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Hey Squaddies, With the hot summer finally slowly coming to an end (yeah, we're totally ignoring your winter here, ChanceBrahh. Get on our hemisphere.) and Modding 2.0 coming closer and closer, we can really look forward to the future. For now, let's do a quick check of what happened in the past month and see what our Modding Community has been cookin' up. 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. Skrunda-1 by Pyrokills This map originally started out as a one to one replica of the real world location which is a Russian Military Radar Base disguised as a civilian town. As things went on the direction shifted into Pyrokills' interpretation of a STALKER/Fallout mashup. The current plan is to take the different zones of STALKER games and incorporate them together with Skrunda into a large 8x8km map. Will be interesting to see for sure! Swedish Armed Forces by Kim "Megadeth" Norman and Team AK5 C - Aimpoint CS & Aimpoint 3X by Kim Norman on Sketchfab The last few months have been exciting for people who are looking forward to new factions. This Wrench edition has a full force update from a lot of them including a newcomer to the scene! These two brave souls who are part of the Swedish Forces Pack from Arma3 are working on introducing the Swedes to Squad now. Skön! KLAS (Kort Lätt Attack Spade) by Kim Norman on Sketchfab [sketchfab]b2cedab2ee6f4f8d9bf1aaa685098122[/sketchfab] KLAS (Kort Lätt Attack Spade) by Kim Norman on Sketchfab First aid kit by Kim Norman on Sketchfab Training Range Map by IIResidentII A very nice Training Range map is currently in the works by IIResidentII who is building it for his platoon, Salagi, to train in different conditions. It includes a plethora of different ranges and will be available on the Steam Workshop in the future. Squad Zombie Mod by Smed & S1RHAWK No, Smed isn't talking about the new players (ahem... future squad leaders!) on free weekends of Squad, he made a real, PVP players vs zombie mod! Armed Forces are fighting to eradicate two zombie hives while fighting against endless waves of spawning (player)-zombies in this fun addition to the Squad mod scene. AI Civilians Mod by |HSR| Antol Antol has been working steadily on his AI behavior for civilians and the progress looks great already! With the help of community members Mitsu and wasti, he was able to create one of the main behaviors for his AI, featured in the video above. Canadian Armed Forces by CAFMod Team Progress has been steady in the Canadian Armed Forces Mod. With the player models currently being expanded to take new gear into account (backpacks, new Tactical Vests), modelers have been working on finishing up the Carl Gustaf M2 and put some final touches the base C7A2 while continuing to work on the attachments and accessories for it. (Cadex Front Grip, C79A2 scope, M203A1, etc.) Furthermore, the first public playtest happened! While it only included infantry and a placeholder scope, people seemed to have a blast (especially with the C7A2 sounds by TheScrub), eh? Schiessplatz Wichlen by Alac Ah, Switzerland! Home of great things like cheese, Heidi, Helvetica, cute knives, and our community member Alac. They're working on creating a training map based on a real-life training location in Switzerland. Compared to the other training maps around, this one is aimed at vehicle combat and is already being prepared for the release of MBTs. Finnish Defense Forces by FDFMod Compared to the Swedes, these guys are already well-established in the community and get begged for updates on our Discord quite often! After some quiet months, they are back with goodies made over the summer. Some of the smaller gear has already been implemented in-engine and some new weapons like the 81mm mortar and the KvKK (courtesy of the Arma FinMod team, who they are now collaborating with) are in the High Poly modeling stage. On the mapping side of things, they are working on creating props and buildings, as well as incorporating them into the world. French Foreign Legion Mod by Tactical Collective Modding Finishing the quadfecta (look it up) of Faction Mods the team behind the French Foreign Legion is giving us an update on their progress in video-form on their map, particle effects, animations and working vehicles. Check it out, and read their blog post on their website. Mount Storm Mod by [TACO] Moosieus Based around Lake Storm in West Virginia this map by Moosieus (a.k.a. A rather small moose) is defined by dense forests, a large reservoir lake which is flanked by power plants and a wind farm to the east. He's also kindly supplied some animations to bask in. NG Custom Server by New Generation If you see all these mods and wonder: "These are great, but where can I really play some mods?" NG has got you covered! New Generation have launched their custom server and it's now public! You can try the best mods and maps the community has to offer and they plan on adding content over time. In addition to hosting weekly events every Wednesday, the server is permanently open for all to play. Download the Mod Collection Holy heck, there was a lot going on last month! A huge thank you to everyone in the modding community for kicking so much ass. We hope you enjoyed the submissions as much as we did! If you want to be a part of it next month, you can get into it right away by using this form and submit your work! Squad Modding Hub Management Team Out. Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. A recap recap, if you will. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording . (~76mb.) If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Fuzzhead, Gatzby, AFSoccer, and the host, Nordic. (And maybe one or two more lurking. =)) Formatting: Text in italics generally represents an OWI representative or a summary of several. Normal text is typically from a community member and may represent the opinion of their community. New UI Some of you may have seen this in testing already, but for those who haven’t, there will be a complete UI overhaul. You’ll recognize it from the main menu and it now extends to the deployment (e.g. selecting kits, squad, and spawns) screen. Additionally, the first iteration of fireteams will be included in Alpha 12. >> Are coordinates still there? They weren’t visible in the screenshots Yup, coordinates are in, they were just not in the test video. Fuzzhead would also like to confirm Kornets will be coming. >> Would being able to use straight lines/arrows/simple shapes on the map ever be possible? Not necessarily for Alpha 12. We do like the idea, but want to keep it simple. Clutter and abuse are still big concerns, even with a limited implementation. It’s been a long haul to get here with the UI, so we’re likely going to keep it simple for now, but there’s room for growth in the future. >> Having a Squad Leader layer/filter could help alleviate the problem. >> Are topographical maps in for Alpha 12? No, but we have been investigating them. It’s not a top priority, but we’d like to see it especially on maps like Kohat. We’re also going to have new roads, changed roads, etc. It’d be nice to make them pop more. >> Making “create squad” a little less obvious is nice. The old version really drove people to click Create. Part of the new UI has been streamlined to get you into a squad, get you into a kit, and get running. It should help new players in that sense. >> How about improved after action reports? It would be beneficial to see where tickets are going to better inform players what’s important. (This would include flag caps, etc.) After Action Reports are something we’ve wanted for ages, and may be something we can bump up in priority. Right now it’s super basic, but we’d like to emphasize important objectives instead of just KDR. Not something for Alpha 12, but it’s on the drawing board. >> Could points be adjusted in the meantime to emphasize more of the important actions? It could help increase the speed in which new players progress. It’s possible; it’s something that can use a full pass, but it’s something we could see doing. We’d like to help new players be able to see what they should be doing and give them more tools (outside of their squad leader) to do so. Ammo Persistence When spawning anywhere besides the main base, you will spawn with whatever ammo you died with. If you died with 4 magazines, you will respawn with 4 magazines. The exceptions to this include always spawning with a minimum of 2 magazines and 2 bandages. Additionally, ammo granularity will be changing. Currently, it costs a flat amount regardless of how much you restock. In the future, the cost will be dependent on the item -- e.g. if you’ve only thrown one grenade, you’ll spend 5 ammo points to replace it, rather than 100 ammo points to restock entirely. (These are example values to illustrate the point.) >> We’re concerned that the changes will hurt the “weakest” classes first, medic and AT, and will not impact GPMG kit. In addition to that, the potential for base camping to become the primary strategy is very high. While this is a very valid concern, we intend on addressing it during testing if it happens. There’s going to be an increase to ammo in the field, so logi trucks won’t be the sole means of transporting ammo. We may have to increase some of the main base protection areas as well, such as Narva until wrecks can be removed or destroyed. Looking toward the future, choppers will also help alleviate that. That said, the goal is to increase the importance of logistics. The pace is changing a little bit too, especially with the rally points and ammo changes. We’re going to playtest it, as theorycrafting can go on indefinitely. There may be some holes in the system, but we think as a whole, bringing ammunition into a more important role will open up more strategic and tactical possibilities. We’ll look at fixing them as they come up. >> Will ammo bags refresh when spawning in? No, they will need to be resupplied like any other tool. You also cannot resupply an ammo bag from another ammo bag. >> Can you choose what you want to resupply? Not yet, but ultimately something we’d like to do. Given the production time in the future, it should get more robust. >> Will we see any changes to max load for logistics trucks? What about FOB capacity? That’s a good question. We’re hesitant to increase logistics truck loads, but we could definitely see increasing the ammo points available on a FOB. Rather than 2000, maybe 3000-4000. That has not been changed yet, but it’s a possibility. Raising some of the ammo points available in vehicles has already been done, allowing them to bring more ammo to the front. >> This system may work well with choppers, but it’s the rare person that enjoys trucking the entire round. There’s a lot of focus on supplies now, but it’s not really a fun job. Especially on maps like Kohat or Mestia. There may be some overestimation on how much restocking will be necessary. ATs will, as mentioned, feel it more acutely, but the standard rifleman won’t feel it nearly as much. The addition of ammo bags, increase ammo on vehicles, and mixing in ammo granularity has increased the ability to resupply in general. We’ll also be doing public testing too. If you find a way to break the system, be sure to message your favorite QA member and let them know! The sooner you do, the sooner it gets fixed. =) >> You may need to increase the amount of clips and bandages after some testing. Currently, medics spawn with three instead of two, and have a max of 8 bandages. While not final, they are tweaks we can make now that the system is in place. Note: At this point, we got a bit sidetracked discussing LATs/vehicle and how they will interact. The discussion briefly touches on component and positional damage. While interesting, it was not on topic. Jump to about 34:00 in the audio track to listen in. >> Will logistics trucks lose mobility with tire damage in the future? That’s a good question -- not in Alpha 12, but it’s possible in the future. We know logis are vulnerable and will take that into consideration when we’re ready to implement that. Crewman will also get the repair tool; it won’t get your vehicle up to full strength, but it should restore mobility and put out fires, probably no more than 20-25% health. It’s also slower than a repair station. >> Does the crewman need to be outside? Does he need to position himself in any way? Yes, repairs have to be outside. Currently, the vehicle just has a general hitbox, so you do not need to repair at the site of a damage component. >> Is the repair kit consumable? It’s just like the medic bag. Mapping New, big, angry, and filled with tanks. There’s going to be some new assets on Tallil, and lots of open desert fighting. Don’t worry, though, there are a couple towns that rival the size of Sumari Bala. It’s a large map and cover throughout the desert. You could have an AAS layer just in the town. The airfield itself is about 2km itself. Jensen’s Range is getting an overhaul as well. >> The collision for vegetation, especially those little Kamdesh trees, is brutal. Post Scriptum has found a way to address it. We’re going to use the same technique that Post Scriptum uses, so that vehicles will penetrate, but people will not be able to. We’d like to experiment with it beginning as early as Alpha 12 and those pesky Kamdesh trees are a good test bed before moving into things like wooden fences. If it works, we’ll have to manually update that on every map, but it’s worth it. We’ll make Nordic do it. Server Licensing We’re aware of the general feedback that licensing is hitting some pain points, especially as communities continue to grow and new ones arise. Some of the suggestions we’ve heard are verifying admin coverage, increasing admin tools and rcon availability. We do want to foster those communities that play the game in an intelligent way and want to see that evolve. >> Addressing some of the issues with admin abuse would be helpful, such as people getting kicked for using an emplacement when an admin wants it. We do monitor it and people have lost their licenses for abusive behavior, but the server hosting community is generally quick to respond to that. >> It seems as if there are fewer and fewer people reading the licensing agreement prior to just spinning up a server. As presented currently, the servers seem approved by OWI with very disparate experiences, rulesets, and admin coverage. >> An example would be large multi-game communities creating a public server for their group on their existing infrastructure, but not having the overall Squad population to administer it. >> Any changes need to take into consideration that many of the existing Squad communities started with a small group of people, which then grew to what they are because they were able to access the licensed servers. >> The base rules of what OWI wants to be enforced could be expanded upon and better enforced. (Not just required amount of admins either.) ---- Another one in the bag! If you'd like to submit corrections or feel something important was left out of the transcript, please don't hestitate to let me know. A big thank you to everyone for attending -- I know there was a lot going on that weekend, including that badass SCL match!