Jump to content

Gatzby

Admin
  • Content count

    1,052
  • Joined

  • Last visited

Everything posted by Gatzby

  1. Beta 17.2 Released

    Hey, squaddies! We’ve got some quick fixes for you! The highlights are: Fixed a bug where the button was not displayed after calling in Commander UAV. Attempted fix for a server crash that sometimes happened when respawning on Insurgency game mode as a Squad leader. Fixed CAF squad leaders not being able to call in airstrikes. Fixed CAF fireteam leaders not having a radial menu. Fixed a smoke grenade performance issue. Attempted fix for a client crash that could sometimes happen to commanders mid-game. Improved the view from the UAV to have less dancing lines caused by Z-fighting. Fixed a bug where upon flying the handheld drone far away and back again, you would lose all your weapons until you respawn. This should restore the necessary updates to the Canadian Armed Forces, making them fully ready to roll again! Speaking of, they’ve also received a variety of updates, including a brand new vehicle. This release marks the start of continued efforts to crush bugs, see them driven before us, and hear the lamentations of their Jira tickets. Plus content improvements. =) CANADIAN ARMED FORCES CHANGELOG Added TAPV Vehicle. It’s a Light Fast vehicle with great off-road capability and high ground clearance. Armed with CROWS M2 HMG. Added helicopters to the following CAF layers: Manic Gorodok Yehorivka Nanisivik. The CAF are using UH60’s on loan from the USA for the time being. Added CAF Pilot kit role. Added CAF Rifleman 01 kit role with C8A3 w/ EoTech (1 role per squad, unlocked at 6). Added CAF Rifleman 02 kit role with C8A3 w/ C79A2 (1 role per squad, unlocked at 6). Reduced Nanisivik to 2 map layers: Invasion v1 and RAAS v1. Reduced the frequency of LUV-A1 Light Transport on most map layers (mostly replaced by the TAPV). This small unarmed logistics vehicle will still retained in a limited capacity on some Invasion layers. Removed ammo rack from LAV6. Updated Manic-5, adding detailing to the middle POIs. Updated Manic-5 with “soft” map boundary for use with helicopters. Updated CAF Map Layer naming to a consistent standard: “CAF_mapname_gamemode_version” (version number is relative to CAF only). Adjusted minimum arming distance for CAF HAT (in-line with US HAT.) Adjusted CAF Sniper removed frag grenade. Adjusted CAF Combat Engineer kit role to be limited to 1 max /squad (2 max /team still). Adjusted CAF LAT kit role to have x1 M72 instead of x2. All CAF kits get minimum 2 smokes, Medics & SL get 4. Updated CAF SL kits: choice between 3 kits: C8 with EeTech, C8 w/ C79A2, C7A2 w/ C79A2. Added a AF SL variant character model now has a beret. Adjusted Automatic Rifleman (with C9 + C79A2) to now be part of the fire support kits instead of direct combat roles. Adjusted all kits without magnified optics to get binoculars. Updated Kamdesh RAAS v1 to be CAF vs RUS instead of CAF vs INS. Fixed mouths on CAF characters, their mouths now move when transmitting VOIP like the rest of Squad factions. Fixed LUV-A1 transport not having the ability to rearm for infantry. Fixed a bug when a CAF soldiers gets incapped, his equipped weapon will stay afloat Fixed naming format for CAF HAT munition types (in-line with US HAT.) COMMANDER Fixed a bug with Commander UAV button not appearing after deploying Fixed a server crash related to Commander abilities KNOWN ISSUES Commander: Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This will be fixed in a future update to align the map CO icon with all the other icons for CO. (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 will then hear all of the local audio broadcasts at the same time, originating from the point where they were originally transmitted from – even if the person doing the transmission has moved afterward. Commander: Artillery can destroy Indirect Fire Shelters (not intended). Commander: A-10 gun run & SU25 rocket strike sometimes lands way off-target. Working on a solution for this, to come in a future update. Commander – UAV camera view experiences dramatic z-fighting, especially at high levels of zoom. Working on a solution for this, to come in a future update. Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values and small bugs that will be 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 will prevent 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 will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug. Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact 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. 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. Investigating a fix for this issue. Insurgent HAB still has a spawning issue where there’s a chance the player will spawn 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 true synced projectile. This is an inherent problem, and the solution will be in the long term. Vehicles parking brake will get 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 will freeze 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. The 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 will need to be restarted to get the microphone to work again. SFX bug while Firing in full auto. If the player presses fire button for a short period of time, the sound effect gives the impression that you fired more rounds then you actually did. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need 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 will remain on the Player’s HUD until they get back in the Emplacement and then Scope out. OFFWORLD OUT.
  2. Hey, squaddies! We’re marching forward into the first weekend of the last month of 2019. Crazy, right? Hopefully, 2020 will fill us with vision, insight, and even more delightful puns. On to the events! DECEMBER 5 11:30 AM PT (1930 UTC) Squad Community Cup: USFG vs FGB 11:30 AM PT (1930 UTC) SCC: SRG vs BJ DECEMBER 6 10:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World DECEMBER 7 11:30 AM PT (1930 UTC) Squad Ops: Operation Rudolph’s Rising 5:30 PM PT (0130 UTC, 8/11) Squad Ops: Operation Beneschau Belsnickel DECEMBER 8 11:30 AM PT (1930 UTC) Pischiv Map Testing SIGNOFF Enjoy your weekend, soldiers! We’ll be expecting a full report come Monday. Would you like to see your event here? Let us know. OFFWORLD OUT.
  3. Hey squaddies! As many of you know, Squad’s roots go back to modding in the Battlefield series and, as such, modders have always been near and dear to our hearts. Fortunately, we’ve got nothing but love, so we wanted to make it a little easier for folks to get involved with the modding community — more so than simply joining the wonderful resource that is the Squad Modding Hub Discord. As a result, we’re happy to present a series of Squad SDK Tutorials! The first batch will take you through topics like creating animations, rigging weapons, and creating turret-based weapons. The Squad Tutorial SDK Playlist is available on our Youtube channel, or you can simply start watching below. Enjoy! You can download the (100% free) Squad SDK on the Epic Games Store website or by accessing it via your store client. Have fun, and don’t forget to show us what you create and maybe we’ll see it on the whitelist someday! OFFWORLD OUT.
  4. Script for ''View range of Grass''

    We're aware of the script and will be investigating its use. I would not recommend using or sharing it in the meantime if you enjoy playing Squad. =)
  5. Will there ever be object damage?

    There's some opportunity to work with objects in the world, performance allowing, but fully destructible environments aren't likely -- we're still at a point in that technology that you really do need to build a game around it, rather than just as a bullet-point feature. I'm told a lot of the problem comes from having to replicate every piece of data across all the clients... which gets notably more complex as you add more people to the game. Still, Unreal is an evolving engine, and we'd all love more simulated world fun, so we'll continue to see what we can work in, where and when we can.
  6. Please tell me Arty isn't final.

    Nope! It's open for tweaks -- this is just the first release, so be sure to keep the feedback coming! (We'll likely have a survey soon too, so keep your eyes on the in-game announcement box for that as well.)
  7. We'd like to get a little more of that information into the interface, though some of it may still be in flux as we test and tweak. Will definitely pass the request along to the team. Thanks for playing!
  8. Glad to hear it's clearing up! Keep us up to date if anything else starts getting weird. =)
  9. While we may not duplicate what Battlefield has done, an enhanced after-action report is definitely something Fuzzhead (game designer) would like to have implemented. There's a lot of actions in Squad, especially support ones, that aren't necessarily meaningly represented on the scoreboard. We'd really like to be able use it to direct players to "what matters." (While still giving them the freedom to do their thing.)
  10. Beta 17 Notes from Game Design

    We still intended to get to a baseline graphical setting so people can know what to expect, but it still takes some time to get performance up to where we feel comfortable locking that in place. You may have noticed the recent changes with gamma no longer being changeable during a round -- it's that kind of thing we want to be able to do so people can anticipate consistent play. (Which, imho, is super important for competitive too.) Thermals are another topic that requires balancing, but not technically impossible either. =) We're working on it, though this is a bug that's larger in scale, generally appears only in live conditions (i.e., it's hard to replicate intentionally, internally), and involves working with other companies, like EAC. That's all happening, but it is a tough one, and there are a lot of people chipping away at it. We want it dead as much as you do so folks can get back to fixing more fun stuff.
  11. Mobil HQ for Commander

    You miiiight be interested in this recent through from our designer, Fuzzhead, where he talks about some of his intentions for the future, especially for commander. A command tent/other strategic buildings certainly aren't off the table:
  12. Hey squaddies! As many of you know, Offworld Industries was founded by a group of modders that met while working on the Project Reality mod for Battlefield 2. We joined forces and worked together to create something even bigger and, thus, Squad was born. Through hard work and the continued support from our community, we’ve managed to build Squad into what it is today. We’ve been extremely fortunate to have a Squad modding community develop around our humble beginnings. We cherish those modders and we want to truly show our support for their passion. Today, we’re extremely proud to announce our whitelisting process for mods! Whitelisting will allow licensed servers to run approved mods directly in the main server browser. In two weeks’ time (bet you thought we were going to say three), on (approximately) December 9, 2019, the whitelisted mod application will open up and the first mods will begin being whitelisted shortly after that. Why not head over to the Squad Workshop page and do some recon now? WHAT IS IT? Whitelisting is Offworld Industries’ official thumbs up for a mod that we see shows creativity, ambition, curiosity, innovation, and accomplishment. We’re looking for modifications that stand out by promoting teamwork, innovation, skill development, or are just downright pushing the envelope in what it means to have fun playing Squad — mods that really take everyone to new places without forgetting their roots! Mods that are a good candidate for whitelisting should be engaging, innovative, and offer more than the base Squad experience — no matter if they’re building on it or changing it entirely. Whether your focus is on perfecting the AK-47 line of weaponry or creating a new drone racing league, we want to see what your imagination can dream up for the community. Once a mod has met our criteria for selection, we’ll ensure that the mod developer keeps it ready for you to enjoy. Whitelisting applications will then go through a full-scale whitelist playtest event which will ensure that they are fully ready to go, as well as being the right fight for the legion of squaddies out there. For all information on the whitelisting process and all the whitelisting criteria, click here. OFFWORLD OUT.
  13. Beta 17 Released

    Welcome to duty, Commander. Your assets are online and ready for deployment. That’s right, squaddies: the ultimate leadership role has landed in Squad. From devastating artillery to UAV overwatch, the Commander is well equipped to lead your team to victory. Assuming they’re up for the challenge. We've also got a little note on the design changes directly from Fuzzhead! BETA 17 PATCH NOTES SYSTEMS COMMANDER ROLE We’re introducing a new leadership role that is focused on planning, keeping the team on task, and bringing just the right amount of reinforcement. The intent for this role is to keep intel flowing between the various Squads, and, in ideal circumstances, Commanders can create a dynamic plan for the entire team to follow. We envision that this role can be played in a variety of styles, we have intentionally kept the options open for players to experiment with. For example: A Commander can keep their squad size very small to primarily focus on keeping the rest of the team in the loop on enemy intel markings, planning new FOB build locations, coordinating air assault drop points, using the UAV to mark and scout enemy locations, as well as providing devastating fire support through artillery and airstrikes. The Commander role could be used by a Squad Leader that still has a full squad fighting in offensive or defensive situations. This “frontlines” Commander would still be able to help augment the team through the use of his Commander actions and keeping each squad on task, but with a more direct engagement in the battle. Another way to utilize the Commander role could be used by a Squad Leader focused on Logistics and building rear defensive locations with a strong emphasis on intel gathering and reconnaissance. For the unconventional factions of the Militia and Insurgents, the Commander role has access to a large size mortar attack as well as a handheld remote-controlled drone. This small handheld drone is very maneuverable and can fit into tight spaces, though it is limited by a maximum altitude and has a 10-minute battery life. Plenty of time to gather intel or deliver a special surprise for to the enemy. Commander Details Commander role is filled via a volunteer and voting process. In order to participate in a vote for CO, the player must be a Squad Leader in a squad with at least 1 squad member. A vote cannot be initiated until there are at least three squads that exist. Commander costs the team -5 tickets for each death — Be sure to stay out of the line of fire! Conventional Faction Commanders have access to a UAV: MQ-9 for USA, GB and CAF; Pchela-1T for RUS. Both models can be used for remote reconnaissance. Conventional Faction Commanders have access to 155mm Artillery barrage. The artillery can be either be a creeping artillery, where the barrages fall in an advancing line with each successive strike, or static artillery where barrages all target one location. Conventional Artillery is accurate, but has 2 “ranging” shots before the main barrage starts. Conventional Commanders have access to an A-10 gun strike (USA, GB, and CAF) or SU25 rocket strike (RUS). Unconventional Commanders have access to a static Heavy Mortar barrage. Heavy Mortars are less accurate and have less splash damage and penetrating power, but do not have any “ranging” shots before the barrage starts. MIL and INS also have a small handheld drone that is very maneuverable and can fit into tight spaces, though it is limited by a maximum altitude and has a 10- minute battery life. Plenty of time to deliver a special surprise to the OPFOR. Commander has a direct channel for SLs to contact, default keybind is Numpad 0. Conventional Commander actions must be within a 30m radius of a friendly fully built HAB. Unconventional Commander actions must be within a 30m radius of a friendly fully built HAB or nearby a friendly vehicle. Commander is not available for Skirmish Game Mode. Commander is also not available on Logar and Sumari due to their size. Each Commander ability has a timer that is reset if a new commander is elected. Commander Action Cooldown Timers Artillery, Creeping = 30 min Artillery, Static = 30 min Heavy Mortar Strike = 20 min A10 Gun Run = 15 min SU25 Rocket Run = 15 min Handheld Drone = 10 min, plus any remaining time if the previous drone was destroyed. UAV = 10 min Note: Times are subject to change based on on-going feedback. GAME MODES Added Voice over callouts for Game Mode: CP capture/destroyed/loss, Round Win/Lose for all factions (Militia are currently using RUS voices as a placeholder). Added Round Loss Music to all Factions. Updated all Invasion layers to now use Randomized CPs with Fog of War. Adjusted Invasion map layers: Defenders have +100 starting tickets. Adjusted TC Ticket Bleed Rate 60-69%:1 ticket/min 70-79%:2 ticket/min 80-89%:3 ticket/min 90-94%:30 ticket/min 95-97%:60 ticket/min 98-100%:120 ticket/min. Fixed TC Anchor hex cutoff mechanic not triggering after enemy Anchor point is captured. Fixed TC Anchor hex touching zones that were not calculated correctly. Fixed TC and Destruction game modes “round startup upon player connecting” to be 60 seconds like all other game modes. INFANTRY GAMEPLAY Added a stamina penalty for leaning, with stamina loss over time when moving as well as using it in bursts. Note: Further improvements to the leaning system and ways to prevent its abuse are in development for a future update. Added stance based stamina regeneration. Stamina will now regenerate faster while crouched and stationary. The fastest regeneration is while prone and stationary. Added a Semi-Auto Shot speed limiter to reduce effectiveness of out of engine speed macros. Semi-Auto Shots are limited to 0.125 shots per second (which is 8 shots per second). This value may be tweaked in future updates, as well as having potential for individual weapon balancing in the future. Updated leaning to have different movement speeds. (Crouched movement speed is halved while leaning.) Updated Medic calls to now have faction specific audio. (Militia are currently using RUS voices as a placeholder.) Updated RPG7 Launcher firing sounds. Updated VZ.61 Scorpion firing sounds. Updated texture quality for the following weapons: M9a1 Pistol, PPSH41, AKM, AK74 and RPK. Improved the prone lean trace blocking to help decrease the chances that a player can see through the world on steep hills. Further work to be done on this in a future update. Adjusted the minimum wait time to enter Rally spawn wave to 30 seconds (was 20 seconds) Adjusted all infantry kits to have 2 smoke grenades. Adjusted rearm costs for RPK & AKM drum mag (now 8 ammo points) and RPK banana mag (now 3 rearm points). Adjusted Insurgent SL#2 kit requirements to now not require any squad mates (standard for all factions). Adjusted Insurgent SL#3 to get an AKS74 1p29 (instead of SKS PU) Adjusted Insurgent LAT & Medic SKS PU (Optic) mag count to 12. Adjusted Insurgent Raider kit limit -now 4 per team. Adjusted Insurgent/Militia Sapper kit inventory:removed repair tool. Adjusted Insurgent LAT inventory:swapped rifle to AKMS (formlerly vz61). Adjusted Insurgent SL1 & SL2 inventory:swapped sidearm to vz61 (formlerly TT33). Adjusted US/GB/RU Combat Engineer kit limit: 1 max per squad (max per team same as A16: 2 per team). Adjusted both US HAT kits AT inventory to use: 1x M3 MAAWS Tandem, 1x M3 MAAWS HEAT, 2 M3 MAAWS Smoke. Adjusted M3 MAAWS HEAT to do similar damage as RPG7 HEAT. Adjusted US LAT kit (AT4) to 2 kits per team. Adjusted US Army Marksman inventory:removed frag grenade for balancing. Fixed enemy knives suppressing players. Fixed missing equip sounds on Binoculars, Smoke grenades, Ammo Bags, Mines, Sandbags. VEHICLE GAMEPLAY Added vehicle velocity inheritance to players ejecting from vehicles in motion. If a player ejects past a certain velocity, player will ragdoll and also take damage on impacting the ground. Added a Vehicle Emergency Recovery option. Useful for flipped over and stuck vehicles. Accessed thru the outside of the Vehicle using the Radial Menu, this action requires ~40 seconds to right a flipped/stuck vehicle. Updated all vehicles to use a new and improved Speed Dependent Gearbox system. Instead of shifting gears at engine RPM ratios, gear shifting now happens depending on vehicle speed. This will make sure vehicles are always in the best gear driving uphill. Updated turret rotation sounds for Mortars, SPG9s, and other Deployable Tripod Emplacements. Updated turret rotation sounds on the FV432 turret and the M1A2 Loaders turret. Updated US Army MATV and US Logistics Truck to use plain green camo and chevron markings to match their other vehicles. Updated Helicopter damage effects so they are more visible and epic. (That’s a technical term.) Updated Helicopters to have a subtle camera shake during active flight. Camera shake intensity is based on RPMs of engine. Updated Helicopters so that they can now be steered for a short while after disabling the engine. Updated Helicopter tail and main rotor components. These components can now be repaired even if there is an object blocking their collision. The repair widget will show a UI message to indicate the obstruction. If the obstruction is not cleared and the engine is turned on, the rotors will break again. Be sure to clear any obstructions from the rotors BEFORE turning the engine back on. Adjusted Helicopter collective sensitivity. Adjusted UH60 & MI8 component health: tail & main rotor: 400hp (up from 300), engine component: 1200 (down from 1500). Adjusted FV510: Removed the ammo rack. IFVs with ATGM and Tanks are the only vehicles now with the ammo rack vulnerability component. Adjusted BMP-1 ZU23 to no longer require Crewman kit to operate. Increased mag count for Ural ZU23, BMP-1 ZU23, and MTLB ZU23 from 5 to 10 mags. Increased mag count for MATV, FV432, and Technical Dshk from 7 to 10 mags. Fixed Player always facing east after exiting a vehicle. Fixed input Yaw multiplier on helicopters being manually set in .cfg file. Fixed Helicopter landing camera rotation on minimap. Fixed Helicopter Altitude meter not being accurate past 1500m. Fixed Helicopter wrecks being invisible after reconnecting to the server. Fixed Technical (UB32) S5 Rocket projectiles not being visible at longer ranges. Fixed S5 Rocket projectiles (Technical with UB-32 S5 Rockets) being able to fire from within the Main Base Protection Zone. Although the projectiles will always be destroyed, there is still some chance from other clients’ point of view that the projectiles will appear to be firing duds. We plan to eliminate vehicles from firing inside Main Base Protection Zone altogether in the future. Fixed all tracked vehicles not turning well on the spot by adding an additional check on the current gear. Fixed FV432, MTLB ZU23, BMP1 ZU23, and BTR80 respawn time to 6 minutes on all layers. (Previously 10 minutes on some layers.) Fixed BTR80 Commander seat for RU Desert and Militia no longer has erroneous Crewman kit requirement. Fixed T62 turret collision which caused occasional issues. Fixed S5 rockets to have correct lasting effect on smoke trails. Fixed some odd teleport bugs happening in certain situations around tank wrecks. Please do not taunt the Sphere. Fixed helicopter rotor dust now blends properly with cockpit glass. DEPLOYABLES GAMEPLAY Updated Insurgent HAB static with a new interior layout to help eliminate players spawning on top. Spawning on top is still an occasional issue and will be fixed in a future update. Fixed collisions on the ZU23 and Mortars to now collide properly with vehicles and vehicle physics bodies. Fixed metal being too dark on the M252 Mortar. (Sorry Blind Guardian fans.) USER INTERFACE Added a toggle on the command screen to collapse the squad list, so the map can now be displayed in fullscreen glory. (Especially useful for Commanders.) Added a chat bubble toggle to the deployment and command screens to show or hide text chat on HUD. (Also accessible in UI options.) Added new Round Ending text messages based on an expanded range of ticket differential. Added an “Enemy Helicopter” spotted map marker for SLs. Added a toggle option in map controls for director lines on the minimap. Defaults to On. Removed [GAMENOTIFICATION] showing up in server messages. Removed vehicle respawn time estimates from the Ticket Legend in lieu of having more specific ticket info in the Vehicle Legend. Removed the SL override for FTL markers: when SL places a marker, it will no longer auto-delete all FTL markers. Updated FTL to allow placement of enemy markers. Updated FTL to allow deletion of FTL markers only. Updated FTL markers to be visible for all squad members. Updated the Request Pickup icon: when this icon is placed on the map, any Helicopter Pilot or APC/IFV Driver will get a notification to pick up the Squad Leader that placed it. Increased the length of time that the Adminwarn command stays on a player’s HUD. Improved widescreen support in the deployment and command menu. Fixed “No Respawn” Vehicles displaying a spawn time on the Vehicle List on the Command Map: they will now be listed with no respawn time. MAP LAYERS We’ve created a layer spreadsheet for server owners here. Al Basrah Insurgency v1: Removed a cache that spawned inside an un-enterable building near gas station. Al Basrah Skirmish v1: Fixed missing map borders. Chora AAS v2: Adjusted US and RU Vehicle spawn start locations to give a more balanced timing to arrive at the middle objective. Chora Invasion v1: Night renamed to Choara Invasion v2. Chora Skirmish v1: Fixed missing map borders. Fools Road AAS v3: Renamed to AAS v2. Fool’s Road Invasion v1: New map layer with GB vs MIL. Fools Road Skirmish v1: Fixed missing map borders. Jensens Range v1 v2 v3: Replaced old killhouse targets with static Insurgent AI bots and put in basic logic to reset the bots via in-world button. Jensens Range v1 v2 v3: Added a contact call audio for the bots when they engage the player. Jensen’s Range v1 v2 v3: Added Vehicle Bay spawner pads for helicopters. Kamdesh RAAS v1: Changed factions to MIL vs INS. Logar Insurgency v1: Fixed INS main spawn points disappearing after 5 minutes. Mestia TC v1: Updated hex zone locations, swapping MIL to RUS. Mutaha Skirmish v1: Decreased global storm wind sound on. Mutaha TC v1: Fixed map boundary. Narva RAAS v1: Removed Go Kart Track CP. Narva Invasion v1: Updated layer for balancing strong defenders, including: Staging phase timer reduced. Set M1126 to delayed spawn. Added more initial randomized CPs: Narva Castle, Narva Heights, Kiriku, so that the first CP is not always an extremely fortified position. Sumari AAS v1, AAS v2, RAAS v1, Skirmish v1, TC v1: Fixed the expiring pain volumes during staging phase, occasionally killing players unintentionally after ending. Sumari AAS v1: Added a test of a “Ultra Dynamic Sky” for randomized real time day/night cycles. Sumari Invasion v1: New map layer USA vs INS. Sumari RAAS v1: Fixed INS Logistics starting locations. Tallil RAAS v2: Fixed Eridu CP text being off center. Tallil Tanks v1/v2 Experimental: Shortened name to just Tanks v1/v2 Increased number of CPs to 5 from 3. Tutorial (Infantry): Fixed the flow of the Logistics truck section where the truck was already loaded with supplies before needing to drive off. Tutorial (Infantry): Added in Engine highlights to the MI8 and Grouse to the vehicle ID board. Tutorial (Infantry): Fixed Infantry Tutorial Killhouse wall collision at the front door to prevent grenades from bouncing back at the thrower. Tutorial (Infantry): Removed top barriers in the prone section of the Infantry Tutorial to prevent players from getting blocked in this segment. Tutorial (Infantry): Updated soldier and vehicle recognition billboards with the CAF. ENVIRONMENTS Al Basrah: Updated lighting for several layers. Al Basrah: Updated Basrah Airport POI to use the new Hescos and tweaked the layout. Belaya: Updated lighting for several layers. Belaya: Fixed the terrain Physmats to allow for much better offroad traction. Belaya: Fixed glitched tractor in Babenki. Belaya: Fixed Road Spline in grid K3, J3. Belaya: Fixed Factory support beams having no collision. Belaya: Fixed Hole in the landscape near Tunnel POI. Belaya: Fixed floating water plane in grid E7. Chora: Updated lighting for several layers. Chora: Fixed bridge spline/landscape not leaving at the gap at bridge south of the lavender estate. Chora: Fixed floating grass grid G8. Chora: Fixed Chora rubble foliage not having collisions. Fool’s Road: Updated with new surround terrain, new lighting along with an optimization pass. Fool’s Road: Fixed locations player can get stuck in the underground Fortress POI. Gorodok: Fixed several lighting errors and anomalies. Jensen’s Range: Updated the lookout tower models to use the newer metal guard towers instead of the old hesco towers. Kohat: Fixed floating road splines east of Radio Tower. Kohat: Adjusted surround mountains to cast shadows. Kokan: Updated lighting for several layers. Logar: Updated lighting for several layers. Logar: Fixed various floating rocks/debris. Mestia: Updated lighting for several layers. Mutaha: Fixed “T Building” collision tp prevent spawns underneath stairs. Mutaha: Fixed minimap to include missing warehouses and other buildings. Mutaha: Fixed floating compound in the south edge of map, west of the highway Mutaha: Fixed mud physmat in rivers. Narva: Fixed various buggy LOD’s. Narva: Fixed collisions on dead trees at US Main. Narva: Fixed Floating Road grid G6-6-6. Sumari: Updated lighting for several layers. Skorpo: Updated lighting for several layers and updated Landscape rock texture. Skorpo: Fixed floating rock near Uskedalen Radio Station. Skorpo: Fixed grass growing on highway near Haugland south. Skorpo: Fixed glitchy rocks near waterfall grid L14-6-7. Skorpo: Fixed hole in landscape in grid O12-7-5. Yehorvika: Updated lighting for several layers and adjusted tree colour saturation. Yehorivka: Adjusted brightness of the autumn trees on yeho to be less vibrant. Yehorivka: Fixed small errors on minimap and removed helipads off minimap. (H icon indicates Helipad.) Fixed Workshop building collisions so players can no longer vault through the windows. Fixed Industrial Offices collision so players can no longer vault through the windows. Fixed lighting error on metal wall and corrugated fence statics. Fixed incorrect collisions on concrete rubble piles. Fixed incorrect collisions on Pinyon Pines. Fixed pine tree collisions. Fixed lighting issues with the wheat fields. Fixed bad texture on dead pine logs. Fixed Skorpo Norwegian Building collisions with Rallypoint glitching. MODDER IMPROVEMENTS Added physmat mud_light as a driveable physmat. Renamed old mud physmat mud_deep for riverbeds and areas that are hard to pass for vehicles. Removed vehicle resource weapons and added resources to SQVehicleResorceWeaponInventoryComponent: modders will need to update their custom vehicles to migrate to the new “SQVehicleResorceWeaponInventoryComponent” to replace the old ResourceWeaponInventoryComponent. Updated the SQMapBoundary to automatically generate its boundary on the minimap, so modders no longer have to manually paint the Map Boundary onto the minimap. Its use can be seen on Tallil or Kohat, otherwise where helicopters are featured. Updated BP_Vehicle_Spawner to have an auto alignment to help automate placing vehicles on map layers and auto fixing vehicle spawner glitches. This can be adjusted or turned off. MISC Added the ability to join another server via server browser while currently in a server or in local training range. Added the ability to queue up to another server while currently in a server or in local training range. The HUD will show a small queue widget to let the player know their current queue status. Added a clamp for gamma. Only apply Gamma changes immediately while not in match. Added a Listmaps admin command. Improved the ability for servers to log commands through RCON. Fixed a bug on the Server Browser that prevented the Enter key from being able to confirm a server password when enter is pressed. KNOWN ISSUES Commander: Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This will be fixed in a future update to align the map CO icon with all the other icons for CO, which is a star. Commander: A-10 gun run & SU25 rocket strike sometimes lands way off-target. Work is in progress. Commander: UAV camera view experiences dramatic z-fighting, especially at high levels of zoom. Work in progress. Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values, and small bugs that will be 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 will prevent players from joining most public servers. 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 will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Work in progress. Occasionally a player will not spawn at a Rally Point. This often happens when numerous players are spawning in at the exact 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. 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. Investigating a fix for this issue. Insurgent HAB still has a spawning issue where there’s a chance the player will spawn 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 true synced projectile. This is an inherent problem, and the solution will be in the long term. Vehicles parking brake will get 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’. Alt-tabbing out of Squad during a loading screen will freeze the client. The recommended solution, for now, is to run in “Borderless” mode. Ammo rack component (on IFVs and Tanks) takes a very long time to repair. Audio module for Squad is initialised 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 will need 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 of time, the sound effect gives the impression that you fired more rounds then you actually did. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game. 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 thru the scope, the Scope will remain on the Player’s HUD until they get back in the Emplacement and then Scope out. 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 will then hear all of the local audio broadcasts at the same time, originating from the point where they were originally transmitted from - even if the person doing the transmission has moved afterward. 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. CAF soldiers are unable to use the radial menu to access the commander Air Strike abilities. A fix is in progress. OFFWORLD OUT.
  14. The Wrench, November 2019

    Hey squaddies, What a weekend, eh? Hopefully, you had a chance to join us for the StackUp Call to Arms 2019! If you didn’t, be sure to check out the SquadZ and Squad Ops segments to see what modding can really do. =) We’re also keeping the donation drive active for a while, should you find yourself with a little bit of spare dosh for the holidays. A big shout out to the modding community that helped make it happen! Join us on the Community Modding Discord where you can join discussions and meet the modding community. It’s a great place to share your ideas and passions with like-minded people that will happily help you create something awesome. AL BASRAH NIGHT (SAM TRAINING AND EVENTS) BY NINJA WITH KATANA There’s certainly been a lot of stir lately about night maps and, rightfully so. Who DOESN’T want to see their favorite maps at night? Enter (silently): Ninja With Katana. While the big news here may be Al Basrah at night, there’s no shortage of reasons to check out the mod package from the [SAM] Clan. They’ve got a training map in there as well! Picking up the mod and familiarizing yourself with night time ops may help you get a leg up in their Al Basrah Ambush event. FINNISH DEFENCE FORCES BY FDFMOD TEAM As the nights grow long and cold, a true modder knows that you can ALWAYS make your CPU a little harder to fix both problems! The FDFMod Team is buckling down to make it through the winter by kicking out a brand new update. This month, they’re showing off both new vehicle and character models. Some fresh new paint has been applied to the XA-185 and the Defender, with the Sisu “Eemeli” truck not far behind as it approaches the end of the high-poly modeling phase. Last, but not least, their custom character models are steadily marching toward the finish line themselves. AUSTRALIAN FACTION BY AUSSIE MOD TEAM Our monthly tour of the globe brings us back to another one of our favorite locations (and mod teams): Australia! While the Finnish team may be getting ready to hibernate through a long winter, we can see the Aussie Mod Team is still heating things up Downunder. As you can see from the latest screenshots, their character art is nearing completion. If you squint and get close enough to the monitor, you can almost see the individual strands of dingo hair. Wow! A bunch of lads with such stunning good looks are going to need an equally stunning ride to match and, once more, Australian hospitality provides. Check out their latest ASLAV25 shot! Last, but not least, they’ve left us with a video of their map, Operation Anaconda. If you’d like to help the Aussie Mod team, or just offer some feedback, be sure to join their Discord server for upcoming testing opportunities! ROAD FROM MUTTRAH BY CRIPION101 With eyes on the newly-released helicopters, Cripion101 turned their focus on to something that should be music to the ears of any PR veteran: The Road to Muttrah. The new version aims to expand on the notably solid base of the original PR map to bring it up to a full 8×8 km battlefield based on maps of Muscat. The expansion allows more space for tanks by including surrounding deserts, mountains, and nearby towns. Squads should be prepared to shift gears from long-range combat to more intimate fighting as they near the core of Muttrah. Cripion101 hopes to add an emphasis on infantry, transport, and smaller vehicles which should require teams to make expert use of technical, MATVs, and, of course, those beautiful choppers to succeed. FRENCH FOREIGN LEGION BY FFLMOD TEAM The French Foreign Legion Mod team is back this month! We’re always happy to see them, especially when they come bearing screenshots. Above is Xander’s take on a France-based map. You’ll be treated to freshly harvested fields that have been littered with trenches. The French Foreign Legion is dug in and ready for combat. No trench-ready unit would be complete without some heavy machine-gunning, so the FFL folks have also included a work-in-progress shot of their ANF1 by Drkoliche. It will be part of the Heavy Machine Gunner role, as well as being found atop the VBL. It should be nice and deadly! ADAWIA PARK BY JOHAN SUNDKVIST Recently the host of a Fused Legions fragfest event, Adawia Park is getting put through the paces and coming out all the better for it! We’re excited to hear what Johan Svundkist has to say about their wonderful creation: Featuring a dense urban area inspired by a real Syrian Park, Adawia aims to bring a hint of verticality to an already dangerous battlefield. The added threat of danger from any angle should definitely keep squaddies on their toes and looking for trouble. Both Militia and Insurgent teams will need to make liberal use of rooftops and underground shelters to navigate their way to a win. Be sure to pick your path wisely and cover your squadmates: the enemy could be lurking anywhere. The next steps include enlarging the map to include two new main bases outside the town, with an aim to reduce camping. A labyrinthine network of sewers has also been added to the city to allow flanking — assuming you can find your way to the objective! One last change to be aware of: the rally point radius has been lowered from 50 meters to 14 meters, making sure you’ll have some up close and personal encounters. GULF OF FINLAND BY HAWKEN And we’re back to Finland! But you’ll find no complaints from us, especially when it comes to updates from Wrench-favorite Hawken. Although Gulf of Finland was recently released, Hawken wasn’t quite happy with how things had shaped up. Now we’re getting a complete rework of the terrain to add more detail and make everything a bigger. (And better, obviously.) The update will bring over 2 kilometers of tunnels, more detail to every island, and improvements to both the visuals and gameplay. We’re definitely excited to see Gulf evolve as more and more people experience it! BILL NYE’S LABORATORY BY BILL NYE Squad’s very own mad scientist, Bill Nye, is graciously opening up the lab to share some of those secret goodies. The Lab sets out to answer the question, “Much much does x do? Where do I find y? Can I taste it?” The last answer is always no, but bless your heart for trying. How does Chez Nye set itself apart? The Lab will be similar to Jensen’s Range with much more information, more accessible than the SDK. There are also handy utilities like being able to clear vehicle wrecks to help alleviate logging into a field of burning wrecks, as well as more tutorials and gizmos to come. IRON DAWN BY SPECTR_ETERNAL SPECTR_Eternal’s diligent work on Iron Dawn continues apace, with previously teased points of interest becoming much more fleshed out. In the middle of town, a park stands frozen in mid-construction as war has ripped through the area. Further on, a battered city block is a testament to the brutality of recent artillery strikes. Spread across the biggest towns of Iron Dawn, you’ll find monuments to the war heroes, built just before the outbreak of renewed conflict. Just be sure to tell your newbies not to call out the shiny boiz building a pond FOB. He notes, in closing, that there are some fresh Easter Eggs scattered about for the sharp-eyed squaddie. RAMIEL BY NOXXID3 Originally a Project Reality map by OkitaMakato, Noxxid3 was overjoyed to learn he’d have a shot at remaking it for Squad. Always one of his favorite maps, he’s set to work on the city, which seems to be increasing more and more with each day. New buildings, possibly new areas, Ramiel’s development is going well. (Though he hasn’t forgotten about Black Gold, of course.) Noxxid is also creating new soundtracks for each map. He’s also switched to Mutaha’s materials recently and finds it a most satisfactory experience. Can’t wait to see what’s next! BUNDESWEHR MOD BY [DSK] LIEUTENATK Sweet! We’ve got a progress update from the Bundeswehr team courtesy of[DSK] LieutenatK! Fulda Gap, their current mapping focus, is coming along very nicely. The team is currently adding a LOT of new Central-European style homes and props to the SDK, maybe of which are based directly on their real-life counterparts from the Fulda region. The BW team is also proud to present their first freshly modeled vehicle: the Hans 5T GL Logi (complete with tarp) and open-top transport, featuring work-in-progress German camo. Looking great, folks! If you’d like to learn more, or get involved, be sure to join their Discord server. SIGN-OFF Always love a globe-trotting Wrench, whether it be the factions or the teams themselves! We dare say there’s some of the best this month! What do you think? Would you like to see your mod featured in The Wrench? Let us know by submitting it here! SQUAD MODDING HUB MANAGEMENT TEAM OUT.
  15. Beta 17 Public Testing

    Hey squaddies! We’re calling you in for some fire support on this one! Beta 17 now being deployed to your Squad – Public Testing client and features the new Commander role. That role comes with some cool new tools and, perhaps more importantly, a big bit of BOOM. While we’re still working on the file set of patch notes, we did want to include a partial list of changes to help you test. Be sure to let us know what you think! PUBLIC TEST NOTES SYSTEMS COMMANDER ROLE ADDED We’re introducing a new leadership role that is focused on planning and keeping the team on task. The intent for this role is to keep intel flowing between the various Squads, and in ideal circumstances, Commanders can create a dynamic plan for the entire team to follow. We envision that this role can be played in a variety of styles. Commander role is voluntary and requires a vote to elect. Commander abilities are on timers. These may vary for release, so please send us your feedback! Conventional Faction Commanders have access to a UAV that can be used for remote reconnaissance. Conventional Faction Commanders have access to 155mm Artillery barrage, in a creeping pattern or a static pattern focused on one location. Conventional Artillery fires two “ranging” shots before the main barrage. Conventional Commanders have access to an aircraft based Gun or Rocket strike. Unconventional MIL & INS Commanders have access to a Handheld Drone, a more versatile UAV. Unconventional Commanders have access to a static Heavy Mortar barrage. Heavy Mortars are less accurate, have less splash damage, and less penetrating power, but do not have any “ranging” shots required by conventional artillery. Commander abilities have cooldown timers. (Timers reset if a new commander is selected.) Conventional Factions Commanders must be within the radius of a fully built HAB use their abilities. Unconventional Factions Commanders must be within the radius of a HAB or near any friendly vehicle to use their abilities. INFANTRY GAMEPLAY Added a stamina penalty for leaning, with stamina loss over time when moving as well as using it in bursts. Note: Further improvements to the leaning system and ways to prevent its abuse are in development for a future update. Added stance based stamina regeneration. Stamina will now regenerate faster while crouched and stationary; fastest while prone and stationary. Updated leaning to have different movement speeds. (Crouched movement speed is halved while leaning). Improved the prone lean trace blocking to help decrease the chances that a player can see through the world on steep hills. Further work is in progress. VEHICLE GAMEPLAY Added vehicle velocity inheritance to players ejecting from vehicles in motion. If a player ejects past a certain velocity, the player will ragdoll and take damage upon impacting the ground. Updated all vehicles to use a new and improved Speed Dependent Gearbox system . Instead of shifting gears at engine RPM ratios gear shifting now happens based on vehicle speed. This will make sure vehicles are always in the best gear driving uphill. Updated Helicopters to have a subtle camera shake during active flight. Camera shake intensity is based on RPMs of the engine. Updated Helicopters so that they can now be steered for a short while after disabling the engine. Adjusted Helicopter collective sensitivity. MISC Added the ability to join another server via the server browser while currently in a server or in the local training range. Added the ability to queue up to another server while currently in a server or in local training range – HUD will show a small queue widget to let the player know their current queue status. DEPLOYABLES GAMEPLAY Updated Insurgent HAB static to be larger with a new interior layout, to help eliminate players spawning on top. Spawning on top is still an occasional issue and will be fixed in a future update. Fixed collisions on the ZU23 and Mortars to now collide properly with vehicles and vehicle physics bodies. USER INTERFACE Added a toggle on the command screen to collapse the squad list, so the map can now be displayed in fullscreen glory – especially useful for Commanders. Added a toggle to deployment and command screen (chat bubble toggle) to turn on/off text chat (also accessible in UI options). Removed [GAMENOTIFICATION] showing up in server messages. KNOWN ISSUES Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update. 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 will prevent players from joining most public servers. The workaround, 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 will 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 in during the staging phase. Actively investigating a fix for this bug. Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact 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. 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 likely related to RAAS “Lanes”. Investigating a fix for this issue. Insurgent HAB still has a spawning issue where there’s a chance the player will spawn 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 true synced projectile. This is an inherent problem, and the solution will be in the long term. Vehicles parking brake will get 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 will freeze the client. The recommended solution, for now, is to run in “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 will need 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 of time, the sound effect gives the impression that you fired more rounds then you actually did. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game. 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 will remain on the Player’s HUD until they get back in the Emplacement and then Scope out. There are, of course, bound to be some more bugs being a test release… which is precisely where you come in! Be sure to let us know what you think in the forums, or drop by Discord to give us some feedback! Happy hunting, squaddies. OFFWORLD OUT.
  16. Hey, squaddies! The weekend is nigh! It’s your last chance to enjoy fighting with friends instead of the family if you’re into American Thanksgiving, so fortify that HAB and hope for the best! We hope you’ll join us for the very first Offworld Industries Squad Championship Finals on Saturday, November 23! We’ve got some of the best teams in Squad facing off in two divisions to see who will take home the first official Squad titles! Our pal and yours, JohnnyOmaha, will be broadcasting the finals live on our Twitch channel, so be sure to tune in! To the events! NOVEMBER 22 10:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World NOVEMBER 23 9:30 AM PT (1730 UTC) OISC: RaveN+ProG vs Blueberry Esports, Div 1 Finals 11:30 AM PT (1930 UTC) Squad Ops: Operation Sentinel 12:30 PM PT (2030 UTC) OISC: Sigma Tactica vs Some Random Guys 5:30 PM PT (0130 UTC, 17/11) Squad Ops: Two Step Snake SIGNOFF What sorta squad are you lookin’ for this weekend? Zombie-slaying? Tank-busting? Or maybe the Call to Arms squad. =) Would you like to see your event here? Let us know.
  17. OISC Finals!

    Hey squaddies! We’re about to see who will rule all in the inaugural season of the Offworld Industries Squad Championship! We’ve pitted some of the best 36-person teams in Squad against each other in a season of intense action and now it’s finally time for our final four teams to face off against their respective foes. Let’s give a huge congratulations ProG+RaveN and Blueberry Esports in Divison 1 as well as Sigma Tactical and Some Random Guys in Divison 2! HOW TO WATCH THE FINALS DIVISON 1 On November 23, at 1730 UTC, official partner JohnnyOmaha will broadcast the match between ProG+RaveN and Blueberry Esports on the JoinSquad Twitch channel. DIVISON 2 On November 23, at 2030 UTC, official partner JohnnyOmaha will broadcast the match between Sigma Tactical and Some Random Guys on the JoinSquad Twitch channel. OFFWORLD OUT.
  18. Hey, squaddies! We’ve got a big weekend for you! Starting on Saturday at 11 AM PST, we’ll be broadcasting live on Twitch to support the StackUp.org Call to Arms 2019! Some of your favorite Squad streamers will be broadcasting live from OWI HQ to bring you some hard-hitting action, developer interviews, and, of course, FREE games. We’ve got goodies from our partners at Periscope Games, Paradox, and from our pals at EA Vancouver. Be sure to hit the blog for the full schedule of events, subscribe to our Twitch channel, or join forces with us on DonorDrive! Oh, and be sure to bring your pals: we’ll be hosting a free weekend and sale as well. =) Just point ’em to Steam! We know waiting is the hardest part, so might we recommend testing out the new Commander patch? Close air support operators are standing by. To the events! NOVEMBER 15 10:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World NOVEMBER 16 10:00 AM PT (1800 UTC) Squad Charity League: SRG vs -IW- 11:00 AM PT (1900 UTC) Official Event: StackUp Call to Arms 2019 Live Stream 12:30 PM PT (2030 UTC) Squad Ops: Operation Scarlet Storm Rising (MARS) 5:30 PM PT (0130 UTC, 17/11) Squad Ops: Operation Grit 6:00 PM PT (0200 UTC, 17/11) SCL: UC vs USF NOVEMBER 17 11:00 AM PT (1900 UTC) SCL: Doctor’s Office vs NAC+CHEFS 11:00 AM PT (1900 UTC) SCL: Blueberry Esports vs FGB 11:00 AM PT (1900 UTC) SCL: DLC vs Royal Regularines 11:00 AM PT (1900 UTC) SCL: Misfit Platoon vs ULL 11:00 AM PT (1900 UTC) SCL: WeHeartSquad vs FRA SIGNOFF Even if you’re not calling down the heat, it’s sure going to be fun as hell to watch! We hope you’ll join us on Saturday and maybe, if you can, give a little back. =) Would you like to see your event here? Let us know. (Header image courtesy of official partner Squiders. Thanks, buddy!)
  19. StackUp Call to Arms 2019

    Hey, squaddies! Those that have been with us for a while know that veterans are near and dear to our heart, being the very backbone of Squad. Ranging from the service members on the team to the ones kicking ass every day in-game, we literally could not be where we are today without them. We’re partnering with StackUp.org again this year to celebrate veterans starting on November 16, 2019 at 11 AM PST with a day of giving and gaming! You might even say it’s a Call to Arms: We’re joining forces with the Squad community, Periscope Games, some friends at EA Vancouver and Paradox, as well as some of our favorite streamers to bring you giveaways, developer interviews, and, of course, no shortage of kick-ass action. If you can’t make it, don’t worry: we’ll keep the donation link active throughout the year. GET INVOLVED NOW Be sure to tune in to our Twitch Channel for a day of awesome gaming, interviews, and free games! SCHEDULE OF EVENTS 11:00 AM Welcome and Introductions 11:30 AM Squad: 2019 and Beyond 12:00 PM Andrew from EA Vancouver joins the fray! 12:30 PM SquadZ Shambles into our hearts 1:30 PM StackUp and the Air Assault Crew! 2:00 PM Squad Ops takes it to the next level 3:00 PM On the Ground with OWI in Vancouver 3:30 PM Post Scriptum takes the field 4:30 PM Farewell and Thank You All times are PST. (Click here to find your time zone. Times are approximate — tech happens!) THE TROOPS We’ve got some special partners helping out with the donation drive! A special shout out to: Barton GeeksEh? Genesis0109 JohnnyOmaha Karmakut MoiDawg OperatorDrewski Ranger Dave Rakunvar Smed and the SquadZ Folks The Squad Ops Community
  20. Hey squaddies! You ready for another SquadChat? On Friday, October 25th at 1:00 PM Pacific Time at https://twitch.tv/JoinSquad, we hosted a chat with Emil “Nordic” Gustafsson! We chatted about everything from server licensing, how 2 git gud, finding organized play, and right on into the Offworld Industries Squad Championship! A veritable expert in all aspects of Squad, having clocked about 5000 in-game, he helps Offworld keep the ship afloat. Bring your questions about competitive Squad, organizing communities, managing servers, and maybe even talk a little strategy. Couldn’t make it? No problem! We have archived the chat here, and the rest of the SquadChats on our Youtube channel.
  21. Hey, squaddies! We’re glad to see so many of you survived the zombie onslaught last weekend! Unless… you aren’t, uh, undead, are you? Fortunately for us, squaddies like to use their brains, not eat ’em. Speaking of, don’t forget you can still play both SquadZ and Space Crew in your custom browser right now. It’ll give you something to tide you over while waiting for this weekend’s events: NOVEMBER 8 11:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World NOVEMBER 9 On this date in 1942, Operation Torch saw Allied troops opening a “second front” with the battle for Northern Africa. 5:30 PM PT (0130 UTC, 10/11) Squad Ops: Operation Mustard Stain NOVEMBER 11 Remembrance Day celebrated throughout the Commonwealth. Veterans Day celebrated in the USA. We thank all the heroes around the world for their service! SIGNOFF Speaking of thanking people for their service, keep your eyes peeled for a little something on the StackUp front in the near future. Would you like to see your event here? Let us know. OFFWORLD OUT.
  22. Hey soldiers! We’re shambling ahead to a pretty solid event of Squad goodness, but with a few additional treats. You, of course, already know Squad is on sale (tip your squad leaders), but we’ll be showcasing Space Crew and SquadZ all weekend! Straight from the community, both modes ramp up the tension just right for the Halloween season. Snag the mods then simply look for them featured in the server browser! If you’d like to know more about modding or these mods in particular, feel free to join the Modding Hub Discord. It’s a great place to meet fellow modders or get your first steps on the road to making the next killer game. Now, on to the events! OCTOBER 31 11:00 AM PT (1800 UTC) Smoking Rifles Halloween Event NOVEMBER 1 11:00 AM PT (1800 UTC) [RIP] Rusty in Places vs. The World 6:00 PM PT (0100 UTC, 2/11) Fused Legions Presents: Adawia Park Frag Fest NOVEMBER 2 11:30 AM PT (1830 UTC) Squad Ops: Operation Open Road 5:30 PM PT (0030, 3/11 UTC) Squad Ops: Operation Whirlwind SIGNOFF Keep your pumpkin’ head on a swivel, squadzies! Be sure to save us some Kit Kats, okay? (Or snag yourself a treat in the Squad store.) Would you like to see your event here? Let us know. OFFWORLD OUT.
  23. Hey squaddies! It’s the spookiest of seasons and there ain’t much scarier than the live-fire training in the tutorial! We’ve cooked up a way to make that a little bit sweeter though: 40% off on Squad, from now until November 1! SAVE 40% ON STEAM You’re probably going to need some friends to fight off all those zombies and aliens, you know. As part of the festivities, SquadZ and Space Crew will be feared! Err… featured! Simply hop into a server running either mod and being your download, once you’ve got Squad installed. Our store page may have a few treats around too. Keep your eyes peeled for a list of events on Thursday! OFFWORLD OUT.
  24. Alpha 16.1 Released

    Hey squaddies! While we’re still hammering away on the next major release of Squad, we wanted to push out a hotfix to resolve some common issues popping up with Alpha 16. Here’s a list of the changes: ALPHA 16.1 NOTES Fools Road, Destruction v1: Fixed staging zone for defenders so they can move out immediately. Gorodok, RAAS v2: Fixed GB helipads not repairing. Logar Valley, AAS v2: Fixed CP naming. (3 CPs were named Compound.) Logar Valley, Skirmish v1: Reduce deployable lock zone on both INS and MIL main base protection zones so they can build deployables on their first CP. Mutaha: Fixed bulletproof bushes. Mutaha: Fixed no-leaning zones. Mutaha: Fixed half-invisible garage doors and collisions. Narva: Fixed several broken or invisible buildings. Narva, Destruction v1: Fixed staging zone for defenders so they can move out immediately. Yehorivka, RAAS v3: Fixed bugged vehicle spawns. Added exit points to the UH60 helicopter to reduce the chance of disembarking into the rotors during mass disembarks. Fixed radial damage immunity on several exposed gunner seats. (BMP1 ZU-23, Ural ZU-23, Bulldog, T62 Cupola, M1A2 Loader, Technical DshK/SPG) Fixed radial damage immunity for soldiers against M1A2 HEAT rounds. Stay safe out there, squaddies. OFFWORLD OUT.
  25. Alpha 16 Released

    Hey squaddies! It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done. Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes: ALPHA 16 CHANGELOG SYSTEMS Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!) Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.) Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter. The goal is to make helicopter travel outside map boundaries less punishing. Fixed the limitation that caused servers to be able to only run three mods at a time. GAME MODES Territory Control: Added a HAB hex zone defense mechanic. When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated. Territory Control: Fixed Ticket Bleed not properly replicating. Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations. Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes. INFANTRY GAMEPLAY Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes. Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail. Updated British L129A1 DMR texture to a tan-colored finish. Updated M68 CCO texture. Updated TT33 Tokarev texture. Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration. Modified firing sounds for the M249, M9a1 pistol, and M110. Fixed weapon lowering not replicating correctly to other players when exiting a vehicle. Fixed player character offset when entering a vehicle while crouching or prone. Fixed ADS diagonal movement not having any footstep sounds. Fixed Recruit roles being able to change to Riflemen roles from deployables. Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned. Fixed US Army Scoped Medic having a frag grenade; it has been removed. Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol. VEHICLE GAMEPLAY Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers. (Not including the pilot, copilot and 2 door-gunners.) It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies. Added the UH-60M “Grouse” for the US Army and British Army Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) It is armed with 2 window-mounted M240H machine guns suitable for some light degree of protection. It carries up to 1000 points of supplies. Removed ability for players to turn vehicle engines on during the staging/planning phase. Increased top speed on the Minsk to increase off-road effectiveness. Improved visibility and artwork for the DsHK Turret Shield. Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.) Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver. Optimized effects on tank cannon shot and APC auto-cannon shot. Optimized tracer effects to improve performance. Fixed T72 autoload sound playing in other vehicles. Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended. Fixed particles/vehicle glass shaders not blending properly with fog. Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies. Fixed FV432 APC being stuck in 1st Gear all the time. Fixed BFV driver receiving splash damage while inside the vehicle. Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets. Fixed wrong impact FX and sounds for tank shells being played. DEPLOYABLES GAMEPLAY Fixed bug where shoveling down friendly FOB Radio cost your team tickets. Fixed a bug that allowed infinite loading/unloading of supplies. Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel. Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians. Fixed mortars not having extreme distance incoming sounds. Fixed DShk shielded deployable having floating ammo boxes. USER INTERFACE Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan). Added an indicator for when a player is bleeding inside a vehicle. Added Show Full Servers and Sort by Ping functionality to the Server Browser. Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out. Updated Infantry Tutorial to include “Regional Training Center” on the Map Name. Fixed commander chat saying DIRECT when using ALL. Fixed scroll bar being too dark on the Command Map’s Vehicle List. Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad. Fixed Call Medic button not being initially disabled on subsequent incapacitations. MAPS Added new map: Mutaha! Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland. The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.) Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers. Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters. Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes). Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2. Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6. Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing. Updated minimaps for Gorodok, Belaya, and Yehorivka. Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents. Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision. Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road. Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia. Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1. Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents. Narva: Added AAS v2, a new and improved Narva with classic layout. Narva: Optimized with new landscape materials, trees, grass, crops, and water. Narva: Optimized buildings in an initial optimization pass and gave more color variety. Skorpo: Improved and optimized rain weather effects. Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1. Yehorivka: Additional optimizations. (See previous patches for more information.) Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay. Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads. Fixed some effects piercing through fog on certain maps. Fixed various foliage types that prevented leaning and construction. Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable. Fixed staging zone pain volumes on Logar Valley and Sumari. Fixed distant snow effects turning on/off depending on your zoom resolution. Fixed some floating objects and minor visual bugs on several maps. KNOWN ISSUES Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game. Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash. 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 will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug. Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact 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. Actively investigating this issue. The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term. 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. SPECIAL THANKS As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing: A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming! Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life! SIGN OFF You heard ’em, squaddies: we want to hear what you think. Be sure to drop by Discord, the official forums, reddit, or just keep an eye out for the next feedback survey in-game! If you’re REALLY feeling it, head over to the Squad store and get some new duds — you’ve earned ’em! OFFWORLD OUT.
×