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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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Found 31 results

  1. September 2018 Recap

    Hey Squaddies, Welcome to another Recap! Before we jump into the meat, a quick update on version 12: we're continuing through the internal playtesting phase and putting our new gameplay systems, UI, and engine-level changes through their paces. While we're still encountering a number of game-breaking bugs at the moment, our priority is to work through them, do further optimizations, and open up playtesting to our community playtesting group as soon as that becomes possible. Be sure to check out a list of some of the changes coming to Alpha 12 toward the bottom of the recap. With that out of the way, let's roll! Optimization CoreState Alpha 12 will see the introduction of a work-in-progress system of changes to network relevancy for various aspects of the game, ranging from players to inventory, in an effort to decrease server load and allow for us to reach our goal of having 100 player server limits, as well as increasing performance on the server end. This system allows for the passing of information about faraway soldiers and vehicles needed by user interface without fully replicating them. Expect work to continue on CoreState for awhile! World Origin Rebasing Jitter-haters, look no further. We are excited to reveal we have been working on a solution to the "Map Origin" problem. This problem was something that was preventing us from achieving larger map sizes. As a player moves further from the map's "origin point," there is a subtle but exponential increase in tiny deviations or "scope jitter," especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely. We're implementing a solution called "World Origin Rebasing". It essentially repositions the origin of the world for each player dynamically, to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags. Gameplay Command Menu Screen We mentioned this Menu Screen in the August Recap, and our gameplay and UI designers have spent September to really polish this screen to make it as useful and ergonomic as possible for Squad leaders. All players will have access to the new Command Menu screen, and Squad leaders will benefit from some extra features. Command Menu's default key is Capslock for quick access (keybind is fully configurable in Control options) Command Menu will have a listing of all squads, which can be clicked on to highlight player positions on the map. We want to continue building these tools to encourage Squad leaders working together Squad leaders can now place a "Request FOB" marker which will display via 2 yellow dotted circles, the build diameter and exclusion zone diameter of that potential FOB location. "Map Filter" buttons that can be turned on and off to best suit the current need "Show Spawn points" map filter will turn the selectable spawn points on and off "Show FOB Radius" map filter will show all FOBs build radius and exclusion zone radius "Show FOB Supply Points" map filter will show the construction and ammo supply status of all FOBs on the map. "Show All SL Markers" map filter is only available to SLs, and will show all the order markers placed by their SLs "Show player role icon" map filter will toggle all players on your team shown as their kit role icon or as a simple marker "Map Icon Scaling" will allow you granular control over how big or small the map widgets are displayed - useful for players to customize with 4k monitors or those that have unique display setups "Ticket Value Reference" is a legend for the values of all ticket loss and gain "Map Legend" is now showing a list of what each icon on the map represents, from infantry to vehicles to deployables. Fireteam Functionality Fireteams will be fully functional in A12, our UI designers have been adding some really nice features that will be of major use for veteran players: Fireteams can be created dynamically by the Squad leader with a menu option as well as a drag and drop feature. SL can use the new Command UI Map screen to click and drag a squad member and place them into Alpha Bravo Charlie or Delta Fireteams are hidden by default and are a totally optional feature for those wishing more control over their squad This same drag and drop feature can be used for internal Squad or Fireteam promotions. Fireteam leaders do not have a special kit, they are just a designation that the Squad Leader can give to any member of their squad Fireteam leaders will be able to place (and delete) their own fireteams Move, Attack, Defend, Observe, Build commands, both via the Command UI map screen and the 3D HUD T-menu. Squad leader can see and place all Fireteam markers, Fireteams see their own FT marker and the SL marker. Each of the four FTs is color and letter-coded, with the VOIP and nametags reflecting the appropriate FT assignment. Physmat Dependent Vehicle Rolling Resistance We have recently incorporated physmat dependent rolling resistance for vehicles. Vehicles will roll much better on asphalt than on mud or snow. Wheeled vehicles are more affected by this than tracked vehicles. The lowest resistance is on asphalt, concrete, and solid wood. Gravel comes next, then dirt and grass. Sand and snow are where you're really starting to suffer. And last, but not least, mud has the highest resistance and is terrible to drive on. It's used, for example, in the riverbed in Gorodok, so this will help prevent unintentional river features from being used as a highway. For non-off-road vehicles, this change will have a significant impact on their ability to zip across maps at insane speeds and help to promote the use of roads. Vehicle Manual Override for Gearbox We wanted to have a more granular way for players to control how fast their vehicle is moving, and we achieved this by being able to manually hold the current gear a vehicle is in. For example, if an APC wanted to travel slowly at the pace of their infantry to provide a screen, they could do this by staying in the 1st gear. All vehicles will now have this ability to keep their engine in the current gear by pressing and holding the SHIFT key (the key is rebindable). So by pressing SHIFT while in 1st gear, the vehicle will always stay in that low gear and drive slowly. It can also help vehicles climb slopes better as you'll be able to manually stay in 1st gear. Art and Environment FV432 APC We teased this vehicle in an earlier recap, but the British FV432 APC is in-game and undergoing testing to be released in tandem with all the other goodies coming in version 12. A large, armoured transport vehicle, it carries up to 9 passengers, not including the driver (crewman), and a M2a1 .50cal turret gunner (regular infantry). While an older vehicle dating back to the 1960s, its recent up-armoured modifications have upgraded its armour to almost the level of the FV510, making it a true "battle taxi." (Not to be confused with IronTaxi, of course.) FAL One weapon we're also adding to the Militia faction is the ubiquitous FAL. While it is characteristically similar to the German G3A3, aesthetically it is a different beast altogether and we have plans to further expand this family of weapons for unconventional factions. Tallil Outskirts While we're racing to the release, the team is applying lots of polish on the new large-scale desert map, Tallil Outskirts. The map will feature two different weather schemes, one normal daytime, and the other in the midst of a thick sandstorm. The battle-beaten landscape has remnants of occupying forces from a previous era, as well as more recent installations. The addition of the sandstorm changes the feel of the level significantly and should provide some unique challenges for players on top increasing the immersion of the environment. As battered as Tallil has been, it's ready to take on a brand new deployment of armored warfare. We can't wait to see you folks like it up! Squad Alpha 12 Brief Summary Going back through previous monthly recaps and from the way development has unfolded, we present to you a bullet-point summary of what to expect when Alpha 12 comes around. This is by no means a full changelog, so expect much fuller release notes when the time comes, but it should whet your appetite. Gameplay Added RAAS game mode (Randomized Advance and Secure) Added new Suppression system Added Rifleman Ammo bags Added Persistent Ammo system Added Granular Rearming system for Infantry Added Fireteams which are dynamically created by Squad Leaders Added localized vehicle damage with 2 components (for now): Engine & Ammo storage Added Turret Stabilisation to appropriate vehicles Added Driver deployed Smoke generator for most vehicles Added Crewman Repair tool Added physmat dependent vehicle rolling resistance Added Vehicle Manual Override for Gearbox Overhauled Spawn system including Rallypoint Wave Spawn & HAB Spawn Over-run Overhauled Revive system - bandage revive for all soldiers User Interface Added Team Selection screen on server join Added Command map for improved squad leader functions Added many QoL improvements on the map and UI Added Infantry/Vehicle ammo point rearm cost indicator Updated Deployment screen, role selection and weapon selection UI Replaced right-click hex Command Grid with a more user-friendly horizontal based Command Grid Vehicles Added US Army M1A2 MBT Added Russian T72B3 MBT Added British FV432 APC Updated FV510 APC to have an Up-Armored variant Updated M2A2 sights/reticle Updated M2A2 to include a Commander position with independent optic Weapons Added 9M133 Kornet ATGM for Russian Faction Added RPG-29 for Insurgent Faction Added FAL for Militia/Insurgent Faction Added SKS variant that includes a PU-1 3.5x Optic Updated Russian RPG-7 to include PGO-7 2.8x Optic Mapping Added Tallil Outskirts Overhauled Jensen's Training Range and added the ability to load instances of the map with different factions Overhauled Yehorivka - added more points of interest, revamped storage area flag, increased map size to 5 by 5km Overhauled Belaya - reworked terrain, now less snow and more ground cover Updated Kohat - added new main bases, new & improved foliage Updated Gorodok - updated some points of interest, improved foliage Updated Fools Road - ground textures have less tiling Updated lighting on various map layers Updated all maps with a greatly improved water shader Updated all maps with a greatly optimized grass shader Sign-off Zoinks! Hopefully, you found a little somethin' somethin' in there for you, since it was a large one. Hang in there just a little longer - we're almost done smashing the bugs! Oh, and one last thing: OWI's Company Holiday We mentioned it in the last Recap and we know some of you wanted to see all our smiling faces -- something many of us got to do for the first time as well! The whole team survived despite Google incompatible bus drivers, ancient roof collapses, evil staircases, swordfights, and one downhill biking accident (Don't worry -- we always deploy with medics!) and we're back, hard at work. A huge thank you to everyone that made the trip possible and got us home safely. Offworld Out.
  2. Hey Squaddies! Herzlich willkommen zu einer weiteren Zusamenfassung! Bevor wir uns ran an die Buletten machen, gibt es ein kleines Update zur Alpha 12: wir befinden uns immer noch in der internen Playtest-Phase und prüfen die neuen Gameplay-Systeme, Benutzeroberfläche und Änderungen an der Engine auf Herz und Nieren. Nachdem es zur Zeit immer noch einige spielzerstörende Bugs gibt, ist es unsere oberste Priorität, diese abzuarbeiten, weiter zu optimieren und die Playtests für unsere ausgewählten Community-Mitglieder zu öffnen, sobald das möglich wird. Vergesst nicht, euch die Liste der Änderungen für die Alpha 12 durchzulesen, welche ihr gegen Ende der Zusammenfassung findet. Nachdem wir das jetzt besprochen haben, geht es auch schon los! Optimierungen CoreState Mit Alpha 12 wird ein System eingeführt, welches sich noch in Arbeit befindet, und Änderungen am Netzwerk-Code beinhaltet. Es regelt die Relevanz verschiedener Aspekte im Spiel - angefangen von Spielern bis zum Inventar. Dies machen wir nicht nur, um die Server-Last zu verringern, was uns dem Ziel, 100 Spieler zu schaffen, näher bringt, sondern auch, um die Server-Leistung zu verbessern. Dadurch können Informationen von Spielern und Fahrzeugen, die weit entfernt sind, über die Benutzeroberfläche kommuniziert werden, ohne dass sie vollständig repliziert werden müssen. Die Arbeiten an CoreState werden noch für einige Zeit andauern! World Origin Rebasing (in etwa: das Neuplatzieren des Kartenursprungs) Die Zitter-Hasser unter euch können nun aufatmen. Wir freuen uns, euch mitteilen zu dürfen, dass wir an einer Lösung für das Problem mit dem Kartenursprung gearbeitet haben. Aufgrund dieses Problems konnten wir keine größeren Karten entwickeln. Wenn sich ein Spieler nämlich immer weiter vom Kartenursprung entfernt, entsteht dadurch zuerst nur ein subtiles Zittern. Dieses wird exponentiell schlimmer, je weiter man sich entfernt und fällt zum Beispiel extrem auf, wenn man durch leistungsstarke Optiken guckt. Es wird also durch größere Kartendimensionen verschlimmert und resultiert in frustrierendem Gameplay, wenn man versucht, Waffen präzise abzufeuern. Die Lösung, die wir implementieren, nennt sich "World Origin Rebasing". Im Grunde wird dadurch für jeden Spieler der Kartenursprung dynamisch verändert, um die Distanz zwischen Ursprung und Spieler zu verringern. Dies löst die Zitterprobleme, die ihr von verstärkten Optiken, Spieleranimationen und Namensschildern kennt. Gameplay Befehlsmenü Nachdem wir diesen Menübildschirm bereits in der Zusammenfassung vom August erwähnten, haben unsere Designer für Gameplay und Benutzeroberfläche den September genutzt, um ihn ordentlich aufzupolieren, indem er für Squad-Leader so nützlich und ergonomisch wie möglich gestaltet wurde. Alle Spieler können auf dieses neue Befehlsmenü zugreifen und Squad-Leader kommen in den Genuss einiger Besonderheiten. Für schnellen Zugriff ist die Standardtaste für das Befehlsmenü, die Feststelltaste (kann in den Optionen bei Bedarf geändert werden). Im Befehlsmenü werden alle Squads bzw. deren Mitglieder aufgelistet und wenn man auf das entsprechende Element klickt, wird es auf der Karte hervorgehoben (eben auch einzelne Spieler). Wir möchten derartige Werkzeuge weiter entwickeln, um Squad-Leader zu ermutigen, noch mehr zusammenzuarbeiten. Squad-Leader können eine "FOB anfordern"-Markierung setzen, welche aus 2 punktierten Kreisen besteht. Ein Kreis steht dabei für den Bau- und einer für den Mindestabstandradius. Ein- und ausschaltbare Knöpfe für Kartenfilter, damit man jede Situation optimal im Blick hat. Ein Kartenfilter, um Spawn-Punkte anzuzeigen, mit dem verfügbare Spawn-Punkte auf der Karte angezeigt bzw. versteckt werden können. Ein Kartenfilter, um den FOB-Radius anzuzeigen, mit dem die zwei Radii auf der Karte angezeigt bzw. versteckt werden können. Ein Kartenfilter, um den FOB-Nachschub anzuzeigen, mit dem sowohl Bau- als auch Munitionspunkte auf der Karte angezeigt bzw. versteckt werden können. Ein Kartenfilter, welcher nur für Squad-Leader verfügbar ist, um die Markierungen aller anderen Squad-Leader anzuzeigen bzw. zu verstecken. Ein Kartenfilter, um die Spielerrollen anzuzeigen, mit dem eure Team-Mitglieder entweder als ihre Rolle oder als einfache Markierung dargestellt werden. Die Kartensymbol-Skalierung gibt euch die Kontrolle über die Größe der Kartensymbole. Dieses Feature ist hauptsächlich für Spieler interessant, die 4k-Monitore oder sonstige außergewöhnliche Bildschirme besitzen. Die Referenz für Ticket-Werte ist eine Legende, in der ihr alle verlierbaren und gewinnbaren Tickets aufgelistet seht. Die Kartenlegende listet euch jetzt jedes Symbol der Karte auf und schlüsselt euch von Infantrie über Fahrzeuge bis hin zu baubaren Objekten alles auf. Trupps Trupps werden es voll funktional in die Alpha 12 schaffen und unsere Designer der Benutzeroberfläche haben einige richtig nette Features hinzugefügt, die für Veteranen von großem Nutzen sein werden: Trupps können vom Squad-Leader sowohl über eine Menü-Option als auch durch "Drag & Drop" dynamisch erstellt werden. Der Squad-Leader kann das neue Befehlsmenü benutzen, um ein Squad-Mitglied durch "Drag & Drop" für Trupp Alpha, Bravo, Charlie oder Delta einzuteilen. Trupps werden standardmäßig nicht angezeigt und sind ein komplett optionales Feature für diejenigen, die etwas mehr Kontrolle über ihr Squad wollen. Ebendieses "Drag & Drop"-Feature kann für interne Squad- und Trupporganisationsarbeiten verwendet werden. Truppführer verfügen über keine besondere Ausrüstung, sie sind nur eine Kennzeichnung, die ein Squad-Leader an Mitglieder vergeben kann. Truppführer können ihre eigenen, truppspezifischen Markierungen für Bewegen, Angreifen, Verteidigen, Beobachten und Bauanweisungen setzen. Entweder über das Befehlsmenü oder das gewohnte 3D-"T"-Menü. Squad-Leader können alle Truppmarkierungen sehen und auch platzieren. Trupps sehen nur ihre eigenen Makierungen, und die des Squad-Leaders. Für den Voice-Chat ist jedem der vier Trupps eine Farbe sowie ein Buchstabe zugeordnet, damit diese leichter erkannt werden können. Von Physmats abhängiger Rollwiderstand bei Fahrzeugen Wir haben vor Kurzem einen Rollwiderstand implementiert, der von der jeweiligen Physmat (vereinfacht gesagt: damit modelliert die Engine verschiedene Arten von Untergründen) abhängig ist. Fahrzeuge fahren sich jetzt auf Asphalt viel besser als im Schlamm oder auf Schnee. Fahrzeuge mit Rädern sind davon mehr betroffen als Kettenfahrzeuge. Den geringsten Widerstand findet man auf Asphalt, Beton oder festem Holz. Danach kommen Kies, Erde und Gras. Sand und Schnee hingegen werden euch das Leben richtig zur Hölle machen. Und zu guter Letzt, Schlamm. Er hat den höchsten Widerstand und ist dadurch am grausamsten zu befahren. Schlamm findet man zum Beispiel im Flussbett von Gorodok, man sollte also gewisse Flussmerkmale in Zukunft nicht mehr als illegale Autobahnen benutzen. Alle Fahrzeuge, bis auf die Geländefahrzeuge, sollten durch diese Änderung einen beachtlichen Geschwindigkeitsschub erhalten. Wenn sie die Straßen benutzen, können sie mühelos von einem ans andere Ende der Karten zischen. Manuelle Getriebesteuerung für Fahrzeuge Wir wollten Spielern die Fähigkeit geben, die Geschwindigkeit ihres Fahrzeuges feiner steuern zu können. Dies haben wir geschafft, indem der aktuelle Gang manuell gehalten wird. Wenn zum Beispiel ein gepanzerter Mannschaftstransportwagen langsam neben seiner Infantrie mitfahren möchte, um sie zu decken, dann kann er das, indem er einfach im ersten Gang bleibt. Diese Möglichkeit wird es für alle Fahrzeuge geben, indem man die Umschalttaste drückt und hält (die Taste kann man beliebig ändern). Wird die Umschalttaste also gedrückt, wenn der erste Gang eingelegt ist, dann bleibt das Fahrzeug im ersten Gang, solange man sie weiter gedrückt hält. Dadurch sollten Fahrzeuge auch leichter gewisse Steigungen hoch kommen, da ihr manuell den ersten Gang halten könnt. Kunst und Umgebung FV432 Wir haben dieses Fahrzeug bereits in einer früheren Zusammenfassung angekündigt, aber jetzt ist der britische, gepanzerte Mannschaftstransportwagen FV432 im Spiel und er wird zahlreichen Tests unterzogen, damit er es zusammen mit anderen tollen Dingen in die Alpha 12 schafft. Er ist ein großes, gepanzertes Transportfahrzeug, der bis zu 9 Mann transportieren kann. Und dabei werden der Fahrer (Besatzungsmitglied) und der Schütze (reguläre Infanterie) am M2A1 Kaliber 50 nicht mitgezählt. Obwohl er ein älteres Fahrzeug ist, dessen Einführung in den Sechzigern zurückliegt, kann er dank der Modernisierung seiner Panzerung in dieser Hinsicht mit dem FV510 mithalten. Er ist also ein wahres "Kampftaxi" (Achtung, Verwechslungsgefahr mit unserem IronTaxi). FAL Die Fraktion der Miliz erhält eine weitere Waffe, nämlich die allgegenwärtige FAL. Sie ähnelt charakteristisch zwar dem deutschen G3A3, hebt sich ästhetisch aber deutlich davon ab. Wir planen, diese Waffenart in Zukunft für die unkonventionellen Fraktionen zu erweitern. Tallil Outskirts Während wir uns auf den letzten Metern der Zielgeraden zur Alpha 12 befinden, bekommt diese offene Wüstenkarte von unserem Team die letzten Feinschliffe verpasst. Auf ihr wird es zwei verschiedene Wettersysteme geben, eines für normale Tageszeit und das andere für einen dichten Sandsturm. Ihre Landschaft ist durch Narben früherer Schlachten geprägt und es finden sich neben Überbleibseln einer vergangenen Zeit auch modernere Einrichtungen. Durch die Änderungen, die der Sandsturm mit sich bringt, fühlt sich die Karte komplett anders an. Er wird euch vor neue Herausforderungen stellen und euch noch mehr in die Welt hineinziehen. Trotz des ramponierten Zustands ist Tallil bereit für eine neue Art von Fahrzeugschlachten. Wir können es nicht erwarten, wie ihr sie findet! Kurzzusammenfassung: Alpha 12 Wir geben euch hier einen Vorgeschmack, was euch aus früheren Zusammenfassungen und aufgrund kürzlicher Entwicklungen in der Alpha 12 erwarten wird. Hierbei handelt es sich nicht um eine vollständige Liste an Änderungen, denn diese folgt, sobald die Zeit reif ist. Sie sollte euch aber Lust auf mehr machen. Gameplay RAAS-Spielmodus (in etwa: zufallsbasiertes AAS) hinzugefügt Neues Unterdrückungsfeuersystem hinzugefügt Munitionsbeutel für Schützen hinzugefügt System für persistente Munition hinzugefügt System für feinere Aufmunitionierung für Infanterie hinzugefügt Trupps, die dynamisch vom Squad-Leader erstellt werden können, hinzugefügt Lokalen Fahrzeugschaden mit (vorerst) zwei Komponenten, Motor und Munitionslager, hinzugefügt Geschützstabilisierung für entsprechende Fahrzeuge hinzugefügt Vom Fahrer einsetzbarer Rauchgenerator (für die meisten Fahrzeuge) hinzugefügt Reparaturwerkzeug für Besatzungsmitglieder hinzugefügt Von Physmats abhängiger Rollwiderstand hinzugefügt Manuelle Getriebesteuerung für Fahrzeuge hinzugefügt Spawn-System, inklusive Rally-Punkt-Wellen-Spawn und das Überrennen von HAB-Spawns, überarbeitet Wiederbelebungssystem überarbeitet, alle Soldaten können mit ihren Bandagen wiederbeleben Benutzeroberfläche Team-Auswahlbildschirm nach Server-Beitritt hinzugefügt Befehlskarte für verbesserte Squad-Leader-Funktionalität hinzugefügt Viele Verbesserungen an der Karte und der Benutzeroberfläche hinzugefügt Kostenindikator für das Wiederaufladen von Munition für Infanterie und Fahrzeuge hinzugefügt Einsatz-, Rollen- und Waffenauswahlbildschirme aktualisiert Das Karo-Menü für Squad-Leader-Markierungen auf der Karte wurde durch ein horizontales Menü ersetzt Fahrzeuge US Army M1A2 Kampfpanzer hinzugefügt Russischer T72B3 Kampfpanzer hinzugefügt Britischer Fv432 gepanzerter Mannschaftstransportwagen hinzugefügt FV510-Variante mit verbesserter Panzerung hinzugefügt M2A2 Optik/Fadenkreuz verbessert Kommandantensitz mit unabhängiger Optik zum M2A2 hinzugefügt Waffen 9M133 Kornet Panzerabwehrlenkwaffe zur russischen Fraktion hinzugefügt RPG-29 für Aufständischen-Fraktion hinzugefügt FAL für Miliz-/Aufständischen-Fraktion hinzugefügt SKS-Variante mit PU-1 3.5x Optik hinzugefügt Russischen RPG-7 mit PG-7 2.8x Optik versehen Kartenarbeit Tallil Outskirts hinzugefügt Schießbahn überarbeitet und Option hinzugefügt, die Karte mit anderen Fraktionen zu laden Yehorivka überarbeitet - es wurden mehr Orte von Interesse hinzugefügt, die Storage-Flagge wurde umgearbeitet und die Karte auf 5x5km vergrößert Belaya überarbeitet - Terrain verändert, es liegt nun weniger Schnee, dafür gibt es mehr Deckung Kohat aktualisiert - neue Hauptbasen hinzugefügt, neues und verbessertes Blattwerk Gorodok aktualisiert - mehrere Orte von Interesse überarbeitet, verbessertes Blattwerk Fools Road aktualisiert - Bodentexturen kacheln weniger Beleuchtung auf verschiedenen Karten-Layern erneuert Alle Karten mit wesentlich verbesserten Wasser-Shadern aktualisiert Alle Karten mit wesentlich verbesserten Gras-Shadern aktualisiert Schlussbemerkungen Ojemine! Hoffentlich habt ihr für euch was Kleines aber Feines gefunden, denn es war schon eine große Zusammenfassung. Haltet noch etwas länger durch, wir haben fast alle Bugs zerquetscht! Oh, noch eine letzte Sache: OWIs Firmenurlaub Wir haben es in der letzten Zusammenfassung bereits erwähnt und wir wissen, dass so mancher von euch unsere grinsenden Gesichter sehen wollte - etwas, das viele von uns zum ersten Mal gemacht haben! Das gesamte Team hat es trotz der Google-inkompatiblen Busfahrer, einstürzenden steinalten Dächer (englisch), üblen Treppenhäuser, Schwertkämpfen und einem Fahrradunfall beim Bergabfahren (keine Sorge, wir werden immer mit Sanitätern stationiert!) überlebt und wir sind endlich wieder schwer bei der Arbeit. Ein riesen Dankeschön an alle, die diesen Ausflug möglich gemacht und uns sicher nach Hause gebracht haben. Offworld Ende. Übersetzung: LoneMarksman & sgt_froug
  3. June 2018 Recap

    Hey Squaddies, Welcome to the first official Recap of Summer! Up in the Northern hemisphere, things are more than a little toasty, so high command has issued the following advice: stay inside in the air conditioning and play video games, if you can! Otherwise, crank the logi fan to high and let's settle in for the goods. Systems Armor Components Since the last Recap, we've been hard at work on the vehicle components system, finally integrating it into our armored vehicles This addition effectively gives them special target points that can potentially cripple a vehicle. The most common examples of internal components are ammunition storage and the engine compartment. If you achieve penetration of the armor on the outside and score a hit on the ammunition storage compartment, depending on how much damage you do to it, it could trigger the complete destruction of the vehicle. Hitting the engine will severely handicap the vehicle's ability to move, and so forth. We'll continue to expand on this system in future iterations. Suppression A system that is known to be controversial among FPS games is suppression. We do feel that Squad's current suppression system is too lightweight and does not present a heavy enough penalty on players that are taking a large volume of fire, particularly from large caliber weapons. We want the new system to lower the ability for suppressed players to effectively engage targets, but also to not be overbearing or annoying and not easily exploitable. Over the past month, we have been continuously playtesting and refining the new suppression system. https://streamable.com/wmw6x We have been playtesting and tweaking an aim-punch style mechanic that pushes your aim off target slightly when being fired upon, as well as a temporary increase in sway depending on how suppressed you are. Of course, bear in mind that this system subject to a lot of tweaking and further play-testing. Spawn System Overhaul The player spawn system is being given an overhaul - this includes Firebases, Rally Points and Revives. We will have a more detailed update with the changes coming, but here are some of the changes that we have been working on: Firebase Overrun Mechanic: when enemies are close to a HAB, players cannot spawn at the HAB until enemies are killed or leave - aiming to dramatically cut down on the "meat grinder style" gameplay that can be seen in V11. Rally Point wave spawn: squad members will now much more likely spawn in together rather than one by one. Revive System: Bandage is the revive tool now, not the Medic Bag. Any Player can use one of their bandages to revive an incapacitated friendly player. Non-Medic bandage revives take a lot longer than medic revives. Revived Players do not regenerate stamina until healed by a Medic with their Medic Bag. A lot of other changes are planned for the Spawn system and we will give a full rundown of them in a few weeks time. The goal and intention of these changes is to allow for squads to collaborate in closer proximity, more often, shifting the pacing of the combat. User Interface General Interface One area we've been hitting hard for the next release is a complete overhaul of the in-game deployment menu. We've streamlined the process to such a point where new players will be directed from one point to another (joining a team > joining a squad > selecting a role > selecting a spawn point) in a logical manner. We've also integrated a system that allows you to see what is in each individual role as well as get detailed descriptions of each of the weapons and items contained within. (and as a bonus, what your character will even look like!) Fireteams We're also implementing the first iteration of Fireteams. Basically, this is a way for Squad Leaders to optionally subdivide their squad and assign Fireteam leaders, with their own order markers to facilitate on-screen communication. (However, no specific special role exists for FTLs). Fireteams have been designed to be extremely flexible in their employment, so it ultimately will be down to the individual Squad Leader how they want to run their squad, and also to give players a chance to learn leadership positions just short of the big Squad Leader role. Art and Environment M1A2 Abrams, Tanks and Gunnery We've put in a lot of work into the newest vehicle type to go into the game, and that type is Main Battle Tanks. The M1A2 Abrams while shown off last Recap in still shots is now finally moving around and properly dressed up for battle. The gunnery we have modeled does not include modern fire control systems yet, so we've opted for the use of the gunner's auxiliary sights to allow for manual adjustments at range. The Abrams also has a vehicle commander and loader's seat, both with their own cupola machine guns. The vehicle commander has an M2A1 Browning .50cal heavy machine gun mounted on a remote weapons system allowing for full 360-degree traversal and zoom capability. The loader's seat (while not required to actually load the cannon) is an extra seat on the turret with its own M240 machine gun. https://streamable.com/ninla The Bradley has also undergone some changes with the inclusion of a ballistic reticle for the gunner, as well as a seat for the commander with access to a camera with powerful day optics. https://streamable.com/powgy https://streamable.com/rbyjk Infantry-Deployed Ammunition Bags Another oft-requested bit of kit we have in the works are ammunition bags that can be deployed by the Riflemen role. These bags are deployed in order to quickly resupply their other squad mates in the field. Capable of being restocked from Main Base, FOB or vehicle-based ammunition sources, these bags will have a limited capacity for ammunition. https://streamable.com/cxwpy RPG-29 The giant RPG-29 will make an appearance as a handheld Insurgent Heavy Anti-Tank weapon, complimenting the lighter RPG-7 system. It fires a huge 105mm tandem warhead projectile with more accuracy and out to further ranges (500m) than its RPG-7 counterpart (150m). https://streamable.com/ahh78 Mapping Tallil Outskirts One exciting new map in development is called Tallil Outskirts. It is a 4x4km map based in southern Iraq and features a massive airbase with large enterable concrete bunkers and defensive positions. Most of the terrain is open sandy desert, and while a few villages dot the region, the map will showcase vehicle-based combat. Infantry squads that work in conjunction with armored units will find success on the battlefields of Tallil. Yehorivka Update Yehorivka is undergoing a massive facelift, starting with expanding the playable area to 5x5 km, which will open up a lot of new possibilities for new layers and more variation in gameplay. We have also changed out the grass foliage to a new rendering method which will improve performance. The Storage Site area has been replaced with smaller profile villages and hamlets instead. In addition to accommodating larger vehicles, we're providing more cover for infantry with new points of interest and better forests and ditches. We're also implementing a new water shader that should also vastly improve the look of our water. We don't know about you, but the world always feels better with a few inches of Abrams armor around you. A big thank you to everyone that responded to the call for assistance from real-world tankers -- you've all gone above and beyond! Offworld Out.
  4. August 2018 Recap

    Hey Squaddies, Welcome to the August Recap! We've got some of the fresh cuts from the upcoming Alpha 12 to show off today! And heads-up, Offworld is off on a company holiday right now, but we'll be back fully recharged, team-built, and ready to take on the world again. If you see some goons with Offworld Industries logos around Italy, don't be afraid to say hi! (Or run -- we're coming for your rally.) SquadChat with Axton and Chance We don't want you to miss us too much, so be sure to check out the latest SquadChat to hear the sweet, soothing tones of Axton and Chance. We chatted about mapping, getting into the industry, and took your questions. Alpha 12 General Update We're in a stage now which we call "hardening" where all major features going into the next version are locked down and we're searching and squishing bugs as they come. Internal playtests have also started in order to put these new features and gadgets through their paces. This process will take some time as there have been a lot of new additions to the game that will need to be properly tested and polished, but we believe that it'll be a major upgrade to the game that you the player should be accustomed to with each and every new alpha version of Squad. T72B3 We've finally managed to get the Russian counterpart to the American Abrams into the game and in testing. The T72B3 will be the main battle tank for the Russian ground forces, has a 3-man crew (Driver, Gunner and Vehicle Commander) and features a stabilised 125mm smoothbore cannon fed by an auto-loader. The cannon can fire a dizzying array of different ammunition types ranging from armor-piercing sabot rounds to high explosive anti-tank, anti-infantry fragmentation rounds and even the 9M119M Refleks anti-tank laser-guided missile. In addition to this large arsenal to its main gun, the gunner has the usual 7.62mm PKT coaxial machine gun and smoke grenade launchers. In comparison to the Abrams, the T72B3 is a much lower profile tank, almost 2/3rds the height and weight. Its autoloader is slightly slower than a human loader, and also presents a vulnerability with the ammunition stored directly below the turret. The Vehicle Commander has control over a 12.7mm Kord machine gun in the cupola and has access to the turret's smoke launchers if need be. User Interface The user interface has made even more strides since last time we showed this off, and we're going to show just how many new features we've added to the command experience. Command Menu & New Map Features We're introducing a new "Command UI" interface which is accessible by all players. This features a large widescreen map and filter buttons that allow you to do things such as toggle player icons to be their roles, toggle FOB radius circles, viewing the map icon legend and a few other quality of life features. You have the ability to highlight any squad member or team member from the Squads list and they will be highlighted on the map. You can also highlight by Squad simply by selecting the squad's header from the Squads list too. In addition, selecting players on the map will also highlight them in the Squads list. Command Grid Menu We've designed a new right-click menu for any players in command positions, accessible in both the Deployment and Command menus. This menu has been expanded upon compared to the old hex menu in that it has a logic now to icon and marker placement and layout, as well as allowing us to add a few more team-wide request markers that should be useful for team-wide communication. In addition, we're adding a "Waypoint" marker system that allows players to quickly drop at least 3 team-visible markers, which include a way to identify the squad that placed that particular waypoint marker. Fireteam Organisation Fireteams can be organised in the Squads list now by simply dragging the member you want to assign, and dropping them into the desired fireteam. You can also right click and assign them through the context menu that pops up. OWI Company Holiday Our CEO finally deployed the rally point and we're all deploying for a company trip roughly during the first week of September. For this time, most of Offworld Industries will be out of office, getting to know their international teammates and plotting for the rest of the year. When we get back the fresh assault on bug-smashing begins! Response times from us may be a little slower during this time, so hang in there! We will get back to you. We appreciate your understanding! We'll be back next month with more! Alpha 12 is going to be a pretty big one, so we're looking forward to getting into playtesting with you all! Ciao, belli, Offworld Out.
  5. Zusammenfassung: August 2018

    Hi Squaddies! Herzlich willkommen zur Zusammenfassung des Monats August! Heute können wir euch ein paar frische Happen der bevorstehenden Alpha 12 zeigen! Aufgepasst, Offworld befindet sich gerade im kollektiven Firmenurlaub, wird aber voll erholt, als Team noch geschlossener und auch gewillter zurückkommen, um es wieder mit der Welt aufzunehmen. Wenn euch in Italien ein paar Jungs mit "Offword Industries"-Logos über den Weg laufen sollten, dann scheut euch nicht, sie zu begrüßen (oder zu flüchten, denn wir machen Jagd auf euren Rally). SquadChat mit Axton und Chance Wir möchten nicht, dass ihr uns zu sehr vermisst, deswegen solltet ihr euch den letzten SquadChat ansehen, um die süßen und beruhigenden Stimmen von Axton und Chance zu hören. Wir haben uns mit ihnen unter anderem über das Erstellen von Karten und wie man es in die Spieleindustrie schafft, unterhalten. Außerdem haben wir auch eure Fragen beantwortet. Allgemeines Update zur Alpha 12 Wir befinden uns gerade in einer Phase, die wir "Härten" nennen. In dieser Phase stehen alle großen Features, die es in die nächste Version schaffen, fest und werden auf Bugs untersucht bzw. getestet. Es gab bereits einige interne "Playtests" (das Testen auf Bugs und Design-Mängel), in denen diese Features auf Herz und Nieren getestet wurden. Dieser Prozess nimmt einige Zeit in Anspruch, da es viele Neuerungen ins Spiel geschafft haben, die erst mal ordentlich getestet und poliert werden müssen. Wir sind überzeugt, dass es sich wieder mal um ein große Verbesserung des Spiels handelt, aber das sollte für euch, die Spieler, angesichts früherer Alpha-Versionen ja nichts Neues sein. T72B3 Endlich haben wir es geschafft, das russische Gegenstück zum amerikanischen Abrams in das Spiel zu integrieren und zu testen. Der T72B3 wird der Kampfpanzer für das russische Heer, verfügt über eine Crew von drei Mann (Fahrer, Schütze und Kommandant) und eine stabilisierte 125mm Glattrohrkanone mit Autolader. Die Kanone feuert ein weitreichendes Spektrum an verschiedenen Munitionstypen, das panzerbrechende Treibspiegelgeschosse, hochexplosive Hohlladegeschosse zur Panzerabwehr, Quetschkopfgeschosse gegen Infantrie und sogar die Panzerabwehrlenkwaffe, das 9M119M Refleks, umfasst. Zusätzlich zu diesem beachtlichen Arsenal der Hauptkanone hat der Schütze das übliche 7.62mm PKT koaxiale Maschinengewehr und Nebelgranatenwerfer zur Verfügung. Im Vergleich zum Abrams zeichnet sich der T72B3 durch sein kleineres Profil aus, denn er ist ungefähr ein Drittel niedriger und auch leichter als der Abrams. Sein Autolader ist ein bisschen langsamer als ein menschlicher Lader und stellt auch eine Schwachstelle dar, da die Munition direkt unter dem Geschützturm gelagert wird. Der Fahrzeugkommandant verfügt über ein 12.7mm Kord-Maschinengewehr in der Kuppel und kann bei Bedarf auch auf Nebelgranatenwerfer, die am Geschützturm montiert sind, zugreifen. Benutzeroberfläche An der Benutzeroberfläche wurden seit der Enthüllung viele Fortschritte gemacht und wir werden euch alle neuen Funktionen der Erfahrung als Befehlshaber vorstellen. Befehlsmenü und neue Karteneigenschaften Wir führen eine neue "Befehl-Nutzeroberfläche" ein, die von allen Spielern aufgerufen werden kann. Dazugehörige Funktionen sind die Karte im Breitbildformat und Filterknöpfe, durch die ihr die Spielersymbole zur zugehörigen Rolle umschalten könnt, aufzeigen des FOB-Radius, eine Übersicht der Kartensymbollegende und weitere Funktionen, die euch den Alltag erleichtern. Ihr habt die Fähigkeit, ein Squad- oder Teammitglied auf der Squad-Liste zu markieren, wodurch dieses auf der Karte kenntlich gemacht wird - genauso könnt ihr auch ein ganzes Squad hervorheben, indem ihr den Squad-Leader in der Squad-Liste auswählt. Des Weiteren könnt ihr auch auf der Karte Spieler auswählen, wodurch sie in der Squad-Liste hervorgehoben werden. Befehlsgittermenü Für Spieler in leitenden Funktionen haben wir ein neues Menü entworfen, das sich sowohl im Einsatzbildschirm als auch im Befehlsmenü, über einen Rechtsklick aufrufen lässt. Dieses Menü wurde im Vergleich zum alten Menü im Hex-Format um neue Funktionen erweitert. So sind Zeichen und Markierungen jetzt logischer angeordnet und wir haben auch ein paar teamweite Markierungen hinzugefügt, die der Kommunikation innerhalb des Teams zu Gute kommen sollten. Zusätzlich fügen wir ein "Wegpunkt"-Markierungssystem ein, mit dem Spieler schnell und einfach mindestens drei Markierungen, die für das gesamte Team sichtbar sind, platzieren können. Bei diesen Markierungen könnt ihr auch sehen, welches Squad sie gesetzt hat. Organisation in Trupps Trupps lassen sich in der Squad-Liste organisieren, dazu zieht ihr ein Squad-Mitglied, das ihr zuteilen wollt in das vorgesehene Feuerteam. Ihr könnt es auch über das Kontextmenü durch einen Rechtsklick zuweisen. OWI-Firmenurlaub Unser Geschäftsführer hat nun endlich einen Rally-Punkt gesetzt und wir alle werden für einen Firmenurlaub über die ungefähre Dauer der ersten Septemberwoche eingesetzt. Während dieser Zeit wird der Großteil der Mitarbeiter von Offworld Industries nicht im Büro sein, dafür aber ihre internationalen Teammitglieder kennenlernen und den Plan für den Rest des Jahres schmieden. Wenn wir zurückkommen beginnt wieder der Angriff auf die Bug-Zermürbung! Unsere Reaktionszeit könnte während dieser Zeit etwas langsamer sein, also bleibt tapfer! Wir werden uns melden und habt vielen Dank für euer Verständnis! Wir sehen uns nächsten Monat in alter Frische! Alpha 12 wird ein großer Klopper und wir freuen uns aufs Antesten mit euch allen! Ciao belli, Offworld Ende.
  6. July 2018 Recap

    Hey Squaddies, Callooh! Callay! O frabjous Recap day! It's time for another dose of what's been happening behind the scenes in Squad. From mechanics to user experience, the team has been full steam ahead as we make the push towards Alpha 12 -- let's grab a looking glass and see what they've been working on! SquadChat with Drav, Fuzzhead, and Merlin What are SquadChats? Glad you asked! They're a more casual opportunity to sit down with the developers behind Squad, learn about who they are, what they do, and how they do it. In this edition, we have our Drav, our Lead Producer, Fuzzhead, beloved game designer, and last, but not least, Merlin, CEO of Offworld Industries. Over the course of an hour and a half, we talked about the current status of Squad, our plans to get to launch, and how we're going to support Squad into the future. Heck, they even worked in some answers to community questions. Worth a watch, eh? Don't forget to check out the rest of the SquadChat archive here. Systems User Interface https://streamable.com/fa4eb The new user interface is continuing to receive a facelift as we work through each element, one at a time. The updated team screen allows you to get a feel for the map, read up on the game mode and lore, as well as seeing which factions are in play. The Deploy screen allows you to see your squad, as well as the entire team, organize your squad into fireteams, select your role via a quick select panel, and, most importantly, set your spawn point options. The map here has been expanded slightly given the new dimensions. The new Role Loadout screen is an optional page that allows you to access more information on what roles are available to you, as well as get in-depth information on what each weapon and piece of equipment does. Knowledge is power! Persistent Ammo The Infantry Rearm System will be undergoing some significant changes. As per the June Recap, Squads will now have access to the Infantry-deployed Ammunition Bags carried by the Non-Scope Rifleman role. The following changes are working in conjunction with the Ammo Bags to create a more teamwork focused Rearm system. We are implementing the concept of "Persistent Ammunition". It is designed to further place importance on logistics and to make ammunition scarcity a real consideration on the battlefield. Squad Leaders will need to factor in their Logistics and Ammo Sources when deciding where and when to assault. Additionally, we're experimenting with the concept of having player spawns on Rally Points and FOBs spawn with the same amount of ammunition that they had when they died. Players will always spawn with a minimum of at least 2 magazines for their primary weapon and will always spawn with 2 field dressings. Players changing roles after being killed will respawn with the minimum kit loadout (2 primary magazines and 2 field dressings) and will need to seek out resupply. Deploying at the Main Base will always give a player a fully-loaded kit. Ammunition Resupply Granularity Another change to the Infantry Rearm System is adding a level of granularity to the way players rearm. Rather than a role costing a fixed ammo point value to rearm, each magazine and/or consumable inventory item will have its own associated ammunition cost. This provides a much more accurate representation of how much ammunition resources you are using when it comes to rearming and will make it easier to balance one weapon over another. Ammunition point values will be tweaked to reflect these new changes, especially as testing and feedback continue to develop. Art Smoke Generators https://streamable.com/p7h03 One upgrade that will be coming to all our APC, IFV, and (future) Tank drivers is the ability to deploy a smokescreen from the exhaust ports. The smoke generator is a continuously channeling effect that deploys an extremely large screen that can be used to cover a retreat, advancing infantry in an assault, or enjoy a break from the Tallil sunshine. In addition to the turret mounted smoke grenade launchers, vehicles will now have a multitude of screening options available to them. https://streamable.com/8347b Repair Tools Over the course of battle, your vehicles will take damage to its components (for this first iteration it will primarily be your engine), so in order to get back to a minimum level of usability we've given all crewman roles a toolkit used to repair these components, as well as bring up hull health above a minimum threshold. We're still balancing this mechanic, but this should give another level to the meta gameplay of vehicle combat. https://streamable.com/gwz8s RPG-7V2 Coming soon to all Russian rocket launcher, the RPG-7V2 package adds the PGO-7 2.8x optic to the launcher. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types. Kornet The finishing touches on the 9M113 Kornet have been added and it's flying high in testing now. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly. https://streamable.com/2zlhv Mapping Tallil Outskirts https://streamable.com/bz37j The whole team is working hard on finishing up Tallil Outskirts. Not only will the map be a new location to fight over but it will showcase some new mapping technology. The terrain will be the most realistic we've seen in Squad up to this point, and with the advent of new structures, foliage and visual effects, we hope to ramp up the immersiveness to a whole new level. As stated in last month's recap, Tallil Outskirts' predominant feature will be an airfield with a long history of conflict. From the Russian influence in the 1980s to the U.S. bombing of the Iraqi hangars at the start of the Gulf War, to its more recent use as a U.S. Air Force airbase and Army barracks, the history will be visible no matter what corner you're fighting over. And let's not forget about tanks! Tallil will be our first armor-focused map, so we're as excited as you are to see columns of tanks duking it out across the open desert! Jensens Range Overhaul We've managed to give Jensens Range another big facelift, this time taking advantage of the desert biome work we've been doing on Tallil and bringing it into the training range, giving it a very distinct feel now. The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track and a 1.5km open range with elevation for vehicles. And there you have it! Some big changes coming up, so we'd like to remind you to shoot straight, conserve ammo, and never, ever cut a deal with a dra... ah, well, maybe just the first two. Thanks for joining us for another Recap! We'll see you next month. Offworld Out. Note: Check the blog post for embedded videos; they were not rendering well in the forums.
  7. Zusammenfassung: Juli 2018

    Hey Squaddies! Oh, blumer Tag, oh schlusse Fron - die Zeit der Zusammenfassung ist es schon! Macht euch bereit für eine weitere Portion Wissen darüber, was sich hinter den Kulissen von Squad so getan hat. Das Team werkelt unter Volldampf an Alpha 12 - von diversen Mechaniken bis zur Benutzererfahrung - werfen wir einen Blick worauf sie gearbeitet haben! "Squad-Chat" mit Drav, Fuzzhead und Merlin Was sind die "Squad-Chats"? Gut, dass ihr fragt! Es handelt sich dabei um eine ungezwungene Möglichkeit, sich mit den Entwicklern von Squad zusammen zu setzen, herauszufinden wer sie sind, was sie machen und wie sie es umsetzen. In dieser Ausgabe haben wir Drav, unseren "Lead Producer", Fuzzhead, beliebter "Game Designer" und zu guter Letzt, Merlin, "CEO" von Offworld Industries. Wir haben uns ca. eineinhalb Stunden lang über den aktuellen Zustand von Squad, unsere Pläne bis zur Veröffentlichung und die zukünftige Unterstützung für Squad unterhalten. Außerdem haben sie auch ein paar Fragen aus der Community beantwortet. Zahlt sich aus, oder? Vergesst nicht, euch hier den Rest des "Squad Chat"-Archivs (auf Englisch) anzusehen. Systeme Benutzeroberfläche https://streamable.com/fa4eb Die neue Benutzeroberfläche wird Element für Element einer weiteren Schönheitskur unterzogen. Der aktualisierte Team-Bildschirm erlaubt es euch, ein Gefühl für die Karte zu bekommen, Infos zum Spielmodus und der -welt nachzulesen sowie einzusehen, welche Fraktionen gespielt werden. Der Einsatzbildschirm ermöglicht es euch, euer Squad und auch das ganze Team einzusehen, euer Squad in Feuerteams einzuteilen, eure Role über ein Schnellmenü auszuwählen und, am wichtigsten, eure Spawn-Optionen auszuwählen. Die Karte wurde außerdem aufgrund der neuen Dimensionen etwas vergrößert. Der neue Rollenauswahlbildschirm ist jetzt eine optionale Seite, die euch Zugriff auf mehr Informationen gibt, welche Rollen für euch verfügbar sind und die euch bis ins Detail beschreibt, was jede Waffe und jeder Ausrüstungsgegenstand macht. Wissen ist Macht! Persistente Munition Das System, das sich für das Aufmunitionieren als Infanterie verantwortlich zeichnet, wird signifikanten Änderungen unterworfen. Wie bereits aus der Zusammenfassung vom Juni bekannt, werden Squads Zugriff auf von Infanterie platzierte Munitionsbeutel haben, die vom einfachen Schützen ohne Zielfernrohr getragen werden. Die nun folgenden Änderungen sollen zusammen mit den Munitionsbeuteln für ein Aufladesystem sorgen, das noch mehr auf Teamwork ausgerichtet ist. Wir implementieren das Konzept von "persistenter Munition". Es wurde entworfen, um der Logistik eine noch größere Rolle zukommen zu lassen und Munitionsknappheit zu einem Faktor am Schlachtfeld zu machen, den man berücksichtigen muss. Squad-Leader müssen sich in Zukunft über ihre Logistik- und Munitionsquellen Gedanken machen, bevor sie entscheiden wann und wo sie angreifen werden. Zusätzlich experimentieren wir mit dem Konzept, Spieler mit derselben Menge Munition an Rallies oder FOBs spawnen zu lassen, mit der sie gestorben sind. Spieler werden aber immer mit mindestens zwei Magazinen für ihre Primärwaffe und zwei Bandagen spawnen. Spieler, die nach ihrem Tod die Rolle wechseln, spawnen mit der minimalen Ausrüstung der Rolle (zwei Primärmagazine und zwei Bandagen) wieder und müssen sich nach Nachschub umsehen. Wenn man in der Hauptbasis spawnt, bekommt man immer die volle Ausrüstung. Feinheiten beim Aufmunitionieren Eine weitere Änderung am Aufladesystem für Infanterie ist, dass eine zusätzliche Ebene eingeführt wird, wie Spieler aufmunitionieren. Anstatt dass eine Rolle einen fixen Betrag kostet, um sie wieder aufzuladen, hat jetzt jedes Magazin bzw. jeder Ausrüstungsgegenstand seinen eigenen Gegenwert in Munitionspunkten. Dies spiegelt genauer wider, wieviel Munitionsressourcen ihr benötigt, wenn ihr wieder aufmunitioniert und sollte auch das Ausbalancieren der einzelnen Waffen einfacher machen. Die genauen Werte der Munitionspunkte werden im Laufe des Testens und der Entwicklung weiter angepasst, um diese Änderungen zu entsprechend zu reflektieren. Kunst Rauchgeneratoren https://streamable.com/p7h03 Eine Verbesserung, die für alle unsere Transport- (APC), Schützen- (IFV) und (zukünftigen) Kampfpanzerfahrer (MBT) kommen wird, ist die Fähigkeit, über die Absaugöffnungen eine Nebelwand zu erzeugen. Der Rauchgenerator ist ein kontinuierlicher Effekt, der eine massive Nebelwand erzeugt, welche benutzt werden kann, um einen Rückzug oder ein vorrückendes Infanterie-Squad zu decken bzw. sich von der Sonne in Tallil eine Auszeit zu gönnen. Zusätzlich zu dem Rauchgranatenwerfer, der auf dem Geschützturm angebracht ist, werden Fahrzeuge jetzt zusätzliche Möglichkeiten haben, sich zu verschleiern. https://streamable.com/8347b Reparaturwerkzeug Im Laufe des Gefechts werden eure Fahrzeuge an bestimmten Komponenten (dies beschränkt sich in der ersten Iteration auf die Motoren) Schaden nehmen und damit diese zumindest wieder ihre nötigste Funktionalität erhalten können, haben wir allen Besatzungsmitgliedern ein Werkzeug gegeben, um Schäden an Komponenten reparieren zu können. Mit diesem könnt ihr übrigens auch die Hülle bis zu einem bestimmten Grad wieder reparieren. Wir versuchen für diese Mechanik noch die richtige Balance zu finden, aber sie sollte auf jeden Fall der Fahrzeugkampf-Meta zugutekommen und diese erweitern. https://streamable.com/gwz8s RPG-7V2 Das RPG-7V2-Paket wird bald für alle russischen Raketenwerfer verfügbar sein und kommt mit einem 2,8-fachen PGO-7 Zielfernrohr daher. Damit sollten russische Panzerabwehrschützen ihre Ziele leichter erfassen und die Reichweite, dank des eingebauten Fadenkreuzes, welches das Absinken von Projektilen berücksichtigt, bestens abschätzen lassen. Kornet Letzte Feinarbeiten wurden am 9M113 durchgeführt und die Tests sehen gut aus. Einen Vorteil der dieses System gegenüber dem TOW hat, ist die Fähigkeit des Schützen, die Waffe auch hinter Deckung abzufeuern, wodurch die Handhabung erleichtert wird. https://streamable.com/2zlhv Karten Außenbezirke von Tallil https://streamable.com/bz37j Das gesamte Team arbeitet hart daran, die Außenbezirke von Tallil zu vollenden. Die Karte wird euch nicht nur einen neuen Ort zum Kämpfen geben, sondern auch neue Technologien der Kartengestaltung präsentieren. Das Terrain wird so realistisch wie noch nie zuvor in Squad aussehen und mit der Einführung neuer Strukturen, Blattwerks und visuellen Effekten hoffen wir, die Immersion auf ein neues Level anzuheben! Wie schon in der Zusammenfassung des letzten Monats genannt, wird das Hauptmerkmal der Außenbezirke von Tallil ein Flugplatz mit einer Vergangenheit vieler Konflikte sein. Vom russischen Einfluss in den 1980er Jahren, zur Bombardierung der irakischen Hangars durch die U.S.A. im Golfkrieg, bis zur heutigen Nutzung als U.S. Luftwaffenbasis und Army-Kaserne: die Geschichte der Außenbezirke wird sichtbar sein, egal um welche Ecke ihr kämpft! Und vergesst nicht die Panzer! Tallil wird unsere erste Karte mit Fokus auf den Kampf durch gepanzerte Fahrzeuge - wir sind genauso aufgeregt wie ihr, Kolonnen von Fahrzeugen in der offenen Wüste kämpfen zu sehen! Überholung des Übungsplatzes Wir haben es geschafft, den Übungsplatz (vormals Schiesstand) einer größeren Schönheitskur zu unterziehen. Dazu verwendeten wir das Wüstenbiom, an dem wir gearbeitet haben und gaben dem Trainingsareal so ein sehr individuelles Aussehen. Die größte und offensichtliche Ergänzung ist eine umgebende Landschaft als Kulisse. Zusätzlich haben wir auch weitere Schießbahnen hinzugefügt - dazu gehört ein MOUT Trainingsareal mit mehrstöckigen Gebäuden, ein indoor "Kill-house" mit der Möglichkeit den Häuserkampf zu trainieren, eine neue Fahrstrecke und eine 1.5km lange Schießbahn mit Erhöhungen für Fahrzeuge. Da habt ihr es! Große Änderungen stehen bevor, also erinnert euch daran: Schießt präzise und spart eure Munition! Danke für das Interesse an einer weiteren Zusammenfassung! Wir sehen uns nächsten Monat. Offworld Ende. Hinweis: Besucht die Website für funktionierende eingebettete Videos, im Forum werden diese nicht richtig angezeigt. Übersetzt von: LoneMarksman & sgt_froug Beschwerden, Anregungen etc. zur Übersetzung sind wie immer herzlich willkommen!
  8. Petite traduction du récap de juin 2018, pour ceux qui ne se sentirait pas trop à l'aise avec la langue de Shakespeare. Edit: Je n'arrive pas à afficher les images, toute aide est la bienvenue! " https://media.joinsquad.com/2018/July/Recap/june2018_carousel_image.jpg Salut les Squaddies! Bienvenue dans ce premier Recap officiel de l'été! Ça chauffe de plus en plus dans l'hémisphère nord, le haut commandement vous invite donc à rester sous la clim', à jouer à des jeux vidéos, si vous le pouvez! Faute de mieux, réglons le ventilo du logi à fond et passons aux choses sérieuses, voulez-vous! **Systèmes** Composants de blindés http://media.joinsquad.com/2018/July/Recap/vehicle_component1.jpg Depuis le dernier Recap, nous avons beaucoup travaillé sur le système de composants des véhicules, et nous l'avons enfin intégré à tous nos blindés. Ceci ajoute de fait de nouveaux points faibles aux véhicules à même d'être touchés, et pouvant potentiellement les incapaciter, tels que le dépôt de munitions ou encore le moteur. Si vous arrivez à pénétrer le blindage et à causer un dommage suffisant au dépôt de munitions, cela pourrait entraîner la destruction complète du véhicule, par exemple. Un coup au moteur pourrait lourdement réduire la mobilité de la cible, etc. Nous prévoyons déjà d'approfondir ce système dans les futures versions. Suppression Dans le monde des FPS, la suppression est un système connu pour diviser les foules. Nous sommes de l'avis que le système de suppression actuel de Squad est trop léger, et qu'il n'entraîne pas un malus suffisant pour les joueurs faisant l'objet d'un barrage intense, en particulier avec les armes de gros calibres. Nous aimerions introduire un nouveau système qui réduirait la capacité d'un joueur victime de suppression à engager une cible, sans être trop péremptoire ou agaçant, et sans créer de possibilités d'exploit. Nous avons ainsi testé et peaufiné le système de suppression tout au long du mois. https://streamable.com/wmw6x Nous avons aussi testé une mécanique de type "aim-punch", qui décale légèrement la visée d'un joueur sous le feu, ainsi qu'une augmentation temporaire du roulis (du "sway") de cette dernière selon le niveau de suppression subi. Bien entendu, ce système est encore en chantier et pourra connaître des changements et des améliorations. Refonte du système de spawn Le système de spawn des joueurs va connaître d'importantes modifications, qui toucheront les FOBs, les Rallies et les Revives. Nous détaillerons la refonte dans un futur post, mais en voici les grandes lignes. - _Mécanique de débordement des FOBs_: lorsqu'un joueur ennemi est trop proche d'un HAB, il est impossible pour votre équipe d'y spawner, et ce jusqu'à ce que le HAB ait été sécurisé à nouveau - dans le but de réduire drastiquement les phases de gameplay "meat grinder" et les spawn-kills qui sont devenus monnnaie courante avec le V11. - _Spawn en vague depuis les Rallies_: les membres d'une escouade auront désormais plus de chances de spawner tous en même temps, plutôt que un par un. - _Système de revive_: les revives se font désormais avec les Bandages, et non avec la Trousse de Soins (Medic Bag). Un joueur à terre peut être relevé par n'importe quel autre joueur ayant des bandages, mais cela prend plus longtemps que si un medic s'en occupait. De plus, le joueur relevé aura son endurance bloquée jusqu'à ce qu'il reçoive les soins adéquats par un medic avec sa Trousse de Soins. Nous avons aussi d'autres nouveautés de prévues pour le système de Spawn, que nous vous présenterons plus en détail dans quelques semaines. Le but de ces changements étant de permettre aux escouades de s'entraider plus souvent lorsqu'elles sont proches, afin de changer le rythme de combat. Interface d'utilisateur http://media.joinsquad.com/2018/July/Recap/ui_1.jpg Nous avons travaillé dur afin de vous apporter une refont complète du menu de déploiement in-game. Le processus est optimisé à tel point que les nouveaux joueurs seront accompagnés d'une étape à l'autre (rejoindre une équipe > rejoindre une escouade > choisir un rôle > choisir un point de spawn) de manière logique. Nous y avons aussi intégré un système vous permettant d'obtenir des informations sur le rôle choisi et sur son équipement, ainsi qu'un description détaillée de chaque arme et outils disponible (et en plus, vous pouvez voir à quoi ressemble votre personnage!). Groupes de Combat - Fireteams Nous prévoyons aussi d'introduire une première version des Groupes de Combat (GdC ou Fireteams). Pour faire simple, il s'agira de la possibilité pour le Leader d'escouade de séparer son escouade en plusieurs groupes et de leur assigner des Fireteam Leaders (FTL), avec leur propre éventail de marqueurs pour faciliter la communication visuelle. Im n'existe cependant pas encore de rôle spécifique pour les FTLs. Les GdC sont faits pour être flexibles dans leur utilisation, il en reviendra donc au Leader d'escouade de choisir comment gérer son affectation, en vue par exemple de donner une expérience de rôle de meneur simplifiée. **Art et Environnement** M1A2 Abrams, Tanks et Armes https://media.joinsquad.com/2018/July/Recap/abrams_1.jpg https://media.joinsquad.com/2018/July/Recap/abrams_2.jpg Nous avons aussi beaucoup planché sur la toute nouvelle classe de véhicules, à savoir les Chars de Combat Principaux (Main Battle Tanks). Le M1A2 Abrams, que vous aviez jusqu'ici pu voir immobile, peut désormais bouger et est correctement camouflé. Le système d'armes que nous avons modelé ne comprenant pas encore de système de visée moderne, nous avons donc choisi d'utiliser les optiques auxiliaires de l'artilleur afin de permettre des ajustements sur les longues distances. https://media.joinsquad.com/2018/July/Recap/abrams_3.jpg L'Abrams dispose de plus d'une position de Chef de char et d'une de Chargeur, toutes deux accompagnées d'un système d'arme sur tourelle. Le Chef de char pourra user d'une mitrailleuse lourde M2A1 Browning .50 Cal montée sur système d'arme à distance, avec vision à 360° et zoom. Le Chargeur, lui - bien que non nécessaire au fonctionnement de l'arme principale - ajoutera à l'arsenal une mitrailleuse exposée M240, avec plaques de protection. https://streamable.com/ninla https://streamable.com/powgy https://streamable.com/rbyjk Le Bradley a lui aussi été l'objet de quelques retouches, avec l'ajout notamment d'un réticule stadiamétrique pour l'artilleur, ainsi qu'une place de Chef de char avec caméra dotée de zoom optique et de télémétre. Sac de munitions pour Fusilier https://media.joinsquad.com/2018/July/Recap/ammobags.jpg Un autre option de kit très demandée sur laquelle nous travaillons actuellement, les sacs de munitions pourront être posés par les Fusiliers (Riflemen), afin de ravitailler leurs coéquipiers sur le terrain. Ces sacs pouvant être re-remplis à la Main, auprès des FOBs ou des véhicules auront une capacité de munitions limitée. https://streamable.com/cxwpy RPG-29 https://media.joinsquad.com/2018/July/Recap/rpg29_1.jpg Le grand RPG-29 va faire son apparition en tant qu'arme lourde anti-char pour les Insurgés, en complément du système plus léger RPG-7, et tire un gigantesque projectile à charge tandem de 105mm, avec plus de précision et sur de plus longues distances que son petit frère (500m contre 150m). https://streamable.com/ahh78 **Maps** Tallil Outskirts http://media.joinsquad.com/2018/July/Recap/tallil_1.jpg http://media.joinsquad.com/2018/July/Recap/tallil_minimap.jpg Une des intrigantes maps en développement se nomme Tallil Outskirts. Il s'agit d'une map de 4x4km, dans le sud de l'Irak, avec une base aérienne, de grands bunkers accessibles et de nombreuses positions défensives. Le terrain désertique est majoritairement à découvert, et bien que l'on y trouve quelques villages clairsemés, la map encourage les combats de véhicules. Les escouades capables de travailler avec leurs blindés seront victorieuses sur les champs de bataille de Tallil. https://media.joinsquad.com/2018/July/Recap/tallil_2.jpg https://media.joinsquad.com/2018/July/Recap/tallil_3.jpg https://media.joinsquad.com/2018/July/Recap/tallil_4.jpg https://media.joinsquad.com/2018/July/Recap/tallil_5.jpg _Mise à jour de Yehorivka_ http://media.joinsquad.com/2018/July/Recap/new_yeho_1.jpg Yehorivka fait l'objet d'une remise à neuf, à commencer par la zone jouable qui est désormais de 5x5km, ce qui ouvre bien des possibilités pour plus de profondeur et de variété dans le gameplay. Nous avons changé la méthode de rendering des feuillages, pour améliorer la performance, et la zone de Storage Site est remplacée par des villages et hameaux plus petits. https://media.joinsquad.com/2018/July/Recap/new_yeho_2.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_3.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_4.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_5.jpg En plus d'accommoder les gros véhicules, nous ajoutons plus d'éléments de couverture pour l'infanterie, avec plus de sites d'intérêt et des forêts et des fossés améliorés. Nous testons aussi un nouveau shader pour l'eau, qui devrait grandement en améliorer l'apparence. En tout cas, le monde semble bien plus acceuillant lorsque vous avez quelques centimètres de blindage d'Abrams autour de vous. Un grand merci à tous ceux qui ont répondu à notre appel - vous avez dépassé toutes nos attentes! Offworld out."
  9. Just a quick translation for our french players. I was stuck on the train this evening, and had nothing better to do. Enjoy! Edit: I can't figure out how to display the pictures/videos. Any suggestion is welcome. " https://media.joinsquad.com/2018/July/Recap/june2018_carousel_image.jpg Salut les Squaddies! Bienvenue dans ce premier Recap officiel de l'été! Ça chauffe de plus en plus dans l'hémisphère nord, le haut commandement vous invite donc à rester sous la clim', à jouer à des jeux vidéos, si vous le pouvez! Faute de mieux, réglons le ventilo du logi à fond et passons aux choses sérieuses, voulez-vous! **Systèmes** Composants de blindés http://media.joinsquad.com/2018/July/Recap/vehicle_component1.jpg Depuis le dernier Recap, nous avons beaucoup travaillé sur le système de composants des véhicules, et nous l'avons enfin intégré à tous nos blindés. Ceci ajoute de fait de nouveaux points faibles aux véhicules à même d'être touchés, et pouvant potentiellement les incapaciter, tels que le dépôt de munitions ou encore le moteur. Si vous arrivez à pénétrer le blindage et à causer un dommage suffisant au dépôt de munitions, cela pourrait entraîner la destruction complète du véhicule, par exemple. Un coup au moteur pourrait lourdement réduire la mobilité de la cible, etc. Nous prévoyons déjà d'approfondir ce système dans les futures versions. Suppression Dans le monde des FPS, la suppression est un système connu pour diviser les foules. Nous sommes de l'avis que le système de suppression actuel de Squad est trop léger, et qu'il n'entraîne pas un malus suffisant pour les joueurs faisant l'objet d'un barrage intense, en particulier avec les armes de gros calibres. Nous aimerions introduire un nouveau système qui réduirait la capacité d'un joueur victime de suppression à engager une cible, sans être trop péremptoire ou agaçant, et sans créer de possibilités d'exploit. Nous avons ainsi testé et peaufiné le système de suppression tout au long du mois. https://streamable.com/wmw6x Nous avons aussi testé une mécanique de type "aim-punch", qui décale légèrement la visée d'un joueur sous le feu, ainsi qu'une augmentation temporaire du roulis (du "sway") de cette dernière selon le niveau de suppression subi. Bien entendu, ce système est encore en chantier et pourra connaître des changements et des améliorations. Refonte du système de spawn Le système de spawn des joueurs va connaître d'importantes modifications, qui toucheront les FOBs, les Rallies et les Revives. Nous détaillerons la refonte dans un futur post, mais en voici les grandes lignes. - _Mécanique de débordement des FOBs_: lorsqu'un joueur ennemi est trop proche d'un HAB, il est impossible pour votre équipe d'y spawner, et ce jusqu'à ce que le HAB ait été sécurisé à nouveau - dans le but de réduire drastiquement les phases de gameplay "meat grinder" et les spawn-kills qui sont devenus monnnaie courante avec le V11. - _Spawn en vague depuis les Rallies_: les membres d'une escouade auront désormais plus de chances de spawner tous en même temps, plutôt que un par un. - _Système de revive_: les revives se font désormais avec les Bandages, et non avec la Trousse de Soins (Medic Bag). Un joueur à terre peut être relevé par n'importe quel autre joueur ayant des bandages, mais cela prend plus longtemps que si un medic s'en occupait. De plus, le joueur relevé aura son endurance bloquée jusqu'à ce qu'il reçoive les soins adéquats par un medic avec sa Trousse de Soins. Nous avons aussi d'autres nouveautés de prévues pour le système de Spawn, que nous vous présenterons plus en détail dans quelques semaines. Le but de ces changements étant de permettre aux escouades de s'entraider plus souvent lorsqu'elles sont proches, afin de changer le rythme de combat. Interface d'utilisateur http://media.joinsquad.com/2018/July/Recap/ui_1.jpg Nous avons travaillé dur afin de vous apporter une refont complète du menu de déploiement in-game. Le processus est optimisé à tel point que les nouveaux joueurs seront accompagnés d'une étape à l'autre (rejoindre une équipe > rejoindre une escouade > choisir un rôle > choisir un point de spawn) de manière logique. Nous y avons aussi intégré un système vous permettant d'obtenir des informations sur le rôle choisi et sur son équipement, ainsi qu'un description détaillée de chaque arme et outils disponible (et en plus, vous pouvez voir à quoi ressemble votre personnage!). Groupes de Combat - Fireteams Nous prévoyons aussi d'introduire une première version des Groupes de Combat (GdC ou Fireteams). Pour faire simple, il s'agira de la possibilité pour le Leader d'escouade de séparer son escouade en plusieurs groupes et de leur assigner des Fireteam Leaders (FTL), avec leur propre éventail de marqueurs pour faciliter la communication visuelle. Im n'existe cependant pas encore de rôle spécifique pour les FTLs. Les GdC sont faits pour être flexibles dans leur utilisation, il en reviendra donc au Leader d'escouade de choisir comment gérer son affectation, en vue par exemple de donner une expérience de rôle de meneur simplifiée. **Art et Environnement** M1A2 Abrams, Tanks et Armes https://media.joinsquad.com/2018/July/Recap/abrams_1.jpg https://media.joinsquad.com/2018/July/Recap/abrams_2.jpg Nous avons aussi beaucoup planché sur la toute nouvelle classe de véhicules, à savoir les Chars de Combat Principaux (Main Battle Tanks). Le M1A2 Abrams, que vous aviez jusqu'ici pu voir immobile, peut désormais bouger et est correctement camouflé. Le système d'armes que nous avons modelé ne comprenant pas encore de système de visée moderne, nous avons donc choisi d'utiliser les optiques auxiliaires de l'artilleur afin de permettre des ajustements sur les longues distances. https://media.joinsquad.com/2018/July/Recap/abrams_3.jpg L'Abrams dispose de plus d'une position de Chef de char et d'une de Chargeur, toutes deux accompagnées d'un système d'arme sur tourelle. Le Chef de char pourra user d'une mitrailleuse lourde M2A1 Browning .50 Cal montée sur système d'arme à distance, avec vision à 360° et zoom. Le Chargeur, lui - bien que non nécessaire au fonctionnement de l'arme principale - ajoutera à l'arsenal une mitrailleuse exposée M240, avec plaques de protection. https://streamable.com/ninla https://streamable.com/powgy https://streamable.com/rbyjk Le Bradley a lui aussi été l'objet de quelques retouches, avec l'ajout notamment d'un réticule stadiamétrique pour l'artilleur, ainsi qu'une place de Chef de char avec caméra dotée de zoom optique et de télémétre. Sac de munitions pour Fusilier https://media.joinsquad.com/2018/July/Recap/ammobags.jpg Un autre option de kit très demandée sur laquelle nous travaillons actuellement, les sacs de munitions pourront être posés par les Fusiliers (Riflemen), afin de ravitailler leurs coéquipiers sur le terrain. Ces sacs pouvant être re-remplis à la Main, auprès des FOBs ou des véhicules auront une capacité de munitions limitée. https://streamable.com/cxwpy RPG-29 https://media.joinsquad.com/2018/July/Recap/rpg29_1.jpg Le grand RPG-29 va faire son apparition en tant qu'arme lourde anti-char pour les Insurgés, en complément du système plus léger RPG-7, et tire un gigantesque projectile à charge tandem de 105mm, avec plus de précision et sur de plus longues distances que son petit frère (500m contre 150m). https://streamable.com/ahh78 **Maps** Tallil Outskirts http://media.joinsquad.com/2018/July/Recap/tallil_1.jpg http://media.joinsquad.com/2018/July/Recap/tallil_minimap.jpg Une des intrigantes maps en développement se nomme Tallil Outskirts. Il s'agit d'une map de 4x4km, dans le sud de l'Irak, avec une base aérienne, de grands bunkers accessibles et de nombreuses positions défensives. Le terrain désertique est majoritairement à découvert, et bien que l'on y trouve quelques villages clairsemés, la map encourage les combats de véhicules. Les escouades capables de travailler avec leurs blindés seront victorieuses sur les champs de bataille de Tallil. https://media.joinsquad.com/2018/July/Recap/tallil_2.jpg https://media.joinsquad.com/2018/July/Recap/tallil_3.jpg https://media.joinsquad.com/2018/July/Recap/tallil_4.jpg https://media.joinsquad.com/2018/July/Recap/tallil_5.jpg _Mise à jour de Yehorivka_ http://media.joinsquad.com/2018/July/Recap/new_yeho_1.jpg Yehorivka fait l'objet d'une remise à neuf, à commencer par la zone jouable qui est désormais de 5x5km, ce qui ouvre bien des possibilités pour plus de profondeur et de variété dans le gameplay. Nous avons changé la méthode de rendering des feuillages, pour améliorer la performance, et la zone de Storage Site est remplacée par des villages et hameaux plus petits. https://media.joinsquad.com/2018/July/Recap/new_yeho_2.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_3.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_4.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_5.jpg En plus d'accommoder les gros véhicules, nous ajoutons plus d'éléments de couverture pour l'infanterie, avec plus de sites d'intérêt et des forêts et des fossés améliorés. Nous testons aussi un nouveau shader pour l'eau, qui devrait grandement en améliorer l'apparence. En tout cas, le monde semble bien plus acceuillant lorsque vous avez quelques centimètres de blindage d'Abrams autour de vous. Un grand merci à tous ceux qui ont répondu à notre appel - vous avez dépassé toutes nos attentes! Offworld out."
  10. Zusammenfassung: Juni 2018

    Hi Squaddies! Herzlich willkommen zur ersten offiziellen Zusammenfassung des Sommers! In der nördlichen Hemisphere braten die Leute vor sich hin, deswegen kommt von der Befehlsleitung folgende Anweisung: bleibt in klimatisierten Räumen und genießt eure Videospiele, wenn ihr könnt! Ansonsten dreht den Ventilator in eurem Logi auf und genießt den Nachschub. Systeme Panzerungskomponenten Seit der letzten Zusammenfassung haben wir schwer am Fahrzeugkomponentensystem gebastelt und es endlich in die gepanzerten Fahrzeuge eingebaut. Diese Neuerung führt spezielle Stellen ein, die ein Fahrzeug kampfunfähig machen können. Die prominentesten Beispiele sind das Munitionslager sowie der Motorbereich. Wenn ihr die äußere Panzerung penetriert und das Munitionslager trefft, kann das, je nachdem wieviel Schaden ihr macht, die komplette Zerstörung des Fahrzeugs zur Folge haben. Ein Treffer auf den Motor schränkt zum Beispiel die Mobilität stark ein und so weiter. Wir werden nicht aufhören, dieses System in zukünftigen Iterationen zu erweitern. Unterdrückungsfeuer Ein oftmals diskutiertes und strittiges Thema in Ego-Shootern ist Unterdrückungsfeuer. Wir spüren, dass das aktuelle System zu schwach ist und die Spieler nicht wirklich bestraft, die einer Menge Feuer ausgesetzt sind - vorallem von großkalibrigen Waffen. Wir wollen, dass das neue System, die Fähigkeit von unterdrückten Spielern Ziele effektiv zu bekämpfen, stark einschränkt. Gleichzeitig soll es aber nicht zu erdrückend oder nervig werden, auch mit dem Hintergedanken, dass es nicht leicht ausnutzbar werden soll. Dieses System haben wir während dem letzten Monat immer wieder getestet und verfeinert. https://streamable.com/wmw6x Wir haben eine "Aim Punch"-artige Mechanik (englisch) getestet und verfeinert, die euer Aim leicht vom Ziel abweichen lässt, wenn ihr beschossen werdet. Außerdem schwingt eure Waffe vorübergehend etwas mehr, abhängig davon wie stark ihr unterdrückt werdet. Denkt daran, dass dieses System selbstverständlich noch viele Anpassungen und weitere Tests benötigt. Überarbeitung des Spawn-Systems Das Spawn-System für Spieler wird überarbeitet - dazu zählen Feuerbasen, Rally-Punkte und Wiederbelebungen. Wir werden, wenn die Änderungen ins Spiel kommen ein detaillierteres Update geben, aber hier schon mal ein Vorgeschmack an was wir gearbeitet haben: "Überrennen von Feuerbasen"-Mechanik: sobald sich in der Nähe einer HAB Gegner befinden, kann an der HAB nicht mehr nachgespawnt werden bis alle Gegner tot oder weg sind. Diese Änderung sollte das "Fleischwolf"-Gameplay aus V11 ziemlich entschärfen. Spawnen auf Rally-Punkten in Wellen: Squad-Mitglieder sollten dadurch eher zusammen spawnen und nicht mehr einzeln rein tröpfeln Wiederbelebungssystem: die Bandage und nicht mehr der Sani-Beutel ist jetzt das Werkzeug, um Spieler wiederzubeleben. Jeder Spieler kann nun seine Bandagen benutzen und einen ausgeschalteten Kameraden wiederbeleben. Sanitäter beleben Tote schneller wieder als normale Soldaten. Die Ausdauer von Spielern, die wiederbelebt wurden, erholt sich nicht wieder bis sie von einem Sani geheilt werden. Es sind noch viele weitere Änderungen in Hinsicht auf das Spawn-System in Planung und wir werden euch in ein paar Wochen mehr darüber erzählen. Diese Änderungen sollen bewirken, dass Squads öfters enger zusammen arbeiten, was sich in weiterer Folge auch auf das Tempo von Kämpfen auswirken sollte. Benutzeroberfläche Allgemeine Oberfläche Ein Bereich an dem wir bereits schwer für die nächste Version gearbeitet haben, ist eine komplette Überarbeitung des Einsatzbildschirms. Wir haben das Prozedere dahingehend optimiert, dass neue Spieler in einer logischen Reihenfolge von einem zum nächsten Punkt geführt werden (einem Team beitreten -> einem Squad beitreten -> eine Rolle auswählen -> einen Spawn-Punkt auswählen). Wir haben weiters ein System implementiert, mit dem ihr genau sehen könnt, welche Ausrüstung jede einzelne Rolle enthält, und das auch detaillierte Beschreibungen der einzelnen Gegenstände umfasst. Als Bonus könnt ihr außerdem euren Charakter bewundern. Feuerteams Wir sind auch gerade dabei, die erste Iteration von Feuerteams zu implementieren. Prinzipiell können damit Squad-Leader ihre Squads optional in Feuerteams aufteilen, welche ihre eigenen Befehlsmarkierungen haben, um die Kommunikation auf dem Bildschirm zu erleichtern. (Es gibt allerdings keine spezifische Rolle für einen Feuerteam-Leader). Die Feuerteams wurden so entworfen, dass sie äußerst flexibel in ihrem Einsatz sind, was es dem einzelnen Squad-Leader erlauben sollte, sein Squad so zu führen wie er möchte. Dies sollte es Spielern ermöglichen, ein bisschen in die Führungsposition zu schnuppern, ohne gleich die Rolle und volle Verantwortung eines SLs anzunehmen. Kunst und Umgebung M1A2 Abrams, Panzer und Schießwesen Wir haben eine Menge Arbeit in den neuen Fahrzeugtypen gesteckt, der demnächst ins Spiel kommt: der Kampfpanzer. Der M1A2 Abrams, der es bereits in Form von Standbildern in die letzte Zusammenfassung (englisch) geschafft hat, bewegt sich jetzt endlich und hat sich für den Kampf schick gemacht. Das von uns modellierte Schießwesen beinhaltet noch keine modernen Feuerleitanlagen, deswegen haben wir dem Schützen in der Zweitansicht die Möglichkeit gegeben, die Reichweite manuell einzustellen. Der Abrams verfügt weiters über Sitze für einen Fahrzeugkommandanten und einen Lader. Beide Sitze haben Zugriff auf ein Maschinengewehr. Der Kommandant hat ein schweres "M2A1 Browning .50 Kaliber"-Maschinengewehr, das auf einem ferngesteuerten Waffensystem montiert ist, was ihm eine volle 360°-Sicht inklusive Zoom bietet. Der Sitz des Laders (der übrigens nicht benötigt wird, um die Kanone zu laden) ist ein eigener Sitz auf dem Geschützturm, welcher über ein M240-Maschinengewehr verfügt. https://streamable.com/ninla Auch der Bradley hat einige Änderungen erfahren. Dazu zählen unter anderem, dass der Schütze nun ein ballistisches Zielvisier und der Kommandant Zugriff auf eine Kamera mit starker Optik für Bedingungen bei Tageslicht hat. https://streamable.com/powgy https://streamable.com/rbyjk Munitionsbeutel von und für Infanterie Ein weiteres, oft gefordertes Stück Ausrüstung an dem wir arbeiten ist der Munitionsbeutel, der von einem normalen Schützen platziert werden kann. Dieser Beutel wird platziert, um Kameraden eine Möglichkeit zu geben, sich schnell Munitionsnachschub zu besorgen. Er kann in der Hauptbasis, FOB oder an Fahrzeugen aufgeladen werden, denn er verfügt nur über eine begrenzte Anzahl an Munition. https://streamable.com/cxwpy RPG-29 Das riesige RPG-29 feiert seinen Auftritt als tragbare schwere Panzerabwehrwaffe für die Fraktion der Aufständischen und ergänzt das leichtere RPG-7-System. Es feuert ein enormes 105mm Tandem-Sprengkopf-Projektil mit höherer Präzision und Reichweite (500m) als sein RPG-7-Gegenstück (150m). https://streamable.com/ahh78 Karten Außenbezirke von Tallil Es befindet sich eine spannende neue Karte in Entwicklung, die den Namen "Außenbezirke von Tallil" trägt. Die Karte ist 4x4km groß und im südlichen Irak angesiedelt. Sie verfügt über ein massives Flugfeld auf dem sich gewaltige begehbare Bunker und zahlreiche defensive Stellungen befinden. Der Großteil der Landschaft besteht aus einer offenen Sandwüste, aber obwohl auf der Karte ein paar Dörfer verstreut sind, dreht sich hier alles um den Kampf zwischen Fahrzeugen. Nur Infanterie-Squads die im Verbund mit Fahrzeugen kämpfen, werden auf den Schlachtfeldern von Tallil Erfolg haben. Yehorivka-Update Yehorivka wird gerade einer ordentlichen Schönheitskur unterzogen. Den Anfang macht die Vergrößerung des Spielbereichs auf 5x5km, welche eine Menge Möglichkeiten hinsichtlich neuer Layouts eröffnet und für mehr Variation im Gameplay sorgen sollte. Außerdem haben wir für das Gras auf eine neue Rendering-Methode zurückgegriffen, um die Leistung zu verbessern. Das große Lager ("Storage Site") wurde entfernt und durch kleinere Dörfer und Weiler ersetzt. Zusätzlich zur Beherbergung größerer Fahrzeuge haben wir mehr Deckung für Infanterie durch neue wichtige Punkte, bessere Wälder und Gräben bereitgestellt. Zu guter Letzt implementieren wir einen neuen Shader für die Darstellung des Wassers, welcher dieses um einiges besser aussehen lassen wird. Wir haben keine Ahnung wie es euch geht, aber die Welt fühlt sich immer besser an, wenn sich ein paar Zentimeter Abrams-Panzerung in der Nähe befinden. Ein großes Dankeschön geht an alle, die unserem Aufruf, Leute mit richtiger Erfahrung in und an Panzern zu kontaktieren, nachgegangen sind - ihr habt alle mehr getan, als nötig war! Offworld Ende. original Thread: http://forums.joinsquad.com/topic/33152-june-2018-recap/
  11. May 2018 Recap

    Hey Squaddies, Welcome to June! With the Alpha 11 patch released, we're back in the trenches hard at work on the next batch of updates for you. We're not the only ones that have been hard at work, though: the Post Scriptum weekend playtests have begun and, by all reports, your participation was invaluable! Check out this footage captured by Khaos during the first weekend: Back in modern combat news, we've got some more details on game modes, systems, and some new weapons platforms for you. On with the Recap! Systems Mode: Randomised AAS A massive improvement we're making to the AAS mode is the introduction of a randomised system for flag layouts. This will allow our designers to heavily consolidate the multitude of map layers we currently have in-game (which are difficult to manage and QA), while also giving variety in the capture chains depending on the map and designer's intent. For example, a map could be tuned such that the first flags from the main base are always the same, but as the chain goes on, there is more variety to the second or third flags in the chain. Or it could all consolidate back into one middle flag. This will give our designers a more powerful tool in creating more variety per round for much less stress. Vehicle Component Damage System Stage 2 of our improvements to our vehicle damage model is the ability to damage individual components on vehicles, both externally and internally. The final goal of this will be to greatly lessen the ability for weapons to outright destroy vehicles and focus more on disabling key components like movement (disabling the engine), mobility (taking out wheels or tracks), turret traverse functions, or weapons functions. Critical hit locations can also be implemented. Examples include ammunition compartments, rewarding accurate gunnery. Our intent is also to help balance the currently extremely strong anti-tank weaponry by preventing them from delivering the killing blow every time. Turret Stabilization One feature we're working on that features heavily for a lot of modern turrets is a stabilisation system that allows the user to focus on a particular direction for the main gun with a keypress, then the turret will attempt to stabilise the gun by counteracting the movements of the vehicle. This will help greatly in allowing such vehicles to fire on the move, improving the pace and style of vehicular combat and giving it a different flavour to the World War 2 style of, "stop, shoot, & move." This system is still in its early prototyping stage, but we find it a necessary component in preparation to introduce main battle tanks to the game. Modding 2.0 - Mods for Linux Servers Over the last few weeks, a lot of quality of life work has been done on Modding 2.0. First thing: mods are now WAY smaller than they used to be! "Operation Silver," a popular modded Squad map, went from 3.3gb down to 1.03gb when cooked against the Modding 2.0 framework. Another big thing that people have been asking for is also done - Mods for Linux! With Modding 2.0 mods will now just run on Linux servers; you will no longer need have a Windows Server to a run Modded server. Art and Environment FV432 APC Currently in the works, we have an addition to the British vehicle arsenal in the form of the FV432 Armored Personnel Carrier. Having undergone a series of upgrades on top of an older model, it will give the British a vehicle that is more than capable of ferrying more troops around the battlefield, but without the stand-off capabilities of the FV510 IFV. M1A1 Abrams We've teased you with this iconic beast of American military might for a while now, but we are entering a phase where the systems we are developing for vehicles will feed into how best we can represent the capabilities of main battle tanks. While we accidentally leek'ed an in-game version to you a little prematurely, let that be a sign that we're getting closer to making the tank dream a reality. These vehicles come equipped with a 120mm smoothbore cannon firing anti-tank sabot rounds or high-explosive ammunition, making it the most formidable opponent on the battlefield when it comes to raw firepower. T72B3 Also in the works is the answer to the American Abrams: the Russian T72B3 series of main battle tanks. Packing a larger gun and considerably lighter than the Abrams, this tank is one of the more widely produced and exported tanks since the 1970s. This particular asset has been in production for a fair while now, and is the first asset constructed from a 3D scan reference. There are still a number of missing components like the machine gun mount, but rest assured once it makes it in-game it will certainly make a huge impact. 9M133 Kornet ATGM To compliment the BGM-71 TOW missile released in the previous alpha version, we have the Russian equivalent in the 9M133 "Kornet" in production. It is equivalent in power to the TOW in that it will be able to defeat heavy armor, however, it uses a laser beam to guide the missile while in flight. Belaya Update Belaya has been undergoing a bit of an upgrade since it was released in Alpha 10 back in February. Some changes include lessening the snow coverage, more foliage adding more concealment when maneuvering between flags, and also roughening the terrain to give more opportunities for cover when crossing ground. We can't wait to get Randomised AAS into the hands of testers, but we might be a little more excited about that Abrams hitting the field. So how about it, Squaddies, what are you most looking forward to in-game? Hit the discussion link below and let us know. Thanks for reading the Recap! Offworld Out.
  12. Hi everyone! Now that the V11 SDK is out and hopefully you're all happily working on your new (or old) stuff it's time to let the community see it again! Submit your content over here: https://goo.gl/forms/0O1ry6yqwCLygmp72 Deadline is the 13th of June!
  13. March 2018 Recap

    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.
  14. February Recap

    February 2018 Hey Squaddies, Just because February is the shortest month of the year doesn't mean we haven't been as productive as usual! Most of the team is still deep in the heart of winter, so let's see what they've been doing to keep themselves warm. (Hint: It involves some new weapons, maps, and other upgrades!) Like the previous recap, we've selected work that's nearing completion, but not quite ready yet -- work in progress. Don't worry, though, you'll have your hot little hands on it in the near future. Art and Environment Squad's artists are always hard at work, whether it be on the latest weapon models coming to the game, or working hard to make the maps and their environs look beautiful, play well, and accurately represent the world we all want to play in. As diverse as their interests, each artist brings their love of their subject to the table. New Weapon: AT-4 Entering into service in the late 1980s, the AT-4 is a single-shot anti-tank weapon that gives infantry a chance to level the playing (and/or battle) field with impressive firepower. (Big-bada-boom.) Primarily intended for taking out armored vehicles and fortifications, it should be a welcome asset to squaddies taking on the anti-armor role. Careful, though -- tickle the wrong armor and you will need to move ASAP. New Weapon: L129 A1 The British are coming! And you'll just have to forgive that reference. Fortunately for us, they are coming fully armed and ready for action, as evidenced by the fine work on this L129 A1. The rifle, designed for the harsh environments of Afghanistan, should find itself right at home on the upcoming Kamdesh Highlands map. Don't forget the microfiber cloth for that ACOG -- there's nothing worse than sun glare through a smudge. HESCO Structure Upgrade While starting the work on Fallujah, we knew it will be our best-looking map to date. Still, we didn't want to leave the rest of the game untouched. We've started a side project called Make Squad Great Again! (Not that it ever wasn't. ;)) The goal is to give our existing assets and maps a fresh look -- we're talking about a complete rework, not just a simple texture tweak. To give you an idea how serious, we proudly present everybody's favorite home away from home, the HESCO: A special shoutout to OWI's own Tristan "Ghaz" Mills for kicking ALL of the ass on these. Can't wait to see them in the field. New Building Model Not content just to spruce up the old buildings, the team is hard at work creating more assets to bring Squad to life. Featured here is a multi-level building for the upcoming Fallujah map. With the recent addition of climbing and vaulting, this structure should prove an interesting challenge to clear and secure. It's bound to work its way into some other maps, so be sure to watch for it coming to the SDK too. Mapping Speaking of maps, there's more than just Fallujah in the works. Those lucky enough to catch Axton or ChanceBrahh streaming their workflow know that not only is Kamdesh Highlands evolving, but some of the previously released maps are getting some TLC. The mapping team is hard at work making sure Squad's environments come to life in a realistic -- and fun -- way. Update: Kamdesh Highlands The Kamdesh Highlands of Afghanistan have been host to some of the most intense fighting in recent years and bringing them to life accurately is a challenge the mapping team has a handle on, without a doubt. Previously featured in recaps, Kamdesh is shaping up to be a fierce battleground using the team's latest tricks and techniques. It continues to shape up to be one of the most beautiful environments to join the map list. The high peaks, dangerous slopes, and sharp falls into valleys should prove just as potent of an enemy as the OPFOR. We're honestly relieved nobody has to visit during monsoon season. Gorodok Update Pass Though Gorodok is still an old favorite, it could use a little Spring cleaning. Enter Axton. Under his expert eye, Gorodok is looking to receive some optimization that includes foliage draws, experimenting with distance fields, casting more impressive shadows, and even addressing some of the map's giant rock demons threatening the borders. Ahem. Since it's experimental, we'll have to wait for all the splines to reticulate before checking out the optimizations. Be sure to check out some of Axton's previous streams to get a better feel for what's happening to Gorodok, as it happened. Ain't technology amazing? Community SquadCast by TacticalGamer Tired of having to use your eyes all the time? We got your back and your ears. The folks at TacticalGamer recently had a chance to sit down with Drav and Merlin, some of the amazing minds (and talent) driving the development of Squad. Settle in for about an hour of SquadCast and, when you're done, let us know what you think in the forums. Listen Now! Reddit AMA With the help of the r/JoinSquad moderators, carefully monitored doses of caffeine, and your questions, we took to Reddit with an AMA! A huge thank you to everyone who participated. If your question wasn't answered this time, don't worry: we're already planning for the next AMA. Keep your eyes peeled for a blog-ready version of the text soon. In the meantime: Read the AMA on Reddit! And so we find ourselves at the end of another Recap! A big thank you to the artists (code or otherwise!) that made this recap happen. 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.
  15. January 2018 Recap

    Hey Squaddies, Got a minute? We're back with a brand new year and we're already in the final stages of bug fixing and testing for Alpha 10. Your feedback during the Alpha 10 public test before Christmas was invaluable in making the test period for us that much less crazy. There's absolutely no replacement for those dedicated boots on the ground! The insane amount of enthusiasm and positiveness around the playtest fueled our drive to make Alpha 10 one of our most polished releases yet. Gib A10! Alpha 10 Status Since entering testing, we've squashed more than 323 separate bugs and issues with no small thanks to your bug reports! We only have a few more left before we're happy going to a full release, but rest assured the day where we can finally move on is coming soon. In fact, some of the artists are already working ahead! In the meantime, we'd like to show off development in other areas of the game that are coming after the Alpha 10 release. Unlike previous recaps, this will focus more on content that is extremely close to completion and will most likely be added in the near future. One caveat is mapping, where it is usually an area that is developed on an independent schedule, so the content shown there will vary in levels of completion and release schedules. Let's see what the future holds! Art and Modeling British Army Update A faction teased since the beginning of the Kickstarter, the Brits have been stewing away for quite some time now and they're almost ready to make war. With their own array of weapons, uniform and armament, they will prove to be another flavour on an already rich battlefield. #Melbolyfe New Insurgent Soldiers The Insurgent models currently in use are the last marketplace assets still widely used in our art library. We've been hard at work modelling a completely new set of our own. With them comes a large variety of civilian and paramilitary styles to make the faction look a little more versatile visually. Rigged up and just about good to go, they're undergoing a bit more texture polish before deployment. Technical's Improvised Armor Package One other improvement we're adding to the unconventional factions is an improvised armour set for their light vehicles. Sometimes-reluctant workhorses of modern combat, these vehicles generally sacrifice speed and handling for much greater resistance to shrapnel and small arms fire. BGM-71 TOW Missile Emplacement Also in the pipe is our first foray into guided missile systems with the BGM-71 TOW. Equipped with a high magnification day-sight, this weapon fires wire-guided anti-tank missiles over extreme distances. This should give a bit more teeth to American FOB defences. PKP Alpha 10 will see the introduction of the PKM, but soon afterwards will come its modernised cousin, the PKP. Complete with a mount for optics, this Russian weapon will make their machine gunners even more fearsome. Heavy Machine Gun Optics Conventional factions will also be getting an upgrade to their heavy machine gun emplacements in the form of mounted optics. This will allow for greater target acquisition capabilities for HMG gunners, and also make HMGs a more formidable weapon to go up against especially on maps with little cover. Mapping With a new year comes a new year of mapping! This year we will try to keep the community abreast of the current state of maps as they develop so things may be a little more work in progress than perhaps in the past. Let's check in with the mapping team! Kohat Expansion An expansion to Kohat Toi River Valley will bring improvements to the eastern and southern portions of the map, providing more variety and capturable areas. In addition, the eastern edge of the map will house a brand new United States Army FOB, complete with helicopter landing pads. Logar Valley Expansion As part of a step to revamp some of the older maps we have retrofitted the main town in Logar and replaced about 40% of the buildings with more two story and larger internal space structures. In addition, many more damaged and ruined buildings were added throughout the map as well as a few new bisecting roads to keep those vehicles nimble. Kamdesh Highlands Building on our experience with Operation First Light, we've begun work on a new map visually based on a more rugged portion of Afghanistan than previous projects. Covered in a thick pine forest, the hilly terrain will increase the risk of ambushes leaving even seasoned veterans on the edge of their seats! Checking in with Fallujah Continuing progress on the layout of our long-term project Fallujah. We have moved into the second phase of the city creation and the environment team is working through the creation of larger urban structures to populate the core of the city. Expect monthly updates on this one as it moves towards release in the later part of the year. Annnnnd that brings us to the close of the first regularly scheduled Recap of the year. We hope you're as excited as we are to see what's coming to Squad in the near and distant futures. Be sure to let us know what you think of the new models! How 'bout dem kicks? Offworld Out.
  16. September 2017 Recap

    Hi Squaddies, Ah, the crisp air, the change of seasons, and one of the spookiest months of the year. The ghosts and ghouls will soon be out, and, let's face it, the only way to be prepared is to bring along a squadmate hauling a PKM to make sure when the zombies* come, they stay down. Systems Territory Control Game Mode Prototype Starting with the introduction of a test map last year called Insurgent Territory Control or ITC, we have been wanting to do a game mode that has a more dynamic style of play that focuses on gaining ground and fighting for locations that matter. It has been our goal to try and develop game modes that provide more strategic play and allow the players the ability to create their objectives and drive their own experience. As a step towards that goal (FOBs are one piece of that puzzle) we have started our initial development of a frontline, territory control based game mode. Depending on how development and testing goes, this may evolve into multiple game modes, such as the initial terrain based one and a larger sector and resource based one. Hex lattice auto-generation tools are being created, UI is being designed, and initial gameplay design is being hashed out. To keep this semi-short, we are giving you a screenshot that should provide a broad overview of the current Work In Progress. Staging Area The initial implementation of staging areas for the beginning of round timer has been created. This will partially replace the current timer allowing players to spawn in before the match starts, so squads may gather together, go over plans, and stage vehicles. Art Bradley Fighting Vehicle Our first truly dedicated Infantry Fighting Vehicle is ready to be shown off. Bridging the gap between Armored Personnel Carrier and Main Battle Tank, IFVs can transport a small group of infantry while also providing considerable fire support against both infantry and enemy armor. You may still need to remind your squaddies that it's not a BTR, though. PKM Following the reveal of the m240 in the last recap, we are now ready to reveal the next General Purpose Machine Gun - the legendary PKM. Developed in 1961 and improved in 1969 (Nice.) when is was adopted into service, you will likely see the PKM go out before the modernized PKP is ready for action, which means that there will likely be a small period of time where the Russian faction uses the PKM. M1 Abrams The first of several Main Battle Tanks to be shown off, the M1 will come in two base versions in the world of Squad - the M1A1 and the M1A2. Main Battle Tanks will be a highly valuable asset that will be able to confidently deal with most battlefield threats head on. Mapping Belaya First Look You can make you own, "Winter is coming..." joke as the rest of us ogle the first look at Belaya. Belaya is an Eastern European map set in late winter/early spring. One main goal for Belaya has been to try and capture gameplay elements from our existing maps in hope of providing a varied gameplay experience. Production for the map is in full swing and will keep you updates as we progress at a rate faster than White Walkers. You'll have to keep a (Night's) watch on this one. Fallujah: More to Come We don't want to keep you out in the cold forever, though. The environment team has been cranking away on revisiting our production workflow and creating some exciting assets for this map, and boy are we excited. As we've mentioned, we're planning a detailed blog post about Fallujah which will give you a more in depth behind the scenes of our thought process and how Squad's team works under the expert guide of artist oxygencube. If you find yourself a little scared of marching North, Maesters are standing by now. No word on the milk of the poppy update for medics, though. Thanks for joining us for another recap! As always, be sure to let us know what you think. Offworld Out. (* No zombies were, or will be harmed. C'mon, zombies are, like, so 2010.)
  17. November 2017 Recap

    Hi Squaddies, As we move into December, the team is now in a full bug-fixing and polish mode, where all the new major features have been locked down. The team is now dedicated to fixing as many outstanding bugs as possible before entering large scale community play-testing. Please give us your strength during this time! In return, we'd like to give you a preview of what the following major patch will contain. As always, these features are still in development and may vary in their final form. Stick with us for more development updates! Upcoming Version Feature Preview Coming in the next major version (Alpha v10), Squad gameplay as you know it will change dramatically. The Animation System overhaul may not sound like it changes much aside from aesthetics, but it is going to revolutionize how the game will be played. On top of that, several other changes to gameplay will mix things up quite a bit. Infantry Movement Changes Transitioning time from sprinting to getting your weapon up and aiming down the sights has been slightly increased from the previous value. The effect of this is that sprinting, as in real life, actually puts you in a vulnerable position. Constant running and gunning will put you at a disadvantage compared to a soldier who is crouching and already steadily aiming down sights. We're seeing that more careful movement is needed on the personal level, and more tactical movement is required as a team: bounding overwatch will become a much more important thing. (Bounding Overwatch: Covering teammates while they move up, then having them cover you while you move up.) Transitioning from standing to prone will no longer be instant, and you don't keep your sights on the target during it. This means that prone diving, previously a fairly common occurrence to instantly get dead-accurate hits, will be GONE. Bwahaha! Crouch Sprinting is also added to the game, meaning that you will be able to traverse distances with a lower profile, albeit at a slower pace than you would if you were standing up fully exposed. Vaulting and Climbing Vaulting will allow you to more quickly jump over small walls. Climbing will allow you to get over higher walls than was previously possible as infantry. This changes the playing field, as a simple rifleman's sandbag may be enough to scale a wall previously only accessible with a ladder. Another trick would be to use a vehicle as a booster which would allow you to climb over higher obstacles. Freelook Freelook will allow you to look around while doing any action while in infantry. This should slightly increase situational awareness while moving and reloading. Remember to watch your back! Weapons Handling Changes Weapon handling will change to feel more fluent and realistic, with a lot more polish in the way it moves and should feel much more immersive. Note that this will be the first iteration of this system and the precise sway/recoil/transition numbers will still be tweaked, and that the exact values we release with may not be the same as those shown here. However, the changes seen will still be in this direction. We will be slightly increasing sway effects when standing or after sprinting. This will put more emphasis on your posture and stamina, as well as taking your time to take your shots. This will benefit players who move carefully and deliberately. Good position and stance will give a more tangible advantage. Weapon Collision The length of your weapon also now plays a factor in how you maneuver through tight spaces and fire from cover. When you are too close to an obstacle or a surface, your weapon will be forcibly lowered and you will be prevented from firing and aiming down your sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small CQB spaces will be ill advised, whereas pistols will have a natural advantage in tight situations. Sights and Optics Scoped weapons will have reduced peripheral vision. This will reduce their spotting advantage at distance. The reticles also have been designed to allow for them to be used to gauge the fall of your shot. Ironsight weapons will have a very slight permanent zoom increase when aiming down the sights to increase the ability to effectively return fire against scoped opponents. Adjustable Sights All infantry weapons (barring those with fixed sights) will have the ability for you to adjust their sights depending on the range of your target. This is especially useful for grenade launchers and dumb-fire rocket launchers as they rely heavily on the shooter accounting for the ballistic trajectory to score a first shot hit. Being able to adjust your sights to compensate for the distance to target will greatly improve the chances of a first shot hit. This feature is also included in all small arms as well, ranging from rifles to machine guns, even on the PPSh-41 submachine gun. Don't forget to hit the range to brush up on your skills, squaddies. New Role: Machine Gunner A new role we have added is the Machine Gunner. A team-wide limited role, the Machine Gunner is packing a larger General Purpose Machine Gun (GPMG). Compared to the Automatic Rifleman's LMG, the Machine Gunner's GPMG is typically a larger caliber weapon capable of putting down suppressive fire out to much longer distances and can penetrate more surfaces with greater reliability. Due to the size and weight of the GPMG, it is generally unsuitable for firing either on the move or in CQB situations. We will be introducing the M240B and the PKM with this new role. Bipods Bipods will allow Light Machine Guns (LMGs) and General Purpose Machine Guns (GPMGs) to set up on positions and put down a large volume of fire with terrifying accuracy. The Automatic Rifleman and Machine Gunner roles intention were to provide suppression. In reality, they were often quickly picked off by Marksmen or Riflemen with optics, as they were limited in their ability to effectively return fire at range. With the introduction of bipods, from what we've seen so far, the machine gun is a force to be reckoned with. It is VERY deadly, even at range, when set up with a bipod. The changes to sway and prone diving (see above) give the automatic rifleman a much larger window to fire when after an enemy has been spotted, before taking return fire. The best way to deal with an Automatic Rifleman is to flank them, because they will have the power to simply make swiss cheese out of you if you try to attack from the front. Furthermore, each squad will have access to an extra Automatic Rifleman outside of the special kit restrictions, allowing a squad more freedom to pick other specialty kits as well. Changes to the Rush Meta After reviewing community and internal feedback, we have decided that we are unhappy with the "Rush the first enemy flags" AAS meta, as it is an unforgiving type of gameplay that fails to put emphasis on the gradual capping of flags and territory that AAS was designed around. To address this, non-capturable flags will no longer be blockable by the enemy. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail. Vehicle Changes Entering or exiting vehicles and switching seats inside vehicles is no longer instant. The duration depends on the vehicle and the type of seat. This greatly reduces the effectiveness of soloing vehicles when a vehicle is flanked or ambushed. Either it will not be able to drive away or it won't be able to return fire instantly. Bring a friend! Several vehicles will have access to secondary weapons and different ammunition types. For example, the Russian BTR-82A will have access to 30mm High Explosive (HE) ammunition which deal explosive damage suitable for dealing with infantry, in addition to its normal 30mm Armor Piercing (AP) rounds. BTR and BRDM variants also have access to a secondary coaxial machinegun. Some vehicles also have access to smoke launchers, providing a way to either conceal their movements or aid infantry by providing a large smokescreen. Logistics Changes One change that we're implementing to Logistics is for the Logistics carrier to load on varying amounts of either construction or ammunition points. For example, an Ural supply truck has 2000 points worth of space to load either construction or ammunition. If a FOB in the front is running mortars or simply just needs more ammo, the truck can run a full load of ammo rather than wasting half of that space to haul unneeded construction materials. Unsecured oversized loads will be issued a moving citation. The process of loading and unloading is now treated like a weapon on a vehicle, in that Construction and Ammo occupy different inventory slots, and one button (Default: Left Mouse Button) will unload, and another (Default: Right Mouse Button) will load supplies onto the vehicle. Round Start Staging Timer Instead of a 3-minute pre-match spawn timer, there will be a 3-minute staging period before matches. During this time, you can spawn in at your team's Main Base, organize your squads, roles, get to your vehicles, and prepare to move out. However, you are unable to leave the Main Base area until the timer has fully elapsed. To prevent griefing issues, you cannot fire your weapons during the staging period. We're supremely grateful for the community we have and we absolutely do not want to disappoint, despite taking us this long to get our next major release together. Please stay tuned for further updates as our team is on overdrive in hammering out the bugs. Offworld Out.
  18. August 2017 Recap

    Hi Squaddies, August was a bit of a quiet month, as OWI was exposed to sunlight as a group outside of Vancouver. Fully rested and recharged, we're back at it -- you may have noticed the Unreal Engine 4.16 update in the 9.8 patch. We've been building on that groundwork and have some cool stuff to show off from August. Are you ready to see how the new animation system is shaping up? Dig in! Systems Animation System Update - Almost there! Our new Animation and Weapon Handling system is approaching the final stretch! Our game designers are getting their hands on it, taking it apart, and rebuilding the way weapons handle. Our Programming team is also hard at work optimising this new system, as its features are now being locked for the next release. The features coming with the new system include Climbing, Vaulting, Deployable Bipods, UGL/Rocket Launcher Adjustable Sights, Crouch-Sprinting, Free-Look, and seamless Weapon Transitions. (Switching between UGL/Rifle, Ammo Types, etc.) The capture data from our motion capture session we did last month with Animatrik is also being implemented into the new system, breathing new life into our characters as they traverse the battlefield. Please be aware that some of the MOCAP data still needs refinement by our animators and speeds adjusted by game designers. Deployable Bipods Bipods are a feature coming first to Light Machine Guns, enabling players to set up on any flat surface ranging from window ledges, walls, tables, and more. Players will enjoy a dramatic increase in stability and accuracy to their weapon. Also, reloading while deployed is faster as the weapon is supported allowing swifter manipulation of the controls. Climbing and Vaulting Seen previously in earlier recaps, this system will be coming in with the new Animation System, and it will allow players to traverse obstacles up to chest height unaided. Depending on the thickness of the obstacle, you will either vault right over it or, if there is room to stand, climb on top of the obstacle. In this first iteration, it will be bound to the standard jump button. Adjustable Sights Featured in the last recap, Adjustable Sights are to be added to all Grenade Launchers and Anti-Tank rocket launchers. These allow gunners to more effectively hit targets out at further distances (as the sight wouldn't be obstructing your view), as well as offering some unexpected uses, like turning the Russian GP-25 Grenade Launcher into a pseudo-mortar. Crouch-Sprinting Players will have the ability to sprint while crouched, effectively being able to move while under cover. This action though typically consumes more stamina than normal sprinting and isn't as swift as sprinting normally. Quacking while moving is optional. Free-Look Also featured in one of our first peeks at the new Animation System, Free Look will allow players to decouple their view from their weapon and look around without penalty. This is particularly useful when operating deployed light machine guns, where it will enable you to check your flanks while still keeping your weapon readily pointed downrange, as well as admire your newly deployed bipod. Typically a feature found in more mil-sim style games, we decided to include it as we felt it was in line with the tactical nature and pace of the game. Weapon Transitions One significant change we've done to our weapon system was to allow for the seamless transitioning from part of one weapon to another part, such as with a rifle and its under-barrel grenade launcher. Another useful appearance is found while switching ammunition types, where the player can now seamlessly switch from one type to another. Art New Insurgent Soldiers Our original take on the Insurgent faction is finally taking shape! Donning a variety of civilian and surplus military apparel, this faction should look a lot more rag-tag in the field than our current set, as well as look a lot more high-fidelity. These still have a little ways to go, but expect them to come in a future version. M240 GPMG A staple of infantry since the '70s, the M240 is one of the first GPMGs coming to Squad, featuring the deployable bipods. They'll be made more fearsome by Suppression overhauls in coming patches. Look forward to each faction getting their own GPMG! BGM-71 TOW Missile With more vehicle options coming in the future, more anti-vehicle options are coming alongside them. Enter the BGM-71 TOW Missile, a familiar sight on the battlefield. ZU-23 Anti-Aircraft Gun A revisit on an asset we showed off in May, the twin-barreled 23mm Anti-Aircraft Gun has been completed art-wise and is soon to be ready for implementation once the other parts of our plan for more diverse vehicle assets are done. More barrels are better. All in all, not a bad month! We truly can't wait to get the new animation system into your hands, especially to see what sort of mayhem you folks muster up with those grenade launchers. Stay safe out there! Offworld Out.
  19. October 2017 Recap

    Hi Squaddies, We're bringing you another recap, fresh off the presses. This recap contains some of the most recent efforts each of the teams have put into Squad to show off their work, and what's coming down the road for Squad. The development team remains hard at work, so be sure to check back to see how everything is progressing, especially that new map! Systems Animation System Progress Since the last devblog on the animation system, we've continued to make progress at a steady rate, replicating features like Bipods and Freelook over the network. There have been some engineering challenges as we look at how to deal with bipods over the network and the way the player interacts with the surrounding obstacles as you swivel around. Regardless, progress is being made day by day, and we'll keep you updated as major developments here happen. Weapon Collision One system we managed to serendipitously add was a collision detection system to weapons. When you are up against a wall or obstacle, depending on the length of your weapon, it will lower out of the way and prevent you from firing and aiming down the sights. This will add another layer to weapon balance, especially when dealing with close quarter battle situations where bringing a shorter weapon would allow you to be more maneuverable. Pistols especially benefit from this as they practically require you to be right up against the wall before you're too close. Main Menu UI Our UI designers have begun step one of our plan to greatly improve the UI and menus both in and out of the game, beginning with the Main Menu. We're aiming to not only make it more aesthetically pleasing, but also build in additional functionality like access to Modding (More info about this to come!). The background scene currently is a work-in-progress, but our artists are cooking up something special to go in there. Art M240B Featured previously in a monthly recap, the M240B (and to a larger extent the FN Mag 58 series of machine guns) has been styled and configured to the new animation system, ready to rock and roll come next major version. RPG26 Aglen Rocket Launcher Developed in the 80s as a disposable rocket launcher counterpart to the M72, the RPG26 boasts a larger warhead than its American counterpart, and overall much lighter package compared to the traditional RPG7. When this weapon debuts you will take advantage of the adjustable sights system in order to make your shots count. TT33 & M17 MHS A few new pistols will also make their debut in the next major version, with the Sig P320 (recently adopted as the M17 Modular Handgun System by the US Army); and the Soviet Era TT33 Tokarev for the Militia/Insurgents. Both have their own distinguishing characteristics in terms of firepower and magazine capacity. Mapping Mestia Borrowing heavily from our experience with Fool's Road, this reimagining of a classic Project Reality map pushes the envelope on vertical combat. Focused around a triangle of mountainous fighting positions the map includes rocky faces and winding mountain passes that are sure to be a recurrent graveyard for unwary vehicles. An infantryman's dream, we are aiming to tuck a good amount of nooks and unique engagement locations throughout the map. Mestia was begun by our recent modder turned developer Axton and polished up by the development team. We expect the map to be completed and ready to roll before Christmas! Sign-off Among primary development on version 10 and other departments making ground for future content, we have plenty still left in the barrel. Expect continued updates on this in more dev blogs and monthly recaps to come! Stay safe, squaddies.
  20. The community has been busy as ever with creating content in the Squad SDK. Check out the July 2017 Edition of The Wrench over at this link!
  21. The Wrench - May 2017 Edition

    Check out the May 2017 edition of The Wrench right here! We're still alive and doing well.
  22. Check out the April 2017 edition of The Wrench right here! http://joinsquad.com/readArticle?articleId=167
  23. Read all about it here! http://joinsquad.com/readArticle?articleId=141
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