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SgtRoss

Head of Customer Experience
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About SgtRoss

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    Head of Customer Experience

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  1. Whitelisting Results

    Greetings Squaddies, We've had a lot of response to the whitelisting mod voting poll that was thrown out last Friday. The results are pretty clear: Out of these five mods, your clear favorite one is Squad Ops HC! We can see that there was also lots of excitement about Defend the Dome and Pischiv. Maybe they'll make it the next time! Along with the two mods already chosen by OWI for our first cycle of whitelisting, namely the map Harju and the gameplay modifications from Squad ProMod, SquadOps HC will be playtested during our first official whitelisting playtest. Since the holidays are about to start, we had to prep for Beta 18, and the modders need more time, the playtest will be scheduled in the week of January 6th. Thanks, everyone, for voting! We're very excited to see our first whitelisted mods not too long into the future and also curious to see which additional mod whitelisting applications we get for our next cycle. Have a great holiday! OFFWORLD OUT.
  2. Beta 18 Released

    Greetings Squaddies, we hope all of you are having a wonderful holiday season, and if not, well...maybe you should get on Squad and relieve some stress! So, with that holiday spirit in mind, we've been checking our list and checking it twice to see what in the game has been naughty or nice and boy did we find some naughty boys. Some of the highlights of this update are the removal of buddy rally except the Insurgent faction and a few adjustments to the commander. That's not all though, we got a long laundry list of updates and fixes to sink your fangs into this holiday season, so get out there and show each other that wonderful holiday spirit! Beta 18 Patch Notes Infantry Gameplay Removed Buddy Rally feature from all factions exception Insurgents. Updated lean raycast to be more robust (less potential for full wall clipping). Updated minimum rearming for persistent ammo from 3 mags to 2 mags. Updated brightness for DSHK and Beretta M9A1. Updated GB crewman and pilot face to not have face camo. Updated GB Rifleman1 to have a camouflaged face. Updated infantry smoke grenade fx to be better optimized with a more efficient texture and particle cutouts. Updated smoke grenades to have no light emitters for improved performance. Updated LAT, Tandem, TOW impact VFX against armor (fewer emitters, more performance). Updated CAF Carl G Tandem projectile's minimum arming distance to ~40-50m (was 80+m). Fixed being able to sprint during bandaging - cannot do this anymore. Fixed the headset on the British soldier being too reflective. Fixed GB Engineer having an ironsight icon instead of a SUSAT icon in the role selection menu. Fixed rockets having no impact FX on the sand. Fixed infantry bodies being visible inside smoke grenade clouds. Fixed smoke effects resetting when changing Effects settings during gameplay. Fixed previous weapons still being equipped after changing kits in a vehicle. Fixed exploit where Players that disconnect from a server do not take tickets away from that team - (When an Incapacitated player disconnects, they take away a ticket. When a Live active player disconnects, they do not take away a ticket). Fixed kit limits and inventory for CAF Rifleman Kits. Fixed CAF Crewman SL, Pilot SL being in the wrong order. Fixed a few inconsistencies in CAF kits. Fixed C8A3 Eotech rifle not having any firing animations on the rifle. Fixed ET552 reticle being misaligned between the C8A3 Eotech and C8 M203 Eotech variants. Fixed C14 reticle being offset from the center, making marker creation via Radial being offset. Vehicle Gameplay Added Abandoned Vehicle Cleanup System - Unoccupied Vehicles that are in the field and not in 150m proximity of a friendly RP or FOB, a 20-minute timer causes the vehicle to start taking burning damage. This system is intended to reduce the amount of long-abandoned vehicles in the field, while not being too heavy-handed with player’s choosing to park their vehicles strategically (or “capture” enemy vehicles for some time.) Updated the Vehicle Emergency Accident Recovery option in the Radial Menu UI for the Helicopters to be hidden for now - this feature is currently not supported with Helicopters. Fixed Soft Map Boundary not always working when helicopters fly too far out of bounds. Fixed T72B3 zeroing on the AP, HEAT, Frag, and Coax weapons. Fixed MATV Woodland wreck showing desert skin. Fixed Technical DShK - fixed spelling on the interactable popup (wrong lower cases). Fixed CAF M939 Transport Truck not having ammo resupply, crewman request, and vehicle recovery options. Fixed helicopter instrument panel reflections to align with local space instead of world space to prevent rotation. Fixed BFV TOW arming distance, should be the same as the emplaced TOW now. Fixed TAPV blurry driver's seat. Fixed TAPV M2 gun being offset while moving and driving. Fixed issue with MATV asphalt dust blinding the player. Fixed missing reload sounds on T-72. Fixed Leo2A6 wreck having missing faces. Fixed TAPV Driver having his feet poke out of the TAPV's chassis. Fixed Leo2A6 incorrect UI hint with seat 4 "Q" key. Commander Gameplay Updated Commander ticket cost to 2 tickets (down from 5). Updated A10/SU25 airstrike "inbound" delay timer to 15 seconds (was 30 seconds). Fixed the Support Action category image for the commander list. Fixed third-person camera breaking when the player flies far away and then flies close by again, then switches to the soldier in UAV. Fixed Client Crash when a commander is trying to access actions in a specific way. Fixed UAV z-fighting issues by adding a near clip plane for UAV users. Fixed INS & MIL Spandrel not being a valid vehicle to activate the Commander Support Actions Fixed not being able to enter the UAV view (button appeared to be missing in some circumstances). Fixed specific command actions closing the UAV view unintentionally. Fixed CO being able to retain commander abilities active status after getting in a vehicle when near a hab. Fixed incorrect voice over lines for RUS, GB, INS Commander. Deployables Gameplay Updated Indirect Fire Shelter deployable to be much more resilient to Explosives, Mortars and Artillery projectiles. Updated Interact Zone for deployables - increasing the interact zone so now shovels can interact with deployables from farther away. Fixed the Vehicle Bay on Jensen's range, so it now allows up to 3 vehicles spawned in the world at one time from each Vehicle Bay. Fixed having to enter a Deployable Emplacement by holding the 'F' key - now it is a keypress. Fixed INS FOB Radio having higher hp and different damage values to the other FOB Radios. User Interface Added CAF fixed theme music upon joining (using the USA as a placeholder for now). Added CAF fixed win/defeat themes (using the USA as a placeholder for now). Gameplay Map Layers Added new map layers: CAF Narva RAAS v1 and CAF Tallil Outskirts RAAS v1. Updated CAF map layers to use a soft map boundary system. Updated Main Menu Entry Map - Helicopter sounds are now much quieter. Al Basrah Invasion v1 - fixed glitched temp ammo crate @ VCP. Belaya Invasion v1 fixed a minor naming issue with random CP's. Chora RAAS v1 - fixed Radio Station having the wrong CP name. Gorodok - lowered max altitude for Helicopters from 1500m to 800m. Mutaha TC v1 updated to include soft boundaries. Narva RAAS v1 fixed CPs having offset names that were misleading to where the actual cap zone was. Narva Invasion v1 adjusted vehicle layout. Yehorivka Invasion v2 - Tweaked vehicle layout to give USA more capability. CAF Kamdesh Invasion v1 - Fixed black minimap, added randomized CPs, and fog of war. CAF Kohat Invasion v1 - fixed TAPV being woodland instead of arid. CAF Kohat Invasion v1 - fixed Insurgent protection zone no deploy being too large, preventing insurgents from building on the Radio Tower CP. CAF Manic-5 fixed main base helipads from being too high off the ground. CAF Manic-5 RAAS v1 fixed not being able to lean inside specific capture points. CAF Manic-5 RAAS v3 fixed US ammo crates not resupplying. CAF Manic-5 RAAS v4 fixed capture points not working. CAF Manic-5 Invasion v1 & v2 fixed not being able to lean inside certain capture zones CAF Manic-5 Invasion v2 fixed USA ammo crates not being useable. CAF Manic-5 Skirmish v1 / v2 disabled Commander. CAF Manic-5 Skirmish v1 fixed sunken ammo crate at CAF main. CAF Nanisivik Invasion v1 fixed flipped LUVA1’s. CAF Yehorivka RAAS v1 fixed ammo crates at CAF main. Environments Updated collisions on 118 trees with a new set standard collision so that the top third (bendy part) of all trees no longer have a collision. This is especially relevant for helicopter pilots. Reduced large 4k foliage textures to 2k, where they did not need that high fidelity for performance improvements. Updated Middle East power poles so that projectiles no longer collide with them. Updated Oak and Birchwood materials to allow projectile penetration. Fixed visual artifacts and missing mesh pieces on Industrial Office. Fixed collision and LODs on several Middle Eastern urban buildings. Fixed LOD popping on urban residential buildings, construction crane, dirt/rubble piles, and European grassy cliffs. Fixed floating geometry/bad collision on a rubble afghan house. Fixed several cliff physmat issues. Fixed gas cylinders missing geo on their interior faces and material to avoid unnatural "glowing" effect. Fixed door frames on the urban building, added simple garage doors. Fixed oak shrub material issues. Fixed bunker corridor textures. Fixed crotalaria bush LODs. Fixed back face on the roof trim of Eastern European houses. Fixed hole in roof and stairs on Middle Eastern urban building and fixed material errors. Fixed Middle Eastern residential building not allowing things like deployables/ammo bags to be placed on the roof of the building. Fixed the woodshed LOD2 tri reduction setting, so the holes in the rear wood planks now remain visible at far distances. Fixed Z-fighting near stairs, UV mapping on the part of the window frame and LOD polycounts, and transition distances on Middle Eastern block building. Fixed police station building static’s windows so players can no longer jump through them. Fixed upper wood planks collision on yeho destroyed barn buildings. Fixed invisible walkway on the upper exterior of the European yellow residential building. Fixed wooden house antennae using the wrong texture and having a misaligned door. Fixed visible gaps in ornate house seams. Fixed floating decals and incorrect collision on several Middle Eastern compound houses. Al Basrah Added a "No Deploy Zone" at the same depth as the pain volume to prevent players from glitching FOB radios into the bottom of rivers. Updated the shadows not to be drawn on grass, crops, and trash for optimization. Fixed floating trash foliage in grid F8-9-6. Fixed floating road spline in grid F7. Fixed floating trash and wood planks at Basrah Airport. Fixed incorrect Ground Physmats near poppy production POI, causing very slow vehicle driving. Belaya Fixed a couple of floating buildings in POI Nikola. Chora Updated RU Main Base on AAS v2 to have a larger opening for vehicles leaving Main. Fixed some triangle lighting artifacts inside buildings. Fixed water canal spillage near Radio Station POI. Fixed compound walls that players could walk through grid G9-7-7. Fool's Road Fixed jagged road edges on Fools Road. Adjusted gaps between trailers at FOB Papanov. Fixed tunnel wall glitch exploits. Fixed broken materials on Fools road tunnels. Fixed floating tree near Homestead. Gorodok Added more details to POI’s in the NW sector, adding several new trench defense positions. Updated Gorodok Minimap. Updated Lighting. Reduced fog density. Fixed field brightness values. Fixed floaters and other smaller issues. Fixed industrial building sign frame and piping having wrong, incorrect texture. Kamdesh Fixed floating bush grid C5-1-8. Jensen’s Range Added BMP-2 and CAF vehicles to the Vehicle Armor Diorama. Logar Updated the outdated Landscape & Foliage on one of the oldest maps, increasing the texture quality up to the standard of more recent Squad maps. Manic-5 Updated cull volume settings for better performance optimization. Updated lighting layers. Removed inadequate performance greenhouses. Mutaha Added road from SE main and several other small POI improvements. Updated terrain detail painting. Updated Mutaha minimap. Updated cull distance for medium and large statics so they won't cull in the UAV view. Updated Police station razor wire fence to have a pain volume. Updated two building clusters to use wider wall openings. Updated the interior of a grape dryer building due to blocked stairs. Fixed floating wall in grid F3-4-7. Fixed some floating splines. Fixed double moon on the Mutaha dusk layer. Fixed Mutaha compound walls having the wrong physmat for the metal lattice. Narva Fixed LOD distances to avoid decal popping. Fixed Old Hospital window frame UV’s. Fixed Apartment Building missing faces and gaps in doorways. Fixed water plane texture flickering depending on the viewing angle. Fixed Building near Geneva Apts having windows that back onto another building. Fixed player collision on Narva's small birch trees. Fixed player collision on the chimney of a small industrial building. Fixed player collision on Narva's train depot building. Fixed some trees that were clipping through buildings. Tallil Increased view distance to ~1500m and decreased fog density. Updated fog color. Updated cull distance of small foliage rocks on Tallil to render further out. Fixed multiple missing faces on the Damaged Aircraft Bunker concrete slab section. Fixed Aggressive bush popping on LOD’s. Fixed cement slab debris not having collision grid F7-5-3. Fixed rock formation allowing players to lean into rocks grid J6-5-9. Fixed floating grapevines in Eridu (replaced with Olive Trees). Skorpo Updated Skorpo's minimap to include short tunnel (from Korsneset to Halcene) and shallow shoals on the coast near Marina. Updated Skorpo to soft map boundaries on many map layers. Fixed Norwegian House LOD materials. Sumari Added more detail to the Training Camp area. Fixed various floating trash NW of Walled Courts. Fixed moon banding on the ultra-dynamic sky (AAS_v1). Fixed incorrect vehicle collision on Wood bridge in grid B3-2-3. Yehorivka Updated Belovia POI with more detail for infantry gameplay. Updated other POI for small gameplay enhancements and improvements. Updated Yehorivka Minimap. Fixed several small bugs. Modding Added simple editor tools (post-process materials) for visualizing elevation in the viewport. Added clickable link to EULA for first-time mod uploaders. Added error feedback to mod uploaders when Steam is not open. Removed the warning (spam) of including engine/game content in a cook. Removed 4k and other unneeded texture samples in master materials (foliage shaders mostly) Removed DirectX 10 (SM4) option since it's not supported. Updated name of 1 al basrah lighting layer: LL_Sunset instead of LL_Sunrise Updated name of team info for Russia: RUS_DE instead of RU_DE and RUS instead of RU. Updated kit names for the USA from USarmy to USA. Fixed demoreccommands. Fixed many CAF redirectors. MISC Updated MapRotation.cfg for B18 with new CAF maps. Removed lightbulb statics from Main Base helipads. Removed broken depth of field toggle from admin cam. Known Issues TAPV is using MATV wreck as a placeholder. Commander - Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This is going to be fixed in a future update to align the map CO icon with all the other icons for CO, which is a star. Commander - When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from - even if the person doing the transmission has moved afterward. Commander - A10 gun run & SU25 rocket strike sometimes lands way off-target. We have narrowed down this issue to the Commander CAS marker being placed near/on top of building statics, causing the A10 / SU25 to fly at a high altitude, which throws off the targeting — working on a solution for this to come in a future update. Helicopter Tail Rotor component currently can only take damage from collisions with the ground, statics, and other vehicles. Projectile damage to tail rotors comes in a future update. Helicopters have various handling tweaks, damage values, and small bugs that are being addressed in a future update. Vehicle Reset Feature does not currently work with Helicopters. Clients frequently crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash. When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which prevents players from joining most public servers. The workaround solution, for the time being, is to press “Send and Close.” A proper fix for this issue is under investigation. Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent crash reports. Players occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during the map switch but did not spawn during the staging phase. We are actively investigating a fix for this bug. Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — actively investigating a fix for this bug. Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization. Occasionally Self-bandaging fails. We are actively investigating a fix for this issue. The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. We are investigating a fix for this issue. Insurgent HAB still has a spawning issue where there’s a chance the player spawns on top of the model instead of inside it — actively investigating a fix for this bug. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is in the long term. Vehicles parking brake gets stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’ — investigating a fix for this issue. "Alt-tabbing” out of Squad during a loading screen freezes the client. The recommended solution, for now, is to run in the “Borderless” mode. Ammo rack component (on IFVs and Tanks) takes a very long time to repair. Audio module for Squad is initialized at the game start. If a Player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again. SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds then you did. Localization for most language translations is currently out of date. We plan to push a full localization pass when we are much closer to full release and are locking down all the text that needs to be translated for the game. Local/Offline Bug with Commander - Insurgent / Militia Handheld Drone does not move in local. Local/Offline Bug with Commander - UAV hovers in one position instead of moving along the flight path in local. Local/Offline Bug with Commander - CAS does not do damage in local. Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play. Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
  3. First Mod Whitelisting Vote!

    Yes, it is an ongoing thing. There will be opportunities for other mods in the future.
  4. First Mod Whitelisting Vote!

    Hey Squaddies, As you may or may not have heard, we opened up the whitelist application to Squad modders at the start of this week. We have received several applications already - and we're excited to share them with you! Every whitelisting cycle, we will pick 2 mods from the whitelisting applications. These mods will then be tested in a full-scale public playtest event, yet to be announced. If the playtest goes well, these mods will become WHITELISTED, allowing servers to run them in the main Squad server browser! From the remainder of the whitelist applications, YOU can vote in one additional mod to be tested during the whitelisting playtest event! Today, for our first cycle, the mods we've picked are: Harju Combat arrives in the fictional Finnish town of Harju. In retaliation for the Battle of Narva, Russian expeditionary forces have begun raiding towns on the southern coastline of Finland. A NATO carrier group is deploying to back local defense forces to repel the invasion. Squad ProMod The main focus of ProMod is to create better designed, balanced layers while tweaking game mode mechanics and maps to match. We also try to add community QoL fixes and address glaring issues in meta and gameplay on a per Squad version basis. ProMod adds over 30 new custom layers to Squad that features more natural custom lighting and even some terrain changes on some maps. Additionally, ProMod comes with some tools and a custom overlay for admins and casters. These mods will be tested during our next playtest event. As we've already picked these for testing, you WON'T have to vote on them. Yay! ...However, we've got more mods to choose from! Which of these mods below are you most excited about? Let us know in the poll! The mod with the most votes will be the third mod to be tested in our next whitelisting playtest event! Dodgeball Had enough of filling your opponents with lead for a bit? Dodgeball is a mod that revolves around pelting the enemy team with rubber balls! You can also catch enemy balls with a timed use of your hands by pressing right click with your hands out. Timing is key. Aside from some issues like hit reg consistency, I'm told it's pretty fun to play...! Air Superiority In Air Superiority, two teams clash in the skies above a small chain of Islands. Inspired by the mode of the same name, from Battlefield 1943, Air Superiority aims to fit in as much helicopter on helicopter combat as physically possible, with other types of aircraft hopefully in the future. The only thing left to find out is what the player limits are for this aerial mayhem. Defend the Dome Like superFOBs? This mod makes them the objective! In this experience, teams are given 100,000 construction points and 10 minutes to build a defensive superFOB. Then each team takes 30 minute turns trying to destroy the enemy's FOB. SquadOpsHC Inspired by the custom SquadOps event mod, but with changes to make it more suitable for public, non-organized gameplay. The Squad Ops Hardcore mod aims to create a more tactical and intense Squad gameplay experience through respawning changes, weapon rebalances, FOB reworks, additional kits, and kit reworks. Suppression lasts longer, instadeath is back, explosives are more effective against vehicles. Oh, and did we mention they have amphibious vehicles? This mod also comes with several custom maps to boot (these custom maps are a separate mod, but work together)! Pishchiv Pishchiv is a map mod for Squad, centered around a beautiful Ukrainian farmland valley. There are lots of open areas perfect for vehicle combat, and large enough villages for infantry to have a place of their own. This map mod includes several layers, including a specific tank layer as well! Surprised to see that much awesomeness all in one place? Check out our monthly "The Wrench" modding updates to stay up to date on anything modding! Good luck, voting... Because you can only vote for ONE extra mod each cycle! But don't worry, there'll be another vote next one! Vote on your favorite mod OFFWORLD OUT.
  5. Alpha 13 Survey Review

    No problem. At the end of the day, the design team is going to do what they feel is best and they will make decisions that we dislike and some we like. I'm essentially just a player now, too, so I have to live with the changes they make like the rest of ya's. As far as understanding the intent, well, we will continue to be transparent and discuss these things. I would have a look at the SquadChat with Phil that happened recently. Also, we're likely to have more stuff coming up in the future to talk about these things.
  6. Alpha 13 Survey Review

    I feel some assumptions are being made about this article. The intent was to show the results of the survey. There have been no judgments made as to whether or not the Squad development team will act on the results of the survey. As stated in the quote, it will take the A15 development cycle to figure out if changes will be made and implement said changes. An example, for all I know, the design team will take out Buddy Rally due to the upcoming release of helos. No promises are being made here, and we're just asking what people think and considering those responses. Thank you all for the feedback.
  7. Squad is dead or not ?

    Tartan isn't too far off; overall growth has been increasing.
  8. Fokke's Battlepics - Highres

    Man, some of those are great, adding them to my stash, thanks!
  9. We're looking to expand our Community team as our company grows! Are you passionate about gaming and have experience bringing people together and connecting communities to the people who make them? Then we might be looking for you, future Community Manager. Take a look and apply if you think you have what it takes. Job Description
  10. V10 weapon muzzle control

    Please keep it cordial here, there is no need for name calling and does not help efficiently provide feedback for us to work with. We are closely watching the overall feeling of the community, and we will do our best to keep everyone's viewpoint in mind with any further modifications to the system. Keep in mind that this system is here to stay for the time being. It took our team quite a long time to nail down something that we can work with and are happy with how the system is set up at the moment. However, there will likely be tweaks that occur over time as we take in more feedback. Please keep in mind that everyone will have their own opinions on the game and there are hundreds of thousands of players that we have to consider overall. Social media, forums, etc. are but a slice of the overall player base.
  11. What are your biggest pet peeves in squad?

    We're trying to avoid that!
  12. An overall VOIP upgrade is something we would like to do, but other priorities are taking up our time at the moment. We do hope that we will get an opportunity to make improvements before 1.0. Either way, thanks for the feedback and it is on our radar. (Actually technical documentation related to this, just need to get around to doing it)
  13. November 2017 Recap

    The intent is to get weapon resting in for all weapons eventually. Not for this update, but that is the plan for future updates. Not entirely, custom weapon collision animations are planned for future updates, for now, it will use the weapon lowered state. I do not have an answer for that as my head has been in other things. Content is "relatively" easy to do; our focus has mostly been in the "health" department as you put it. However, this does not mean that a ton of content hasn't been worked on during this entire time (since v10 is hardening, other parts of the team have to work on something, right?). I have a sinking suspicion that large content dumps will occur after v10 is out. Essentially, it means we are mostly in a polish and bug fixing phase. If we were to add more features, it could introduce new issues, delaying the update. We have a solid amount of stuff going into v10; now we are just trying to make sure nothing is game breaking. Yeah, sorry we couldn't get to it, but we are planning on escalating its priority after v10. Discussion and prototyping have already begun on the next iteration. Keep in mind, the new animation system does come with some neat features, but the biggest win is that the system is in and working. Now that the foundation is set, future content/feature updates will be more accessible to us as a team. As we continue to develop we will be working on top of this, hopefully allowing more rapid iteration of the system. For example, ladder climbing won't be in this patch, but once v10 is out, we will have more room to work on these types of iterations.
  14. As someone else mentioned, essentially, the Insurgent faction is a fictionalized one that is heavily inspired by the current Middle Eastern conflicts. We understand that some will feel a bit like the immersive-ness of having these guys on Afghan maps will be a bit incongruous, but we have always stated that we will be moving away (to the best of our ability) from political organizations.
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