in backline bases, as it shows you when bases are being messed with while still not allowing spawning on "hot" frontline bases.

1.7.0.49 Changelog

Assets

  • Changed: LAV-25 colliders (wavebreaker 5mm armor)
  • Tweaked: Item size limits increased for vehicles' internal storage
  • Tweaked: MGs and Sniper rifles were clipping through the shoulder while semi-lowered
  • Fixed: Blocked muzzle flash when using any weapon attachment
  • Fixed: Buildable FIA bunker with camo netting composition was inaccessible
  • Fixed: FIA sharpshooter had 2 types of binoculars
  • Fixed: FIA used a Soviet supply storage as a buildable composition
  • Fixed: Hazard, Brake, and Rear light of BRDM-2 were the wrong color
  • Fixed: Helicopter engine shutdown time was not reset when the pilot and copilot switched places
  • Fixed: LODs skinning fixed on UH-1H sights
  • Fixed: Players were unable to take the wrench from the gas station arsenal
  • Fixed: Soviet Special Forces Sharpshooter was spawned with two bayonets
  • Fixed: Wrong Safety Distance on Hydra rockets

Vehicle simulation

  • Tweaked: Increase minimum speed for shifting gear direction (D <-> R)
  • Tweaked: Wheel friction adjustments.
  • Tweaked: Slightly lower center of mass and suspension adjustments to BRDM-2, S105, and S1203 to prevent excessive rollover
  • Fixed: Wheels rotated in the forward direction when going backwards on non-owner proxies

General

  • Fixed: Prevent spawning of players inside geometry
  • Fixed: Animations influencing multiple model instances
  • Fixed: M998 front wheels animation
  • Fixed: It was impossible to dismantle a base radio relay if it was built right next to the radio-relay objective
  • Fixed: Players appearing as having no faction in the Active Player list in admin mode
  • Fixed: 3rd-person vehicle camera zoom improved
  • Fixed: Flying dragon tooth near the transformer station base
  • Fixed: Perceived faction would stop updating when all clothes were off

Playable Content

  • Added: Base capturing has a new "contested" state, serving as an in-between state. It occurs when the defenders are outnumbered, but a capture is not possible.
  • Added: Contested state prevents spawning on a contested base and appears on the map. Preventing players from spawning in active warzones, but also giving information in case of backline sabotage.
  • Added: Move closer popup added for an enemy capturing or contesting a base.
  • Changed: Players will be unable to drop supplies on the ground from containers controlled by the enemy faction. This does not apply to harbors and preplaced caches
  • Changed: Renegade faction forces solo groups on people turning renegade to avoid issues with nametags and group text communication.
  • Fixed: Arsenal item tooltip could show generic info and icon for rank requirement if the required rank was not configured for the player's faction
  • Fixed: Compositions wouldn't change faction when the base was captured
  • Fixed: Free for all factions hostile to themselves could still see their own faction's nametags
  • Fixed: Incorrect faction setup on renegade player prefab meant nametags would show after respawn
  • Fixed: Nametags wouldn't update when another player switched factions.
  • Fixed: Rank-locked arsenal items would use a generic icon if a specific rank was not configured for the player's faction
  • Fixed: Renegade faction friendlyness was not always replicated correctly

Stability and Performance

  • Added: Support for micro-freeze detection to -logStats
  • Changed: Do not create prefab data for sound components when the game is run without sounds (headless builds, -nosound)
  • Fixed: Crash when loading terrain, and some clutter material was missing
  • Fixed: Crash when using Binoculars on PS5 with 4K resolution
  • Fixed: Build mode could have become unavailable after player has reconnected to the server after a crash
  • Fixed: Crash when working with non-damage effects damage over time
  • Fixed: Possible crash when streaming a character with no active physics
  • Fixed: Make sure HitZone signal is always registered on weapons to avoid issues with signal registration from parallel simulation
  • Fixed: MP signal interpolation speed
  • Fixed: Now replicating the group ID and selected group ID being reset to the player
  • Fixed: Now the group IDs also get reset if the player switches faction without being in a group already
  • Fixed: Possible crash when MP signals were used
  • Fixed: Suicide in the dedicated server plugin triggered a VME
  • Fixed: VME when spawning as civ faction in HQC conflict

Modding

  • Changed: Added a Hierarchy component to the Sign_SupplyStorage_Base.et and removed all instances of hierarchy components being added to it by the composition that uses it
  • Changed: Base capture query got changed to use the tag system rather than the query system for performance reasons, resulting in the loss of a method.
  • Tweaked: Script Syntax Tree: Memory leak for attributes nodes
  • Fixed: World editor - WB_AfterWorldUpdate callback not being called to entities and components
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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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