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Showing results for tags 'march 2018'.
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Hey Squaddies, Welcome to the March Recap! It's been a busy month at home and abroad as some of the developers attended GDC, and others welcomed the Air Assault winners to Vancouver! We're happy to report they kicked some mocap butt. The rest of you can kick back, enjoy some Squad, and enjoy the fruits of March. A special shout-out to the pros at Animatrik for hosting us at their top-notch motion capture facility. Our veterans have never felt sexier than when donning Mocap Formal. AAS Ticket Bleed Tweaks We're doing a number of different changes to AAS in order to promote a more varied style of play and to positively incentivize flag capture. These include dramatically reducing the ticket bleed on the middle flags, as well as increasing the ticket win/loss when an actual flag area is captured or lost. Neutral flag captures will now also include a ticket gain for your team. There will still continue to be a very heavy "mercy" ticket bleed on the end flags. Our intention with these changes are to increase tactical variability and creating the dynamics for a more open-ended approach to strategy. The neutral flag ticket gain should still retain the incentive to capture middle flags quickly for your team, to deny the enemy team that initial ticket advantage. These changes are in the testing phase and ticket values may fluctuate and are subject to feedback from community gameplay testing sessions. Alpha 10.2 Bug Fixes A number of key bugs have been identified and are addressed in the latest hotfix, including these 3 big ones: Spawn over-run mechanic for FOBs has not been working correctly since the v10 release. When enemy players get within close range to a FOB, the spawn times for that FOB should increase. This is based on the ratio of friendly to enemy players in the radius. We shall be monitoring these changes, expect more tweaks coming to this area, as the spawn massacres around compromised FOBs is not the intended gameplay outcome. We value your feedback here and welcome more discussion on the topic of FOB spawning. Squad kit roles that were being force-switched has been corrected. When squad members left a squad, kit roles were being force switched if the squad dropped below the min players for that kit requirement. This has been modified so that it will only force switch a player upon respawn. A less pervasive method to protect against players exploiting kit requirements has been implemented. An exploit that enabled players to load Logistics Trucks with additional supplies above the 2000 limit has been fixed. Name Tag and Squad Leader 3D HUD UI Upgrades We know name tags have been a hotly debated topic, especially when it comes to them showing up when you don't want them to (e.g, blocking your vision when there are many incapacitated players in the area, or when there are many players inside a vehicle, etc). We feel name tags are necessary for team/squad cohesion and situational awareness. Our goal is to make them as unobtrusive as possible while giving players the necessary fluid contextual situational awareness. We have reduced the number of Name Tags shown on the 3D HUD. It will now display only one name tag at a time (the one you are directly looking at). We have also tightened up the viewing angle for the name tag to appear. We understand that players have a large variety of different display setups and may want to customize the UI. We have added 2 new slider bars in the options, one to adjust the name tag opacity and one to adjust the name tag size. There is also an on/off toggle for 3D HUD name tags (Default is on), and an on/off toggle for 3D HUD kit role icons. (Default is off.) The Squad Leader Icon on the 3D HUD has now been simplified. The SL icon is an important passive tool that allows for instinctive cohesion and spatial awareness of a squad, especially when it comes to newer players joining the squad. The SL Icon will now be displayed on the 3D HUD persistently, but it will fade when the SL is out of range. Map Screen UI Upgrades The Map screen will have a new feature: players inside a vehicle will have their name tags displayed when mousing over the vehicle. The nametags of all players inside the vehicle will be listed according to seat position, as well as the squad # and kit role of each player. Names displayed are test machines for demonstration purposes. Additionally, the Map screen will also have a new indicator for vehicles showing the squad number of the driver. The new indicator will be discreetly displayed next to the vehicles map icon. This enables Squad Leaders to better assess the battle situation on the map quickly and efficiently. British Forces Update The British have undergone more work and polish since we have shown them initially in January. They are from a gameplay point of view, almost ready, and will feature a unique array of small arms to make their infantry a considerable threat on the battlefield. Improved Vehicle Damage Model One massive upgrade we're doing to our vehicle damage model is the development of a localised damage system and the ability for us to model different armor thicknesses and angle of attacks in order to determine the effectiveness of projectiles against armor. Currently, all vehicles have a very simple health system that does not respect the location or angle of a hit, making anti-tank and vehicle play undesirably shallow. One example is the Stryker, where with this new system its frontal armor is completely impenetrable by 14.5mm rounds whereas its side and rear armor are more vulnerable. Another important upgrade is to include the angle of the projectile to the armor when calculating the penetrating capability. For example, hitting the armor on an angle means more material thickness the projectile must go through, which determines whether penetration is made or not. We also plan to have the impact effects and audio reflect whether penetration has occurred and you are actually doing damage to an armored target. This is the beginning of a deeper system that will be later expanded into damaging critical internal systems on vehicles, such as engines. In addition damage on separate components like tracks, wheels, and turrets. BGM-71 TOW Guided Anti-Tank Missile Launcher As part of upping our anti-tank defenses, we are introducing the addition of anti-tank guided missile systems for all conventional forces. Initially, we will be implementing the BGM-71 TOW missile launcher for all factions while the artwork for the 9M133 Kornet ATGM is still being done, but this should provide a very good analogue for the kind of anti-tank capability FOBs will be able to deploy going into the future. The TOW missile is a wire-guided missile that follows the target commands via a very long wire attached to the launcher. The player can effectively steer the missile while in flight onto target, and it is extremely effective against stationary or slow-moving targets. Weapon Emplacement Optics Upgrade In an effort to improve the fire support capabilities of FOBs, optics have been added onto the emplaced Russian NSV, British & American M2 Brownings and both emplaced and mobile versions of the SPG9 Kopye. Both the M2 Browning and SPG9 have completely functional reticles that allow for precise shooting at range. The intention is to make these weapons even more of a threat and further allow a FOB to lock down an area. Update: Kamdesh Highlands We managed to pull our mappers out of the SDK for a few minutes to see what the latest updates are looking like on Kamdesh and they sure have done us proud. We expect fighting from building to building to be fierce, much like the terrain surrounding the point. Squaddies should be ready to practice their bounding cover tactics if they expect to survive. The road in is rarely the road out, but with armor thickness coming in the near future, you might survive a few seconds longer. Be on your guard for anti-tank support! Update: Kohat Expansion As you may know, we've been taking some time to go back and fix up some of the old favorites. This time around, we're looking at the Kohat Expansion, which is building on the fantastic work the environmental team has already laid down. In addition to opening up the playable zones, a lot of surrounding dressing has been added to the map edges to make you really impart the sense of a large world around you. The beautiful lighting is sure to be used as an excuse for taking a few stray rounds from the enemy. Stack-Up.org Air Assault A while back, we had the opportunity to invite a few veterans from the community to join Stack-Up.org and the Squad team for a mocap session! Our winners were in Vancouver, British Columbia over a recent weekend at Animatrik. We're just getting some of the pictures and video in, so stay tuned for a full-fledged article in the near future. In the meantime, a huge thanks to the winners AND Stack-Up for making a once-in-a-lifetime event possible. Bonus points for making sure it goes down in gaming history! Stay sharp out there, Squaddies: April is upon us and has a reputation for being tricky! We'll see you in the next recap and on the battlefield! Did you see something you want to talk about? Something you want to see next month? Sound off to your next favorite squad leader in the Squad Community Discord. Until next time, squaddies. Offworld out.
Hi Squaddies, March is behind us and with it another exciting month of Modding! We were thinking long and hard about a joke involving the Ides of March but since nothing made the cut, just take the hard facts: we received a lot of awesome updates from our community which we are more than happy to present to you. 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 Storm + Night Variation by Stadl0r We love modders who take the approach of making existing things more interesting. Stadl0r did this very well in his project to make some environment variations for Al Basrah by making a nice dusty storm variation. It's very well done and looks pretty much spot on. Sightlines are reduced and engagement ranges drop down by quite a bit. He also made a beautiful night variation with some new light objects which is worth having a look at. (Take a friend. It's dangerous to go alone.) Firepower: WW2 Combined Arms Total Conversion World War 2 is up and coming and we love to see Modders tackling this conflict. This submission came out of the dark: a World War 2 total conversion mod focusing on combined arms in the Pacific theatre. They are currently very early in development but we can already see some very nice things in this update and hope we'll see more in the future! Finkarus by LoRDHitMan Finkarus was first released on the Steam Workshop in March and has seen some great updates since them. Dedicated Wrenchers can still remember the first time we saw this map and it is great to see it released. It's a 5x5km map with different time of day versions, pitting the Russian Ground Forces against the US Army. Be sure to check out LoRDHitMan's hard work on the Steam Workshop here. Sands of Yanya by bestpony Well-known modder bestpony is back with another map, and this time we're headed to a coastal region. A beach littered with Czech hedgehogs, crumbled bunkers that still make for an ample defense position, and thick forests make for a hard-fought battlefield which we cannot wait to set our virtual feet on it. Foreign Legion Mod by Squad Mod France A very welcome and well known regular on the Wrench, the French Foreign Legion Mod brings us some very nice updates again this month with their new model of an AMX 10 RC and a nice work in progress on their HK417 for the more infantry focused fans! As always you can check out their updates on their website. Dzhungli by dsiOne Set in a heavy early morning fog this map puts the very mobile Militia Forces in a battle against heavily mechanized Russian Ground Forces that are defending an old Soviet compound. Dominated by a thick and unpassable Siberian forest which is only broken up by a raging river and some steep cliffs, forces will have to fight to control the crossing points to make sure they can move on vehicles. Operation Silver by EliteLurker Released a while back, Operation Silver has been one of the early favourites of the Modding Community. EliteLurker hasn't stopped to rest though, steadily improving his map by including a soon to be released night version. Operation Silver also featured in the LevelGaming 40v40 competitive league tournament. Included in the Steam Workshop download is a small bonus fun map named RoadRage, made for excessive vehicle mayhem, check it out on the Steam Workshop! That's it for this month people, we hope you enjoyed reading through this as much as we enjoyed collecting and providing it for you. As always, if you want to see your work in here one day, just submit it to us! We're looking forward to seeing your hard work. Squad Modding Hub Management Team Out.