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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
      Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs.   §7 Forum structure & Search
      Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
      Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense.   §8 Thread Titles
      Please name your thread appropriately; the subject title should sum up / explain the content in the thread. If you fail to name your thread properly (such as ‘Hey!’ or ‘Check this out!’ or ‘Help!’), we will either rename or lock the topic. Repeated offense may lead to infractions. The practice of using CAPITALS only in your thread title is not allowed and will be edited or the thread will simply be deleted. Strange or abnormal Unicode characters should be excluded from thread titles for the sake of being distracting and unnecessary.
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      Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here. 
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      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
      Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments.   §2 Reporting Moderators
      Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules.   §3 Respect Squad Team members and Moderators
      Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly.   §4 Bans and multiple accounts
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      You are not allowed to have more than one account for any reason. If you share an internet connection with another user who has their own account, it might happen that this account is incorrectly identified as a secondary account - please get in touch with the Moderation or Administration to resolve such issues.

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  1. Alpha 14 Patch Notes

    Hey squaddies, Bet you didn’t expect to see Alpha 14 so soon! We’ve been working hard to get patches out more quickly and the results are paying off. Speaking off, let’s check out the latest bounty of changes: ALPHA 14 CHANGELOG SYSTEMS OVERHAULED THE PLAYER RAGDOLL SYSTEM The ragdoll system has been updated to improve the overall look when a soldier goes into the ragdoll state, such as when incapacitated or run over by a vehicle. Soldiers getting hit by vehicles should look more realistic, and there should be less twitching of corpses in most cases. However, as this is still a work in progress, there may still be an occasional visual glitch. UPGRADED UNREAL ENGINE VERSION TO 4.21.2 This upgrade introduces a variety of hotfixes implemented to the version implemented in Alpha 13. A full list of engine fixes can be found here. GAME MODES ADDED TERRITORY CONTROL GAME MODE This new game mode has two teams facing off to capture contiguous hex tiles across a map and will continue to evolve through the next few versions of Squad. Territory Control consists of a grid of hexagonal regions, which function like capture zones, anchored by a “key territory” hex for each team as the base of their grid. If a group of hexes is disconnected from this key territory, or the territory itself is contested, a team will need to recapture it before claiming any new territories. The status of a hex is hidden by the fog of war until a team controls an adjacent hex, cloaking enemy movements until conflict erupts. This new game mode is in the early stages of development and will be evolving through the next few versions. A few key rules for gameplay: A neutral hex requires one player to capture. A contested hex must be neutralized and captured by at least three players. An enemy hex takes 40 seconds to neutralized and a neutral hex takes 40 seconds to capture. Capturing a hex unlocks all adjacent (bordering) hex zones for capture. Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%. When a team captures 95% of all hexes, that team instantly wins. Losing all tickets will cause a team to lose the round. INVASION MODE CHANGES Defenders will win with a time-out even if they have fewer tickets than the Attackers. For the Attackers to win, they will need to either completely drain the Defenders tickets or fully capture all flags in the map. Tweaked starting tickets: 150 for attackers and 600/700/800 for defenders on corresponding 4/5/6 flag layouts NEW INFANTRY WEAPONS ADDED M3 MAAWS CARL GUSTAF The M3 MAAWS (or Multi-Role Anti-Armor Anti-Personnel Weapon System) is the American adoption of the 84mm Carl Gustaf recoilless rifle developed in Sweden shortly after World War 2. The M3 can fire a variety of different ammunition, making it a very diverse weapon system. The optic mounted on the weapon system can either be used to calculate drop in 100m increments or be directly zeroed to the desired range. The M3 can fire High Explosive Anti Tank, Heavy Tandem HEAT, and Smoke rounds. This has replaced the AT4 as the US Army Heavy Anti Tank weapon. ADDED AK74 BAYONET Russian Ground Forces will now receive the AK74 Bayonet, which replaces the older AKM bayonet model. INFANTRY GAMEPLAY Major overhaul of the M4 weapon series, updating it visually to modern art standards and details. Improving ladder sight mount on the M4 M203, making it easier to aim with the ladder sight and giving it more ranging options. Added a non-functioning cosmetic PEQ-15 laser module to all US Army primary weapons. Added deployable bipods to the US Army M110 marksman rifle and the British L129A1 sharpshooter rifle. Buffed British AT4 variant’s penetration capability to 600mm RHA, British are now using the ILAW High Penetration variant. Debuffed the US AT4’s penetration capability to 420mm RHA, assigned it as a secondary US Army LAT. Fixed zeroing text appearing incorrectly as 300m on the SA80 SUSATs (should be 100m) Tweaked the sight picture for the RPG29, making it easier to aim with. Fixed M72A7 LAW using incorrect ADS fire animation. Fixed some US Army Squad Leader roles not having tracers on their M4s. NEW VEHICLES FV4034 CHALLENGER 2 MAIN BATTLE TANK. The FV4034 Challenger 2 is the main battle tank of the British Army and holds a crew of 4 (Driver, Gunner, Commander, and Loader). This tank sports a stabilized 120mm rifled main gun capable of firing armor-piercing SABOT rounds, High Explosive, and Smoke rounds. In addition to its main cannon, the tank also has a 7.62mm coaxial machine gun and smoke launchers for self-defense. The commander has access to a high-powered optical periscope featuring hunter-killer functionality with the gunner. The loader’s position has a Remote Weapon Station with a 7.62mm GPMG slewed to it, allowing for additional anti-personnel firepower should the need arise. BMP-1 INFANTRY FIGHTING VEHICLE This Soviet-made IFV was developed in the 1960s and is now featured in Militia and Insurgent arsenals. This vehicle seats 3 crew (Driver, Gunner, and Commander) and can hold up to 8 passengers, plus 4 riding on top. Putting public transit to shame, this vehicle has a 73mm smoothbore cannon capable of firing projectiles similar to that of the SPG9 recoilless rifle. As such it has access to High Explosive Anti-Tank and Fragmentation rounds for its main gun, as well as a PKT coaxial machine gun. An additional Malyutka-P missile adds a slow, but devastating wire-guided option for enemy armor. VEHICLE GAMEPLAY Added Loaders Cupola station to the T62 tank. This is a manually operated DsHK mounted onto an anti-aircraft style mount which allows for 360 traverse and high angle engagements and gives the T62 tank additional firepower by adding another station for the crew to go into. Updated T72B3’s commander cupola station artwork. Adjusted M2 Bradley, FV432, FV510, MTLB, T62, T72B3, and M1A2 Abrams front and rear wheel suspension to make it less likely to get stuck. Fixed physics collision shapes on some vehicles that caused them to get easily stuck on terrain or objects. Tweaked default physmat friction values which were way too high and therefore causing vehicles to get stuck more easily. Fixed T62 tank’s engine throttle being a bit inconsistent. Fixed MTLB Insurgent variant track collision location being in the wrong place. Added a range card to the Rocket Artillery Technical gunner HUD. Added bullet drop compensator to the reticle for the BTR80/BRDM2’s KPVT machine gun and MTLB 6MB/BTR82A’s 30mm 2A72 cannon. Fixed players that got shot off from gunner seat of the ZU23 AA Truck not being able to be revived. DEPLOYABLES GAMEPLAY All emplacement weapons now retain their rotations when the player has exited them. This includes mortars as well. USER INTERFACE Added a short introduction animation with voice-over upon joining a team. Added an end of round card showing team ticket scores that includes music and voice-over to smooth the transition going from the end of the game to the scoreboard. Added the first iteration of a voice command radial menu that allows players to give simple voice-over call-outs. At the moment, only American English is available but more voices will be added in later. Added a “Medic” voice command call button for when you’re incapacitated on the ground. Added a progress bar for when you are building deployables and repairing vehicles. Added a key help list for players in a vehicle to show the available keys and features that are in that particular vehicle seat. Added Game Mode help cards upon joining a server. NEW MAP SKORPO Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks for any mechanized force. Keeping your supply lines open is also difficult given there not being much room to maneuver. Utilizing the varying elevation of the landscape and hidden forest roads will yield many advantages, but be aware that the enemy might also have the same idea. Skorpo will feature AAS, RAAS, Invasion, Skirmish, and the brand new Territory Control game modes. MAP UPDATES Chora: gameplay improvements for vehicles, including widening the driving lanes and bridges, widening holes in walls, removing some frustrating obstacles, adding rock cover in open areas, and smoothing some of the roughest bumps in the terrain. Kokan: Updated foliage. Fixed collisions on several map objects and rocks to prevent exploits. Re-attached power lines on numerous maps. Fixed some buildings on Narva that changed color at distance; a few more still to fix. Fixed interiors on Sumari so objects have correct materials displayed. Fixed Logar Insurgency v1 wrong location of INS main base flag. Fixed Logar Insurgency v1 Night having the wrong team for INS protection zone. Fixed Belaya AAS and Invasion layers RU vehicles at RU main to spawn flipped or upside down. Fixed Tallil Invasion v2 having East/West Khidir named incorrectly. Fixed Gorodok having a couple of floating metal beams on the train. Fixed some shipping containers on Logar switching colors as you moved nearer or further away from them. Adjusted Belaya AASv1 tickets to 300/300 (from 250/250). Kamdesh Invasion v3 set defenders to 700 tickets. Kokan AAS_v1, AAS_v2 and RAAS_v1 updated tickets to 250/250. Logar AAS_v1 and RAAS_v1 updated tickets to 250/250. Mestia AAS_v1, AAS_v2 and RAAS_v1 set tickets to 250/250. Sumari AAS_v2, AAS_v3 and RAAS_v1 increased tickets 250/250. Tallil Outskirts RAAS_v3 set to 250/250 tickets. Added BMP1 to the following layers: AlBasrah_Invasion_v1 AlBasrah_Invasion_v2 AlBasrah_RAAS_v1 Belaya_AAS_v3 FoolsRoad_AAS_v4 FoolsRoad_AAS_v5 FoolsRoad_RAAS_v1 Gorodok_Invasion_v2 Jensens_Range_v1 Jensens_Range_v2 Jensens_Range_v3 Mestia_RAAS_v1 Kamdesh_Insurgency_v2 Kamdesh_Invasion_v2 Kohat_Insurgency_v1 Kohat_Invasion_v1 Kohat_Invasion_v2 Skorpo_Invasion_v1 Sumari_Insurgency_v1 Tallil_Outskirts_AAS_v3 Tallil_Outskirts_Invasion_v2 Yehorivka_Invasion_v1 Added FV4032 (Challenger) to the following layers: AlBasrah_Invasion_v2 Belaya_AAS_v3 Belaya_Invasion_v3 FoolsRoad_AAS_v5 Gorodok_AAS_v3 Gorodok_RAAS_v2 Jensens_Range_v1 Kamdesh_Invasion_v2 Kamdesh_RAAS_v2 Narva_Invasion_v2 Tallil_Outskirts_RAAS_v4 Yehorivka_AAS_v3 Yehorivka_Invasion_v3 Yehorivka_RAAS_v3 BUG FIXES AND MISCELLANEOUS Fixed mortar, UGL grenades and rocket projectiles not dealing damage if the shooter was killed after launching the projectile. Optimized certain aspects of the vehicle code dealing with closed turrets. Optimized the way HUD UI is drawn and updated. Fixed Insurgent/Militia Vehicle Repair station mesh having an overlapped US/GB repair station mesh on it Fixed ambient smoke columns stopping emission of smoke randomly. Fixed C4 explosions not displaying when detonated on asphalt and gravel. Fixed a client crash when launching the Shooting Range. KNOWN ISSUES Tracks, Wheels, and other components are not destructible while on a local server running Jensen’s Range. OFFWORLD OUT.
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