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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 66 results

  1. Beta 17.2 Released

    Hey, squaddies! We’ve got some quick fixes for you! The highlights are: Fixed a bug where the button was not displayed after calling in Commander UAV. Attempted fix for a server crash that sometimes happened when respawning on Insurgency game mode as a Squad leader. Fixed CAF squad leaders not being able to call in airstrikes. Fixed CAF fireteam leaders not having a radial menu. Fixed a smoke grenade performance issue. Attempted fix for a client crash that could sometimes happen to commanders mid-game. Improved the view from the UAV to have less dancing lines caused by Z-fighting. Fixed a bug where upon flying the handheld drone far away and back again, you would lose all your weapons until you respawn. This should restore the necessary updates to the Canadian Armed Forces, making them fully ready to roll again! Speaking of, they’ve also received a variety of updates, including a brand new vehicle. This release marks the start of continued efforts to crush bugs, see them driven before us, and hear the lamentations of their Jira tickets. Plus content improvements. =) CANADIAN ARMED FORCES CHANGELOG Added TAPV Vehicle. It’s a Light Fast vehicle with great off-road capability and high ground clearance. Armed with CROWS M2 HMG. Added helicopters to the following CAF layers: Manic Gorodok Yehorivka Nanisivik. The CAF are using UH60’s on loan from the USA for the time being. Added CAF Pilot kit role. Added CAF Rifleman 01 kit role with C8A3 w/ EoTech (1 role per squad, unlocked at 6). Added CAF Rifleman 02 kit role with C8A3 w/ C79A2 (1 role per squad, unlocked at 6). Reduced Nanisivik to 2 map layers: Invasion v1 and RAAS v1. Reduced the frequency of LUV-A1 Light Transport on most map layers (mostly replaced by the TAPV). This small unarmed logistics vehicle will still retained in a limited capacity on some Invasion layers. Removed ammo rack from LAV6. Updated Manic-5, adding detailing to the middle POIs. Updated Manic-5 with “soft” map boundary for use with helicopters. Updated CAF Map Layer naming to a consistent standard: “CAF_mapname_gamemode_version” (version number is relative to CAF only). Adjusted minimum arming distance for CAF HAT (in-line with US HAT.) Adjusted CAF Sniper removed frag grenade. Adjusted CAF Combat Engineer kit role to be limited to 1 max /squad (2 max /team still). Adjusted CAF LAT kit role to have x1 M72 instead of x2. All CAF kits get minimum 2 smokes, Medics & SL get 4. Updated CAF SL kits: choice between 3 kits: C8 with EeTech, C8 w/ C79A2, C7A2 w/ C79A2. Added a AF SL variant character model now has a beret. Adjusted Automatic Rifleman (with C9 + C79A2) to now be part of the fire support kits instead of direct combat roles. Adjusted all kits without magnified optics to get binoculars. Updated Kamdesh RAAS v1 to be CAF vs RUS instead of CAF vs INS. Fixed mouths on CAF characters, their mouths now move when transmitting VOIP like the rest of Squad factions. Fixed LUV-A1 transport not having the ability to rearm for infantry. Fixed a bug when a CAF soldiers gets incapped, his equipped weapon will stay afloat Fixed naming format for CAF HAT munition types (in-line with US HAT.) COMMANDER Fixed a bug with Commander UAV button not appearing after deploying Fixed a server crash related to Commander abilities KNOWN ISSUES Commander: Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This will be fixed in a future update to align the map CO icon with all the other icons for CO. (A star.) Commander: When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he will then hear all of the local audio broadcasts at the same time, originating from the point where they were originally transmitted from – even if the person doing the transmission has moved afterward. Commander: Artillery can destroy Indirect Fire Shelters (not intended). Commander: A-10 gun run & SU25 rocket strike sometimes lands way off-target. Working on a solution for this, to come in a future update. Commander – UAV camera view experiences dramatic z-fighting, especially at high levels of zoom. Working on a solution for this, to come in a future update. Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update. Vehicle Reset Feature does not currently work with Helicopters. Clients frequently crash at the end of a round, upon map switch due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash. When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which will prevent players from joining most public servers. The workaround solution, for the time being, is to press “Send and Close”. A proper fix for this issue is under investigation. Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports. Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug. Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug. Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization. Occasionally Self-bandaging fails. Actively investigating a fix for this issue. The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. Investigating a fix for this issue. Insurgent HAB still has a spawning issue where there’s a chance the player will spawn on top of the model instead of inside it. Actively investigating a fix for this bug. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term. Vehicles parking brake will get stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’. Investigating a fix for this issue. “Alt-tabbing” out of Squad during a loading screen will freeze the client. The recommended solution, for now, is to run in the “Borderless” mode. Ammo rack component (on IFVs and Tanks) takes a very long time to repair. The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad will need to be restarted to get the microphone to work again. SFX bug while Firing in full auto. If the player presses fire button for a short period of time, the sound effect gives the impression that you fired more rounds then you actually did. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game. Local/Offline Bug with Commander: Insurgent / Militia Handheld Drone does not move in local. Local/Offline Bug with Commander: UAV hovers in one position instead of moving along the flight path in local. Local/Offline Bug with Commander: CAS does not do damage in local. Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play. Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range,if a player exits an Emplacement while looking through the scope, the Scope will remain on the Player’s HUD until they get back in the Emplacement and then Scope out. OFFWORLD OUT.
  2. Beta 17 Released

    Welcome to duty, Commander. Your assets are online and ready for deployment. That’s right, squaddies: the ultimate leadership role has landed in Squad. From devastating artillery to UAV overwatch, the Commander is well equipped to lead your team to victory. Assuming they’re up for the challenge. We've also got a little note on the design changes directly from Fuzzhead! BETA 17 PATCH NOTES SYSTEMS COMMANDER ROLE We’re introducing a new leadership role that is focused on planning, keeping the team on task, and bringing just the right amount of reinforcement. The intent for this role is to keep intel flowing between the various Squads, and, in ideal circumstances, Commanders can create a dynamic plan for the entire team to follow. We envision that this role can be played in a variety of styles, we have intentionally kept the options open for players to experiment with. For example: A Commander can keep their squad size very small to primarily focus on keeping the rest of the team in the loop on enemy intel markings, planning new FOB build locations, coordinating air assault drop points, using the UAV to mark and scout enemy locations, as well as providing devastating fire support through artillery and airstrikes. The Commander role could be used by a Squad Leader that still has a full squad fighting in offensive or defensive situations. This “frontlines” Commander would still be able to help augment the team through the use of his Commander actions and keeping each squad on task, but with a more direct engagement in the battle. Another way to utilize the Commander role could be used by a Squad Leader focused on Logistics and building rear defensive locations with a strong emphasis on intel gathering and reconnaissance. For the unconventional factions of the Militia and Insurgents, the Commander role has access to a large size mortar attack as well as a handheld remote-controlled drone. This small handheld drone is very maneuverable and can fit into tight spaces, though it is limited by a maximum altitude and has a 10-minute battery life. Plenty of time to gather intel or deliver a special surprise for to the enemy. Commander Details Commander role is filled via a volunteer and voting process. In order to participate in a vote for CO, the player must be a Squad Leader in a squad with at least 1 squad member. A vote cannot be initiated until there are at least three squads that exist. Commander costs the team -5 tickets for each death — Be sure to stay out of the line of fire! Conventional Faction Commanders have access to a UAV: MQ-9 for USA, GB and CAF; Pchela-1T for RUS. Both models can be used for remote reconnaissance. Conventional Faction Commanders have access to 155mm Artillery barrage. The artillery can be either be a creeping artillery, where the barrages fall in an advancing line with each successive strike, or static artillery where barrages all target one location. Conventional Artillery is accurate, but has 2 “ranging” shots before the main barrage starts. Conventional Commanders have access to an A-10 gun strike (USA, GB, and CAF) or SU25 rocket strike (RUS). Unconventional Commanders have access to a static Heavy Mortar barrage. Heavy Mortars are less accurate and have less splash damage and penetrating power, but do not have any “ranging” shots before the barrage starts. MIL and INS also have a small handheld drone that is very maneuverable and can fit into tight spaces, though it is limited by a maximum altitude and has a 10- minute battery life. Plenty of time to deliver a special surprise to the OPFOR. Commander has a direct channel for SLs to contact, default keybind is Numpad 0. Conventional Commander actions must be within a 30m radius of a friendly fully built HAB. Unconventional Commander actions must be within a 30m radius of a friendly fully built HAB or nearby a friendly vehicle. Commander is not available for Skirmish Game Mode. Commander is also not available on Logar and Sumari due to their size. Each Commander ability has a timer that is reset if a new commander is elected. Commander Action Cooldown Timers Artillery, Creeping = 30 min Artillery, Static = 30 min Heavy Mortar Strike = 20 min A10 Gun Run = 15 min SU25 Rocket Run = 15 min Handheld Drone = 10 min, plus any remaining time if the previous drone was destroyed. UAV = 10 min Note: Times are subject to change based on on-going feedback. GAME MODES Added Voice over callouts for Game Mode: CP capture/destroyed/loss, Round Win/Lose for all factions (Militia are currently using RUS voices as a placeholder). Added Round Loss Music to all Factions. Updated all Invasion layers to now use Randomized CPs with Fog of War. Adjusted Invasion map layers: Defenders have +100 starting tickets. Adjusted TC Ticket Bleed Rate 60-69%:1 ticket/min 70-79%:2 ticket/min 80-89%:3 ticket/min 90-94%:30 ticket/min 95-97%:60 ticket/min 98-100%:120 ticket/min. Fixed TC Anchor hex cutoff mechanic not triggering after enemy Anchor point is captured. Fixed TC Anchor hex touching zones that were not calculated correctly. Fixed TC and Destruction game modes “round startup upon player connecting” to be 60 seconds like all other game modes. INFANTRY GAMEPLAY Added a stamina penalty for leaning, with stamina loss over time when moving as well as using it in bursts. Note: Further improvements to the leaning system and ways to prevent its abuse are in development for a future update. Added stance based stamina regeneration. Stamina will now regenerate faster while crouched and stationary. The fastest regeneration is while prone and stationary. Added a Semi-Auto Shot speed limiter to reduce effectiveness of out of engine speed macros. Semi-Auto Shots are limited to 0.125 shots per second (which is 8 shots per second). This value may be tweaked in future updates, as well as having potential for individual weapon balancing in the future. Updated leaning to have different movement speeds. (Crouched movement speed is halved while leaning.) Updated Medic calls to now have faction specific audio. (Militia are currently using RUS voices as a placeholder.) Updated RPG7 Launcher firing sounds. Updated VZ.61 Scorpion firing sounds. Updated texture quality for the following weapons: M9a1 Pistol, PPSH41, AKM, AK74 and RPK. Improved the prone lean trace blocking to help decrease the chances that a player can see through the world on steep hills. Further work to be done on this in a future update. Adjusted the minimum wait time to enter Rally spawn wave to 30 seconds (was 20 seconds) Adjusted all infantry kits to have 2 smoke grenades. Adjusted rearm costs for RPK & AKM drum mag (now 8 ammo points) and RPK banana mag (now 3 rearm points). Adjusted Insurgent SL#2 kit requirements to now not require any squad mates (standard for all factions). Adjusted Insurgent SL#3 to get an AKS74 1p29 (instead of SKS PU) Adjusted Insurgent LAT & Medic SKS PU (Optic) mag count to 12. Adjusted Insurgent Raider kit limit -now 4 per team. Adjusted Insurgent/Militia Sapper kit inventory:removed repair tool. Adjusted Insurgent LAT inventory:swapped rifle to AKMS (formlerly vz61). Adjusted Insurgent SL1 & SL2 inventory:swapped sidearm to vz61 (formlerly TT33). Adjusted US/GB/RU Combat Engineer kit limit: 1 max per squad (max per team same as A16: 2 per team). Adjusted both US HAT kits AT inventory to use: 1x M3 MAAWS Tandem, 1x M3 MAAWS HEAT, 2 M3 MAAWS Smoke. Adjusted M3 MAAWS HEAT to do similar damage as RPG7 HEAT. Adjusted US LAT kit (AT4) to 2 kits per team. Adjusted US Army Marksman inventory:removed frag grenade for balancing. Fixed enemy knives suppressing players. Fixed missing equip sounds on Binoculars, Smoke grenades, Ammo Bags, Mines, Sandbags. VEHICLE GAMEPLAY Added vehicle velocity inheritance to players ejecting from vehicles in motion. If a player ejects past a certain velocity, player will ragdoll and also take damage on impacting the ground. Added a Vehicle Emergency Recovery option. Useful for flipped over and stuck vehicles. Accessed thru the outside of the Vehicle using the Radial Menu, this action requires ~40 seconds to right a flipped/stuck vehicle. Updated all vehicles to use a new and improved Speed Dependent Gearbox system. Instead of shifting gears at engine RPM ratios, gear shifting now happens depending on vehicle speed. This will make sure vehicles are always in the best gear driving uphill. Updated turret rotation sounds for Mortars, SPG9s, and other Deployable Tripod Emplacements. Updated turret rotation sounds on the FV432 turret and the M1A2 Loaders turret. Updated US Army MATV and US Logistics Truck to use plain green camo and chevron markings to match their other vehicles. Updated Helicopter damage effects so they are more visible and epic. (That’s a technical term.) Updated Helicopters to have a subtle camera shake during active flight. Camera shake intensity is based on RPMs of engine. Updated Helicopters so that they can now be steered for a short while after disabling the engine. Updated Helicopter tail and main rotor components. These components can now be repaired even if there is an object blocking their collision. The repair widget will show a UI message to indicate the obstruction. If the obstruction is not cleared and the engine is turned on, the rotors will break again. Be sure to clear any obstructions from the rotors BEFORE turning the engine back on. Adjusted Helicopter collective sensitivity. Adjusted UH60 & MI8 component health: tail & main rotor: 400hp (up from 300), engine component: 1200 (down from 1500). Adjusted FV510: Removed the ammo rack. IFVs with ATGM and Tanks are the only vehicles now with the ammo rack vulnerability component. Adjusted BMP-1 ZU23 to no longer require Crewman kit to operate. Increased mag count for Ural ZU23, BMP-1 ZU23, and MTLB ZU23 from 5 to 10 mags. Increased mag count for MATV, FV432, and Technical Dshk from 7 to 10 mags. Fixed Player always facing east after exiting a vehicle. Fixed input Yaw multiplier on helicopters being manually set in .cfg file. Fixed Helicopter landing camera rotation on minimap. Fixed Helicopter Altitude meter not being accurate past 1500m. Fixed Helicopter wrecks being invisible after reconnecting to the server. Fixed Technical (UB32) S5 Rocket projectiles not being visible at longer ranges. Fixed S5 Rocket projectiles (Technical with UB-32 S5 Rockets) being able to fire from within the Main Base Protection Zone. Although the projectiles will always be destroyed, there is still some chance from other clients’ point of view that the projectiles will appear to be firing duds. We plan to eliminate vehicles from firing inside Main Base Protection Zone altogether in the future. Fixed all tracked vehicles not turning well on the spot by adding an additional check on the current gear. Fixed FV432, MTLB ZU23, BMP1 ZU23, and BTR80 respawn time to 6 minutes on all layers. (Previously 10 minutes on some layers.) Fixed BTR80 Commander seat for RU Desert and Militia no longer has erroneous Crewman kit requirement. Fixed T62 turret collision which caused occasional issues. Fixed S5 rockets to have correct lasting effect on smoke trails. Fixed some odd teleport bugs happening in certain situations around tank wrecks. Please do not taunt the Sphere. Fixed helicopter rotor dust now blends properly with cockpit glass. DEPLOYABLES GAMEPLAY Updated Insurgent HAB static with a new interior layout to help eliminate players spawning on top. Spawning on top is still an occasional issue and will be fixed in a future update. Fixed collisions on the ZU23 and Mortars to now collide properly with vehicles and vehicle physics bodies. Fixed metal being too dark on the M252 Mortar. (Sorry Blind Guardian fans.) USER INTERFACE Added a toggle on the command screen to collapse the squad list, so the map can now be displayed in fullscreen glory. (Especially useful for Commanders.) Added a chat bubble toggle to the deployment and command screens to show or hide text chat on HUD. (Also accessible in UI options.) Added new Round Ending text messages based on an expanded range of ticket differential. Added an “Enemy Helicopter” spotted map marker for SLs. Added a toggle option in map controls for director lines on the minimap. Defaults to On. Removed [GAMENOTIFICATION] showing up in server messages. Removed vehicle respawn time estimates from the Ticket Legend in lieu of having more specific ticket info in the Vehicle Legend. Removed the SL override for FTL markers: when SL places a marker, it will no longer auto-delete all FTL markers. Updated FTL to allow placement of enemy markers. Updated FTL to allow deletion of FTL markers only. Updated FTL markers to be visible for all squad members. Updated the Request Pickup icon: when this icon is placed on the map, any Helicopter Pilot or APC/IFV Driver will get a notification to pick up the Squad Leader that placed it. Increased the length of time that the Adminwarn command stays on a player’s HUD. Improved widescreen support in the deployment and command menu. Fixed “No Respawn” Vehicles displaying a spawn time on the Vehicle List on the Command Map: they will now be listed with no respawn time. MAP LAYERS We’ve created a layer spreadsheet for server owners here. Al Basrah Insurgency v1: Removed a cache that spawned inside an un-enterable building near gas station. Al Basrah Skirmish v1: Fixed missing map borders. Chora AAS v2: Adjusted US and RU Vehicle spawn start locations to give a more balanced timing to arrive at the middle objective. Chora Invasion v1: Night renamed to Choara Invasion v2. Chora Skirmish v1: Fixed missing map borders. Fools Road AAS v3: Renamed to AAS v2. Fool’s Road Invasion v1: New map layer with GB vs MIL. Fools Road Skirmish v1: Fixed missing map borders. Jensens Range v1 v2 v3: Replaced old killhouse targets with static Insurgent AI bots and put in basic logic to reset the bots via in-world button. Jensens Range v1 v2 v3: Added a contact call audio for the bots when they engage the player. Jensen’s Range v1 v2 v3: Added Vehicle Bay spawner pads for helicopters. Kamdesh RAAS v1: Changed factions to MIL vs INS. Logar Insurgency v1: Fixed INS main spawn points disappearing after 5 minutes. Mestia TC v1: Updated hex zone locations, swapping MIL to RUS. Mutaha Skirmish v1: Decreased global storm wind sound on. Mutaha TC v1: Fixed map boundary. Narva RAAS v1: Removed Go Kart Track CP. Narva Invasion v1: Updated layer for balancing strong defenders, including: Staging phase timer reduced. Set M1126 to delayed spawn. Added more initial randomized CPs: Narva Castle, Narva Heights, Kiriku, so that the first CP is not always an extremely fortified position. Sumari AAS v1, AAS v2, RAAS v1, Skirmish v1, TC v1: Fixed the expiring pain volumes during staging phase, occasionally killing players unintentionally after ending. Sumari AAS v1: Added a test of a “Ultra Dynamic Sky” for randomized real time day/night cycles. Sumari Invasion v1: New map layer USA vs INS. Sumari RAAS v1: Fixed INS Logistics starting locations. Tallil RAAS v2: Fixed Eridu CP text being off center. Tallil Tanks v1/v2 Experimental: Shortened name to just Tanks v1/v2 Increased number of CPs to 5 from 3. Tutorial (Infantry): Fixed the flow of the Logistics truck section where the truck was already loaded with supplies before needing to drive off. Tutorial (Infantry): Added in Engine highlights to the MI8 and Grouse to the vehicle ID board. Tutorial (Infantry): Fixed Infantry Tutorial Killhouse wall collision at the front door to prevent grenades from bouncing back at the thrower. Tutorial (Infantry): Removed top barriers in the prone section of the Infantry Tutorial to prevent players from getting blocked in this segment. Tutorial (Infantry): Updated soldier and vehicle recognition billboards with the CAF. ENVIRONMENTS Al Basrah: Updated lighting for several layers. Al Basrah: Updated Basrah Airport POI to use the new Hescos and tweaked the layout. Belaya: Updated lighting for several layers. Belaya: Fixed the terrain Physmats to allow for much better offroad traction. Belaya: Fixed glitched tractor in Babenki. Belaya: Fixed Road Spline in grid K3, J3. Belaya: Fixed Factory support beams having no collision. Belaya: Fixed Hole in the landscape near Tunnel POI. Belaya: Fixed floating water plane in grid E7. Chora: Updated lighting for several layers. Chora: Fixed bridge spline/landscape not leaving at the gap at bridge south of the lavender estate. Chora: Fixed floating grass grid G8. Chora: Fixed Chora rubble foliage not having collisions. Fool’s Road: Updated with new surround terrain, new lighting along with an optimization pass. Fool’s Road: Fixed locations player can get stuck in the underground Fortress POI. Gorodok: Fixed several lighting errors and anomalies. Jensen’s Range: Updated the lookout tower models to use the newer metal guard towers instead of the old hesco towers. Kohat: Fixed floating road splines east of Radio Tower. Kohat: Adjusted surround mountains to cast shadows. Kokan: Updated lighting for several layers. Logar: Updated lighting for several layers. Logar: Fixed various floating rocks/debris. Mestia: Updated lighting for several layers. Mutaha: Fixed “T Building” collision tp prevent spawns underneath stairs. Mutaha: Fixed minimap to include missing warehouses and other buildings. Mutaha: Fixed floating compound in the south edge of map, west of the highway Mutaha: Fixed mud physmat in rivers. Narva: Fixed various buggy LOD’s. Narva: Fixed collisions on dead trees at US Main. Narva: Fixed Floating Road grid G6-6-6. Sumari: Updated lighting for several layers. Skorpo: Updated lighting for several layers and updated Landscape rock texture. Skorpo: Fixed floating rock near Uskedalen Radio Station. Skorpo: Fixed grass growing on highway near Haugland south. Skorpo: Fixed glitchy rocks near waterfall grid L14-6-7. Skorpo: Fixed hole in landscape in grid O12-7-5. Yehorvika: Updated lighting for several layers and adjusted tree colour saturation. Yehorivka: Adjusted brightness of the autumn trees on yeho to be less vibrant. Yehorivka: Fixed small errors on minimap and removed helipads off minimap. (H icon indicates Helipad.) Fixed Workshop building collisions so players can no longer vault through the windows. Fixed Industrial Offices collision so players can no longer vault through the windows. Fixed lighting error on metal wall and corrugated fence statics. Fixed incorrect collisions on concrete rubble piles. Fixed incorrect collisions on Pinyon Pines. Fixed pine tree collisions. Fixed lighting issues with the wheat fields. Fixed bad texture on dead pine logs. Fixed Skorpo Norwegian Building collisions with Rallypoint glitching. MODDER IMPROVEMENTS Added physmat mud_light as a driveable physmat. Renamed old mud physmat mud_deep for riverbeds and areas that are hard to pass for vehicles. Removed vehicle resource weapons and added resources to SQVehicleResorceWeaponInventoryComponent: modders will need to update their custom vehicles to migrate to the new “SQVehicleResorceWeaponInventoryComponent” to replace the old ResourceWeaponInventoryComponent. Updated the SQMapBoundary to automatically generate its boundary on the minimap, so modders no longer have to manually paint the Map Boundary onto the minimap. Its use can be seen on Tallil or Kohat, otherwise where helicopters are featured. Updated BP_Vehicle_Spawner to have an auto alignment to help automate placing vehicles on map layers and auto fixing vehicle spawner glitches. This can be adjusted or turned off. MISC Added the ability to join another server via server browser while currently in a server or in local training range. Added the ability to queue up to another server while currently in a server or in local training range. The HUD will show a small queue widget to let the player know their current queue status. Added a clamp for gamma. Only apply Gamma changes immediately while not in match. Added a Listmaps admin command. Improved the ability for servers to log commands through RCON. Fixed a bug on the Server Browser that prevented the Enter key from being able to confirm a server password when enter is pressed. KNOWN ISSUES Commander: Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This will be fixed in a future update to align the map CO icon with all the other icons for CO, which is a star. Commander: A-10 gun run & SU25 rocket strike sometimes lands way off-target. Work is in progress. Commander: UAV camera view experiences dramatic z-fighting, especially at high levels of zoom. Work in progress. Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values, and small bugs that will be addressed in a future update. Vehicle Reset Feature does not currently work with Helicopters. Clients frequently crash at the end of a round, upon map switch due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash. When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which will prevent players from joining most public servers. Workaround solution for the time being is to press “Send and Close”. A proper fix for this issue is under investigation. Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports. Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Work in progress. Occasionally a player will not spawn at a Rally Point. This often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug. Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization. Occasionally Self-bandaging fails. Actively investigating a fix for this issue. The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. Investigating a fix for this issue. Insurgent HAB still has a spawning issue where there’s a chance the player will spawn on top of the model instead of inside it. Actively investigating a fix for this bug. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term. Vehicles parking brake will get stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’. Alt-tabbing out of Squad during a loading screen will freeze the client. The recommended solution, for now, is to run in “Borderless” mode. Ammo rack component (on IFVs and Tanks) takes a very long time to repair. Audio module for Squad is initialised at the game start. If a Player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad will need to be restarted to get the microphone to work again. SFX bug while Firing in full auto. If the player presses the fire button for a short period of time, the sound effect gives the impression that you fired more rounds then you actually did. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game. Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play. Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range,if a player exits an Emplacement while looking thru the scope, the Scope will remain on the Player’s HUD until they get back in the Emplacement and then Scope out. Commander - When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he will then hear all of the local audio broadcasts at the same time, originating from the point where they were originally transmitted from - even if the person doing the transmission has moved afterward. Local/Offline Bug with Commander - Insurgent / Militia Handheld Drone does not move in local. Local/Offline Bug with Commander - UAV hovers in one position instead of moving along the flight path in local. Local/Offline Bug with Commander - CAS does not do damage in local. CAF soldiers are unable to use the radial menu to access the commander Air Strike abilities. A fix is in progress. OFFWORLD OUT.
  3. Alpha 16.1 Released

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

    Hey squaddies! It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done. Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes: ALPHA 16 CHANGELOG SYSTEMS Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!) Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.) Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter. The goal is to make helicopter travel outside map boundaries less punishing. Fixed the limitation that caused servers to be able to only run three mods at a time. GAME MODES Territory Control: Added a HAB hex zone defense mechanic. When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated. Territory Control: Fixed Ticket Bleed not properly replicating. Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations. Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes. INFANTRY GAMEPLAY Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes. Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail. Updated British L129A1 DMR texture to a tan-colored finish. Updated M68 CCO texture. Updated TT33 Tokarev texture. Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration. Modified firing sounds for the M249, M9a1 pistol, and M110. Fixed weapon lowering not replicating correctly to other players when exiting a vehicle. Fixed player character offset when entering a vehicle while crouching or prone. Fixed ADS diagonal movement not having any footstep sounds. Fixed Recruit roles being able to change to Riflemen roles from deployables. Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned. Fixed US Army Scoped Medic having a frag grenade; it has been removed. Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol. VEHICLE GAMEPLAY Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers. (Not including the pilot, copilot and 2 door-gunners.) It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies. Added the UH-60M “Grouse” for the US Army and British Army Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) It is armed with 2 window-mounted M240H machine guns suitable for some light degree of protection. It carries up to 1000 points of supplies. Removed ability for players to turn vehicle engines on during the staging/planning phase. Increased top speed on the Minsk to increase off-road effectiveness. Improved visibility and artwork for the DsHK Turret Shield. Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.) Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver. Optimized effects on tank cannon shot and APC auto-cannon shot. Optimized tracer effects to improve performance. Fixed T72 autoload sound playing in other vehicles. Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended. Fixed particles/vehicle glass shaders not blending properly with fog. Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies. Fixed FV432 APC being stuck in 1st Gear all the time. Fixed BFV driver receiving splash damage while inside the vehicle. Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets. Fixed wrong impact FX and sounds for tank shells being played. DEPLOYABLES GAMEPLAY Fixed bug where shoveling down friendly FOB Radio cost your team tickets. Fixed a bug that allowed infinite loading/unloading of supplies. Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel. Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians. Fixed mortars not having extreme distance incoming sounds. Fixed DShk shielded deployable having floating ammo boxes. USER INTERFACE Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan). Added an indicator for when a player is bleeding inside a vehicle. Added Show Full Servers and Sort by Ping functionality to the Server Browser. Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out. Updated Infantry Tutorial to include “Regional Training Center” on the Map Name. Fixed commander chat saying DIRECT when using ALL. Fixed scroll bar being too dark on the Command Map’s Vehicle List. Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad. Fixed Call Medic button not being initially disabled on subsequent incapacitations. MAPS Added new map: Mutaha! Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland. The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.) Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers. Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters. Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes). Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2. Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6. Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing. Updated minimaps for Gorodok, Belaya, and Yehorivka. Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents. Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision. Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road. Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia. Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1. Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents. Narva: Added AAS v2, a new and improved Narva with classic layout. Narva: Optimized with new landscape materials, trees, grass, crops, and water. Narva: Optimized buildings in an initial optimization pass and gave more color variety. Skorpo: Improved and optimized rain weather effects. Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1. Yehorivka: Additional optimizations. (See previous patches for more information.) Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay. Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads. Fixed some effects piercing through fog on certain maps. Fixed various foliage types that prevented leaning and construction. Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable. Fixed staging zone pain volumes on Logar Valley and Sumari. Fixed distant snow effects turning on/off depending on your zoom resolution. Fixed some floating objects and minor visual bugs on several maps. KNOWN ISSUES Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game. Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash. Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports. Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug. Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug. Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization. Occasionally Self-bandaging fails. Actively investigating this issue. The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term. Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play. Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. SPECIAL THANKS As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing: A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming! Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life! SIGN OFF You heard ’em, squaddies: we want to hear what you think. Be sure to drop by Discord, the official forums, reddit, or just keep an eye out for the next feedback survey in-game! If you’re REALLY feeling it, head over to the Squad store and get some new duds — you’ve earned ’em! OFFWORLD OUT.
  5. Alpha 15.4 Released

    Hey squaddies! We’ve got some slightly-unusual patch notes for you today. But first, you can say goodbye to that annoying server filter bug! (The “show full servers” checkbox functionality was inverted. Whoops!) Additionally, we’re introducing some experimental changes to the “dead dead” mechanic, as well as the way “instadeath” works. Let’s dig in a little. PRE-ALPHA 13 Prior to Alpha 13, the mechanics worked like this: After dying and being revived, there was a 60-second time frame during which you were extra vulnerable. This meant that if you died again during these 60 seconds, you would become unrevivable (“dead dead”) and be instantly sent to the spawn screen. There was no UI indication of this vulnerability. Taking a large caliber headshot (such as 50cal) would instantly make you unrevivable (instadeath). This was a mechanic was originally added to convey some consequence of death, as well as a sense of tension and vulnerability to newly revived players. The goal was (hopefully) to encourage the vulnerable player to stick back with their squadmates. We had some questions on whether the role of this mechanic was too punishing and negatively impacting the teamwork aspect, especially for new players to an already challenging game. It could be difficult to understand why the “instadeath” black screen occurred and the 60-second timer was not well-exposed. ALPHA 13 With Alpha 13, when dying and being revived, there was no longer a period of extra “vulnerability,” allowing a player to be revived indefinitely. (Or until your medic ran out of bandages, anyway.) The caliber required to make you unrevivable was increased, meaning you could be revivable after a 50cal headshot, but not after a 30mm headshot. After 3 months of evaluation with these new changes, including lots of feedback from our community, we’re introducing a new iteration of these mechanics. As with the previous ones, the effects will be monitored and tweaked. Keep us updated with your feedback! ALPHA 15.4 As of this patch (Alpha 15.4), when you are incapacitated, you have a revive window (5 minutes by default). This revive window will be shortened based on the amount of damage you took as part of your death. For example, if you got downed by minimal damage from a pistol, your revive timer will be very close to 5 minutes. If you got downed by a rifle headshot, your revive timer will be slightly less than 2 and a half minutes. A 50 caliber headshot will give you a short 30-second revive window. Lastly, anything from a close proximity IED blast to a 30mm headshot and beyond will cause your revive window to be 5 seconds – too short to get revived in, so you’re effectively dead. On top of this mechanic, the revive window persists through revives until you have been healed by a medic. This means that if you get headshot by a rifle, revived without getting healed, and then headshot again, the remaining revive window will be too short for another revive. If not getting healed, this “persistent revive window” will automatically slowly increase back to the full 5 minutes as long as you remain alive. If you died, were revived, and managed to stay alive for a few minutes, you would be nearing the five-minute timer again. Anything that previously sent you instantly sent to spawn screen (“instadeath”) will now instead give you a 5-second revive timer, too short to be revived in. The hope is to give the player more feedback about what happened when he died, instead of instantly disappearing from the map and into the spawn screen. In the future, we hope to include a 1-2 second ragdoll moment before entering the incapacitated state to provide better feedback about what just occurred in a more intuitive and immersive way. Please note: there can and will be further tweaks and/or additions to this system. All in all, we hope it is a more flexible way to tune players’ revivability, as well as increase information available to the player. Our goal is to balance between the game being too forgiving and too unforgiving. In this version, revive trains should be harder to maintain and most catastrophic damage (e.g., headshots, IED explosions) should be more effective as well. However, players will still get a second chance in most cases. We will keep tracking revive statistics as well as your feedback. BUDDY RALLY Finally, we would like to give you some information on our intended gameplay ideas in the future concerning the Buddy Rally system. For the time being, lacking a system to reclaim or reset abandoned vehicles in the field, we will be keeping the buddy rally mechanic. In the future, we would like to see this replaced with a mechanic that deals with abandoned vehicles in the field, so that respawning at main is a more viable option. The buddy rally mechanic might still become a limited option available to the Commander, giving squads an extra option for situational redeployment. Another option is to make it available only to the Insurgents faction. Please keep your feedback coming on this as well. Enjoy the patch! Let us know what you think! OFFWORLD OUT.
  6. Hey squaddies! We’ve got some fresh reinforcements incoming: The Canadian Armed Forces are now fully deployed! That’s right, there’s a brand new faction in Squad and it’s already yours, completely free. Originally known as CAFMOD, the team behind the new faction is straight from our modding community. We’re honored to be able to include them as official content for all players. What content is that, you ask? So, what are you waiting for, soldier? Do it for The Great White North! OFFWORLD OUT.
  7. Alpha 15.1 Released

    Hey squaddies, We’re rolling out a patch that has a variety of fixes for issues that cropped up in Alpha 15. There are some gameplay tweaks in there too, so be sure to read the entire patch notes below! ALPHA 15.1 CHANGELOG MAPS Belaya: Updated Minimap Belaya: Fixed wheat crop fixes so they aren’t red. Belaya: Fixed bridge on the western part of the map having collision issues. Fools Road: Fixed terrain to prevent players from hiding under the surrounding terrain Mestia: Fixed railroad duplicates and spacing. Skorpo: Fixed rain effects. Tallil: Fixed collisions on several buildings Yehorivka: Fixed bridge southwest of Lower Petrivka collision issues. Yehorivka: Fixed collision on new crops and smaller foliage that was preventing leaning. MAP LAYERS Al Basrah TC_v2: Removed 3 hexes that were unused in the river. Fool’s Road and Gorodok: Fixed deployable ghosts colored yellow instead of green. Kohat TC v1: Fixed Staging timer. Kohat RAAS v3: Fixed missing ammo crates in INS main. Logar Valley & Sumari: Fixed Staging Phase Pain Volume. (No comment on going to 11.) Narva TCv2: Fixed Reversed hexes and Anchor points. Skorpo Skirmish v1: Fixed Main Supply Zone for US. Skorpo AAS v1: Fixed map boundary around the US Main. Tallil TC_v1: Fixed HUD name. Tallil Skirmish v1: Fixed a Spawn point that was outside the staging zone. VEHICLES Fixed doubled overheating speed on 30mm HE weapons. Fixed bug that caused Spandrel to be able to launch multiple rockets in rapid succession (Salvo-fire). Increased damage for Konkurs ATGM (Spandrel & BMP-2) up to the level of other ATGM systems, up to 1800 from the initial 1200. Increased rearm cost for Spandrel to 400 ammo points per rocket, increased from 200. Increased rearm time for Spandrel to 30 secs per rocket, increased from instant rearm. Increased delay between consecutive shots for Spandrel to 7.5 seconds, increased from 5 seconds. USER INTERFACE Territory Control: Replaced Shield icons with Anchor-like icons. Territory Control: Fixed ticket bleed values not displaying for clients Fixed incorrect requirement for INS, MIL, and Radio Tooltips when deploying via Radial Menu. MISCELLANEOUS FIXES Fixed the glass material on vehicles showing through fog, especially at a distance. Optimized 25mm and 30mm HE impact VFX. KNOWN ISSUES Occasionally the landscape renderer will not load correctly resulting in black foliage on a map. A fix is being investigated. Client crash on map switch. Players will occasionally spawn without ammunition on their first spawn on a server. (This occurs if you were in the match during map travel but did not spawn during the staging phase.) Occasionally a player will not spawn at Rally Point when numerous players are spawning in at the same time. Occasionally client crashes in various circumstances: we’re still looking into the crash reports. Detailed crash reports help us fix this and we appreciate those that have filled out and sent crash reports. Server performance may periodically dip when a server has a high population and high load. We’ll continue to work on performance and optimizations. Occasionally Self-bandaging fails. Actively investigating the cause. Mouse widgets (e.g. enter a vehicle, comm rose) can stop responding to clicks. A workaround is opening and closing the deploy screen. Capture Zone (Flag) Icon will not show on a client’s HUD sometimes. ATGM projectiles desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile. Certain effects do not blend correctly with fog on some layers. HAB Spawn is disabled if FOB Radio is unshovelled below 75%, currently other forms of damage to the FOB Radio (such as explosives) do not disable HAB Spawn. (Under active development.) De-shoveling a friendly FOB Radio costs 10 tickets. (Fix in progress.) Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play. Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Territory Control Bug: there is no UI indicator for showing cutoff enemy hexes (hexes that are not linked to the anchor point). Friendly cutoff hexes are showing correctly though. OFFWORLD OUT.
  8. Alpha 15 Released

    Hey squaddies! Alpha 15 is freshly deployed and ready for action. If you haven’t auto-downloaded the update, head over to your Steam client and get started! While you’re waiting, check out the latest patch video: Yep: they’re finally coming! The first iteration of tutorials! Here’s to all the squad leaders who braved the Summer Sale. Oh, and let’s not forget the 550RPM death machine that is the BMP-2. Read on for the full list of changes: ALPHA 15 PATCH NOTES SYSTEMS Added an Infantry Tutorial orientated at teaching new players the basic ropes of Squad. Added an Interface Tutorial that teaches the Deployment interface in a first-time event capacity. Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies via one common menu now, from any seat or outside of the vehicle. This also allows multiple players to unload the vehicle faster than if it was just one player. Increased rate of loading/unloading to 100 points every 0.5 seconds, making the process a little less slow. You will not be able to load or unload supplies from a vehicle while it is moving. Removed old Left Click/Right Click system for loading and unloading supplies. Removed Voice Command system temporarily pending further internal development. GAME MODES Territory Control: Increased hex capture times from 40 seconds to 45 seconds. Territory Control: Added a more dynamic ticket bleed system. Territory Control: Added TC Layers to all maps. New RAAS layers added to Belaya, Chora, Fools Road, Gorodok, Kamdesh, Kohat, Kokan, Skorpo, Sumari, and Yehorivka. Invasion – added more Random Invasion layers. INFANTRY GAMEPLAY Increased RPG7 HEAT penetration capability from 320mm RHA to 400mm RHA. Increased RPG26 penetration capability from 320mm RHA to 440mm RHA. Set all LAT rockets (British High Penetration AT4 included) to have a minimum arming distance of 25m. Set all HAT rockets and ATGMs to have a minimum arming distance of 40m. Added a visual effect and audio for when a UGL grenade or rocket impacts a surface before being armed, helping give feedback to the player that the target was too close. Fixed British High Penetration AT4 variant not dealing more penetration and damage compared to its US Army counterpart. Fixed the RPG7 Fragmentation round doing way more penetration than intended. Decreased damage value of the US Army AT-4 (from 1400 to 1248). Increased damage value of the M3 Carl Gustav HEAT round (from 960 to 1248). Updated Militia kits to have less SKS rifles and more AK74 rifles. Set all LAT kits to have 2 smoke grenades. Added binoculars to all HAT kits that do not have rifle scopes. Added binoculars to RU LAT kits that do not have rifle scopes. Fixed 50m sight alignment on the L85A2 AG36 Grenade Launcher. Fixed snapping in movement while going from Prone to Standing while you have your bipod deployed. Fixed a bug where weapon accuracy parameters like sway and recoil are being reset by switching weapons. Fixed a bug where it consumes a field dressing when bandaging already bandaged soldiers. VEHICLE GAMEPLAY Added the BMP-2 Infantry Fighting Vehicle. This is a second-generation Russian IFV, succeeding the BMP-1 from the 1980s. The BMP-2 has a 3-man crew and can hold up to 7 passengers. It is armed with a 30mm auto-cannon firing AP or HE ammunition at a blistering 550 rounds per minute. It comes with a turret-mounted Konkurs ATGM for dealing with heavily armored threats. Additionally, it has a standard PKT 7.62mm coaxial machine gun and smoke grenade launchers for smokescreening. Added the BMP-1 ZU-23 Anti-Air Variant. This variant basically replaces the turret on the BMP-1 with an external, manually operated ZU-23 Anti-Air Autocannon. Made vehicle radial menu accessible even if the vehicle is not claimed by your squad or you’re not a crewman if the vehicle is on your team. Tweaked vehicle claiming system numbers: 2 vehicles require 2 squad members 3 vehicles require 4 squad members 4 vehicles require 6 squad members. Fixed an issue where vehicle ATGMs were not dealing damage beyond 500m. Increased armor on the Challenger 2’s lower glacis to 300mm RHA. Fixed a bug where the BMP-1 was not getting destroyed by ammo-cookoff. Increased the amount of time to get into a truck or light vehicle from 0.75 seconds to 1 second. Fixed firing sounds on the BMP-1’s coaxial machine gun. Fixed Uparmored FV510 for missing an ammo compartment. Improved handling on the MT-LB series vehicles. Fixed issue that allowed BMP-1 to bypass reloading time near Vehicle Repair Depot. Fixed modifier for HAT damage type on the BMP-1 (and BMP-2). For example, it will go down to 10% HP (and start burning) after getting hit by a TOW missile. Resized and moved ammo rack component on BMP-1 & BMP-2 to be fully covered by the engine and no-penetration block to help minimize probability for vehicles to get cooked off by enemy fire from the front. Enabled all unarmored vehicles (technicals, trucks etc) to receive indirect (AoE splash) fragmentation damage. Mortars have been granted the ability to damage armored vehicles on direct or very close (<1.5m) hits. Unarmored vehicles now also take damage from indirect mortar hits. (Fragmentation damage.) DEPLOYABLES GAMEPLAY FOB Radios will disable spawning on HAB’s if the Radio has been damaged and its health has fallen below 75%. All HASCO related deployables have had their visuals updated. Mortar damage against deployable structures was increased. Combat Engineer/Sapper Timed Explosives Does 80% damage to FOB Radio now instead of 100% USER INTERFACE Re-Added Spawn Confirmation. This should reduce the chances of accidentally spawning in when you are trying to see the wait timers for each spawn location. Added a global notification for when objectives are either met or lost. (E.g. Flag neutralizations, captures, cache objective destroyed, etc.) Added a dynamic list of vehicles that are on the currently played map layer. The list is accessible as a button next to the map legends. Added a Favorites filter in the Server Browser. Added British Army, Insurgent, Russian Army, and Irregular Militia victory jingle. Added 10 second delay before incap player can use Medic Callout button and increased the Medic Callout interval from every 5 seconds to every 30 seconds. Improved the look of the Vehicle Repair Tooltip. If you have a Vehicle Repair Toolkit, the tooltip allows you to see how badly each individual component is damaged similar to the HUD when in a vehicle driver seat. Reordered the items in the Key Bindings Window to be more logical. Fixed Invasion Game Mode flags not having lock icons when they are actually not able to be recaptured by the defending side. Grouped kit role request into its own sub-menu in the Vehicle Interaction Radial Menu. Reordered Role variants to have Ironsight variants first, then Red-Dots then Optics. Fixed Medic, LAT, and HAT kits showing up as unavailable (Red) in Role Loadout and Role Quick Select menu when they actually are available. Changed label on the Deployment Menu for Team Selection to “Teams / Game Mode Info”. Changed magazine image to show up as grey as opposed to jet black when empty for visibility when in vehicles. Removed old First Time Event help prompts. Modding UI changes. MAPS Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Other maps, including Skorpo and Yehorivka, are being optimized and will continue to receive improvements in upcoming releases. Visually updated Gorodok and Yehorivka. Improved collisions on Tallil’s residential buildings and improved performance. Updated foliage and landscape on Gorodok for improved, blended appearance. Fools Road lighting & foliage updated. Fixed Sumari staging zones to prevent players from jumping over. Don’t be AWOL, squaddie. Changed collision on traffic signs so they don’t stop vehicles anymore. MAP OPTIMIZATIONS AND IMPROVEMENTS Kohat, Tallil, and Gorodok received substantial optimizations and some visual improvements to increase performance and to bring the visual quality of our maps up to our standards. This includes new assets replacing old ones, as well as some different methods being used on our landscapes. GORODOK System Specs: Mobo: Asus Maximus VIII Ranger Intel Z170 CPU: Intel i7 6700K @ 4.5GHz GPU: Asus ROG Strix GTX 1080 RAM: 16GB Corsair Vengeance LPX, 3000MHz SSD: 512GB Samsung SM951 M.2 PCI-e (C:) Resolution: 3840×2160. Disabled AA, High Settings MAIN COMPARISON INTERACTIVE DEMO In some areas of Gorodok we’ve managed to drop the number of Triangles by approximately 5m, Draw Calls by about 2k, and for GPU timings we’ve gone from ~20ms to ~14ms, totaling up to an increase of nearly 16 FPS on this particular system and configuration. These are substantial numbers and bring the map down towards our new standards derived from research and investigations related to Squad-specific maps. While there are some guidelines and tips out there for creating well-optimized scenes, Squad is an entirely different kind of beast when it comes to levels in Unreal Engine 4, so we had to dig deep and come up with some numbers that suit our game. Please note that the numbers you see on your systems and configurations will vary, but overall everyone should be seeing some gains in one form or another. LAYER USAGE INTERACTIVE DEMO This layer usage comparison shows the number of landscape layers used per component. We have seen some performance problems surface on components that had 8 or more layers in the past, so we decided that our new landscape shaders would have to contain fewer layers. This combined with removing minimally used layers, unused layers, and consolidating some layers into one allowed us to increase performance on the landscape. As you can see, we got the numbers down from 13/12/11 to 6/5/4 on the majority of components. LAYER DENSITY INTERACTIVE DEMO Here is a snippet of some of the changes we did across these maps: Adjusted Landscape Components After analysis, we found that some of our older landscapes weren’t as optimized in terms of their technical set up. We experimented with different values and found some that work well visually, retain the landscape silhouette and, most importantly, improve performance by reducing the number of draw calls required by our landscapes. Adjusted Landscape LODs The new landscape components allowed us to revise and improve the way our landscapes LOD down, this is something we managed to unify throughout the 3 maps and can apply to other maps. Adjusted AO settings Ambient Occlusion can become extremely expensive, especially at higher resolutions. We did some research and managed to standardise our AO settings across our maps, drastically improving performance at the higher resolutions. This is something that isn’t as noticeable unless you play at 1440p and above – but it’s a great change for all. Created new Landscape Shaders These new landscape shaders are cheaper for performance costs and they have been more streamlined as well as improved in visual quality. This will allow us to roll out upgrades much more easily and ensure we have consistency across different shaders which makes maintenance a lot faster and straightforward. Removed unused Landscape Shader layers New shaders also allowed us to analyse and reduce the number of layers we use on our landscape. After research and investigations, we found a sweet spot for the number of layers that allow flexibility for our Level Designers and Environment Artists but also ensured that we do not create a large performance impact. As a point of reference, there have been parts on maps like Fool’s Road and Yehorivka that drop players’ FPS and these have been confirmed to be a result of too many layers used on one component, increasing layer density. Implemented Atmospheric Fog This is a big step in preparation for helicopters as our old Exponential Height Fog was only visible at lower heights and ground level. Additionally, a fog that isn’t limited by height and is more physically accurate allows us to play with better lighting and colours, bringing more life into our levels. Fixed LODs on Static Meshes These general fixes provided a huge boost in performance in dense areas such as the villages in Tallil. On the system above it brought up the numbers from ~30 FPS to 60 FPS on High Settings. MISCELLANEOUS BUG FIXES Fixed rocket engine motor effects still playing after the rocket has exploded. Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned. Fixed first person mesh oddities when exiting Admin Cam. Attempted fix for ragdoll issues caused by origin rebasing Fixed a bug where you bandage gets consumed after you patch already patched soldier. Fixed couple of server and client crashes. KNOWN ISSUES ATGMs projectile desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile. Certain effects do not blend with fog on some layers. SIGN OFF As always, a huge thanks to all of you who helped tests this one and get it ready to roll. Enjoy the BMP-2, comrades! Alpha 16 when? OFFWORLD OUT.
  9. Alpha 14.1 Released

    Hey squaddies! We’ve got a quick update to bring mods back to life! We’re throwing in some fixes too. ALPHA 14.1 CHANGELOG SYSTEMS Added the ability to download required modifications from Steam while joining a server. Added Mod details from Steam Workshop for the server-loaded mods USER INTERFACE Added Wrench icon for modded servers (grey for no mods, white for modded) Added Mod names on the server details panel on the right side of the server browser Added list of missing mods when trying to join a server Added button to Exit or Download the missing mod Added progress text for the download status Added loading status in case it fails or is successful Added button for canceling in-progress mod download Additional UI improvements for modding will be coming with Alpha 15. MAPS Fools Road TC_V1: Fixed RU Staging phase Gorodok RAAS_v4: Fixed washed out minimap Kohat Invasion_v1: Fixed INS resupply not giving supplies Skorpo AAS_v1: Added Protection zone for RU & US Skorpo Invasion_v1: Fixed Urals for Militia, fixed Map Camera Location Skorpo RAAS_v2: Fixed a bug which was causing the russian main to break Skorpo Skirmish_v1: Fixed leaning in Uskedalen Apartments cap Skorpo TC_v2: Fixed US main not giving supplies SIGN-OFF Mods! MODS! Get out there and start downloading, soldier! (P.S.: This doesn’t count as the monthly patch before you ask. ;)) OFFWORLD OUT.
  10. Alpha 14 Released

    Hey squaddies, Bet you didn’t expect to see Alpha 14 so soon! We’ve been working hard to get patches out more quickly and the results are paying off. Speaking off, let’s check out the latest bounty of changes: ALPHA 14 CHANGELOG SYSTEMS OVERHAULED THE PLAYER RAGDOLL SYSTEM The ragdoll system has been updated to improve the overall look when a soldier goes into the ragdoll state, such as when incapacitated or run over by a vehicle. Soldiers getting hit by vehicles should look more realistic, and there should be less twitching of corpses in most cases. However, as this is still a work in progress, there may still be an occasional visual glitch. UPGRADED UNREAL ENGINE VERSION TO 4.21.2 This upgrade introduces a variety of hotfixes implemented to the version implemented in Alpha 13. A full list of engine fixes can be found here. GAME MODES ADDED TERRITORY CONTROL GAME MODE This new game mode has two teams facing off to capture contiguous hex tiles across a map and will continue to evolve through the next few versions of Squad. Territory Control consists of a grid of hexagonal regions, which function like capture zones, anchored by a “key territory” hex for each team as the base of their grid. If a group of hexes is disconnected from this key territory, or the territory itself is contested, a team will need to recapture it before claiming any new territories. The status of a hex is hidden by the fog of war until a team controls an adjacent hex, cloaking enemy movements until conflict erupts. This new game mode is in the early stages of development and will be evolving through the next few versions. A few key rules for gameplay: A neutral hex requires one player to capture. A contested hex must be neutralized and captured by at least three players. An enemy hex takes 40 seconds to neutralized and a neutral hex takes 40 seconds to capture. Capturing a hex unlocks all adjacent (bordering) hex zones for capture. Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%. When a team captures 95% of all hexes, that team instantly wins. Losing all tickets will cause a team to lose the round. INVASION MODE CHANGES Defenders will win with a time-out even if they have fewer tickets than the Attackers. For the Attackers to win, they will need to either completely drain the Defenders tickets or fully capture all flags in the map. Tweaked starting tickets: 150 for attackers and 600/700/800 for defenders on corresponding 4/5/6 flag layouts NEW INFANTRY WEAPONS ADDED M3 MAAWS CARL GUSTAF The M3 MAAWS (or Multi-Role Anti-Armor Anti-Personnel Weapon System) is the American adoption of the 84mm Carl Gustaf recoilless rifle developed in Sweden shortly after World War 2. The M3 can fire a variety of different ammunition, making it a very diverse weapon system. The optic mounted on the weapon system can either be used to calculate drop in 100m increments or be directly zeroed to the desired range. The M3 can fire High Explosive Anti Tank, Heavy Tandem HEAT, and Smoke rounds. This has replaced the AT4 as the US Army Heavy Anti Tank weapon. ADDED AK74 BAYONET Russian Ground Forces will now receive the AK74 Bayonet, which replaces the older AKM bayonet model. INFANTRY GAMEPLAY Major overhaul of the M4 weapon series, updating it visually to modern art standards and details. Improving ladder sight mount on the M4 M203, making it easier to aim with the ladder sight and giving it more ranging options. Added a non-functioning cosmetic PEQ-15 laser module to all US Army primary weapons. Added deployable bipods to the US Army M110 marksman rifle and the British L129A1 sharpshooter rifle. Buffed British AT4 variant’s penetration capability to 600mm RHA, British are now using the ILAW High Penetration variant. Debuffed the US AT4’s penetration capability to 420mm RHA, assigned it as a secondary US Army LAT. Fixed zeroing text appearing incorrectly as 300m on the SA80 SUSATs (should be 100m) Tweaked the sight picture for the RPG29, making it easier to aim with. Fixed M72A7 LAW using incorrect ADS fire animation. Fixed some US Army Squad Leader roles not having tracers on their M4s. NEW VEHICLES FV4034 CHALLENGER 2 MAIN BATTLE TANK. The FV4034 Challenger 2 is the main battle tank of the British Army and holds a crew of 4 (Driver, Gunner, Commander, and Loader). This tank sports a stabilized 120mm rifled main gun capable of firing armor-piercing SABOT rounds, High Explosive, and Smoke rounds. In addition to its main cannon, the tank also has a 7.62mm coaxial machine gun and smoke launchers for self-defense. The commander has access to a high-powered optical periscope featuring hunter-killer functionality with the gunner. The loader’s position has a Remote Weapon Station with a 7.62mm GPMG slewed to it, allowing for additional anti-personnel firepower should the need arise. BMP-1 INFANTRY FIGHTING VEHICLE This Soviet-made IFV was developed in the 1960s and is now featured in Militia and Insurgent arsenals. This vehicle seats 3 crew (Driver, Gunner, and Commander) and can hold up to 8 passengers, plus 4 riding on top. Putting public transit to shame, this vehicle has a 73mm smoothbore cannon capable of firing projectiles similar to that of the SPG9 recoilless rifle. As such it has access to High Explosive Anti-Tank and Fragmentation rounds for its main gun, as well as a PKT coaxial machine gun. An additional Malyutka-P missile adds a slow, but devastating wire-guided option for enemy armor. VEHICLE GAMEPLAY Added Loaders Cupola station to the T62 tank. This is a manually operated DsHK mounted onto an anti-aircraft style mount which allows for 360 traverse and high angle engagements and gives the T62 tank additional firepower by adding another station for the crew to go into. Updated T72B3’s commander cupola station artwork. Adjusted M2 Bradley, FV432, FV510, MTLB, T62, T72B3, and M1A2 Abrams front and rear wheel suspension to make it less likely to get stuck. Fixed physics collision shapes on some vehicles that caused them to get easily stuck on terrain or objects. Tweaked default physmat friction values which were way too high and therefore causing vehicles to get stuck more easily. Fixed T62 tank’s engine throttle being a bit inconsistent. Fixed MTLB Insurgent variant track collision location being in the wrong place. Added a range card to the Rocket Artillery Technical gunner HUD. Added bullet drop compensator to the reticle for the BTR80/BRDM2’s KPVT machine gun and MTLB 6MB/BTR82A’s 30mm 2A72 cannon. Fixed players that got shot off from gunner seat of the ZU23 AA Truck not being able to be revived. DEPLOYABLES GAMEPLAY All emplacement weapons now retain their rotations when the player has exited them. This includes mortars as well. USER INTERFACE Added a short introduction animation with voice-over upon joining a team. Added an end of round card showing team ticket scores that includes music and voice-over to smooth the transition going from the end of the game to the scoreboard. Added the first iteration of a voice command radial menu that allows players to give simple voice-over call-outs. At the moment, only American English is available but more voices will be added in later. Added a “Medic” voice command call button for when you’re incapacitated on the ground. Added a progress bar for when you are building deployables and repairing vehicles. Added a key help list for players in a vehicle to show the available keys and features that are in that particular vehicle seat. Added Game Mode help cards upon joining a server. NEW MAP SKORPO Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks for any mechanized force. Keeping your supply lines open is also difficult given there not being much room to maneuver. Utilizing the varying elevation of the landscape and hidden forest roads will yield many advantages, but be aware that the enemy might also have the same idea. Skorpo will feature AAS, RAAS, Invasion, Skirmish, and the brand new Territory Control game modes. MAP UPDATES Chora: gameplay improvements for vehicles, including widening the driving lanes and bridges, widening holes in walls, removing some frustrating obstacles, adding rock cover in open areas, and smoothing some of the roughest bumps in the terrain. Kokan: Updated foliage. Fixed collisions on several map objects and rocks to prevent exploits. Re-attached power lines on numerous maps. Fixed some buildings on Narva that changed color at distance; a few more still to fix. Fixed interiors on Sumari so objects have correct materials displayed. Fixed Logar Insurgency v1 wrong location of INS main base flag. Fixed Logar Insurgency v1 Night having the wrong team for INS protection zone. Fixed Belaya AAS and Invasion layers RU vehicles at RU main to spawn flipped or upside down. Fixed Tallil Invasion v2 having East/West Khidir named incorrectly. Fixed Gorodok having a couple of floating metal beams on the train. Fixed some shipping containers on Logar switching colors as you moved nearer or further away from them. Adjusted Belaya AASv1 tickets to 300/300 (from 250/250). Kamdesh Invasion v3 set defenders to 700 tickets. Kokan AAS_v1, AAS_v2 and RAAS_v1 updated tickets to 250/250. Logar AAS_v1 and RAAS_v1 updated tickets to 250/250. Mestia AAS_v1, AAS_v2 and RAAS_v1 set tickets to 250/250. Sumari AAS_v2, AAS_v3 and RAAS_v1 increased tickets 250/250. Tallil Outskirts RAAS_v3 set to 250/250 tickets. Added BMP1 to the following layers: AlBasrah_Invasion_v1 AlBasrah_Invasion_v2 AlBasrah_RAAS_v1 Belaya_AAS_v3 FoolsRoad_AAS_v4 FoolsRoad_AAS_v5 FoolsRoad_RAAS_v1 Gorodok_Invasion_v2 Jensens_Range_v1 Jensens_Range_v2 Jensens_Range_v3 Mestia_RAAS_v1 Kamdesh_Insurgency_v2 Kamdesh_Invasion_v2 Kohat_Insurgency_v1 Kohat_Invasion_v1 Kohat_Invasion_v2 Skorpo_Invasion_v1 Sumari_Insurgency_v1 Tallil_Outskirts_AAS_v3 Tallil_Outskirts_Invasion_v2 Yehorivka_Invasion_v1 Added FV4032 (Challenger) to the following layers: AlBasrah_Invasion_v2 Belaya_AAS_v3 Belaya_Invasion_v3 FoolsRoad_AAS_v5 Gorodok_AAS_v3 Gorodok_RAAS_v2 Jensens_Range_v1 Kamdesh_Invasion_v2 Kamdesh_RAAS_v2 Narva_Invasion_v2 Tallil_Outskirts_RAAS_v4 Yehorivka_AAS_v3 Yehorivka_Invasion_v3 Yehorivka_RAAS_v3 BUG FIXES AND MISCELLANEOUS Fixed mortar, UGL grenades and rocket projectiles not dealing damage if the shooter was killed after launching the projectile. Optimized certain aspects of the vehicle code dealing with closed turrets. Optimized the way HUD UI is drawn and updated. Fixed Insurgent/Militia Vehicle Repair station mesh having an overlapped US/GB repair station mesh on it Fixed ambient smoke columns stopping emission of smoke randomly. Fixed C4 explosions not displaying when detonated on asphalt and gravel. Fixed a client crash when launching the Shooting Range. KNOWN ISSUES Tracks, Wheels, and other components are not destructible while on a local server running Jensen’s Range. OFFWORLD OUT.
  11. Alpha 13.1 Released

    Hey soldiers! We’ve got a small update to address some of the more pernicious issues in Alpha 13. Check out the changes: ALPHA 13.1 CHANGELOG Fixed stabilization for vehicles. Fixed a regression in the engine causing vehicles to flip more easily. Fixed a client and server crash on destruction of the 30mm MTLB variant via TOW or HAT. Fixed an engine crash that happened if required files to play the introduction movie were missing. Fixed RCON on Linux servers. OFFWORLD OUT.
  12. Alpha 13 Released

    Hey soldiers! It’s been a while coming, but we have the full list of changes coming to Alpha 13! This patch grew to be a mighty one, having started at upgrading our Unreal Engine from 4.16 to 4.21 — no small jump! With it comes all sorts of new tools and updates to the engine that’ll benefit Squad, but there’s plenty of content landing in this update as well. We’re introducing new vehicles (and components!), a brand new role, new and enhanced modes, and all sorts of changes to systems and mechanics — including the return of ticket bleed. Settle in for a good read, squaddies. Please note, you will need to uninstall mods to prevent crashing. ALPHA 13 CHANGELOG SYSTEMS DESTRUCTIBLE TRACKS AND WHEELS Tracks and Wheels are now fully destroyable which enables players to inflict more granular damage to vehicles. For wheels, depending on the vehicle, they can be taken down by small arms fire, while tracks and APC wheels require .50 cal or greater. With each wheel that gets destroyed, more friction is applied, reducing the vehicle’s maximum top speed. The destroyed wheel’s rim still functions at reduced drive effectiveness. In addition, the vehicle will lean over as the supporting wheel is now gone. With tracks, as each gets destroyed, drive input from that track no longer functions. That means that if both tracks get destroyed, the vehicle is completely immobilized. Combat Engineer Role We’re introducing a new specialist role focused on demolitions, sabotage, and construction. The previous infantry deployables that were associated with some Riflemen roles to the Combat Engineer role, as well as outfitting them with anti-tank mines, and small demolition charges. The intent for this role is to perform quick demolitions on deployables and light vehicles, as well as ambushing vehicles and enforcing set no-go zones with their anti-tank mines. Combat Engineers can also build and destroy deployables faster compared to other roles. For the Militia and Insurgents, the role that the Scout previously played will now be given to the ‘Sapper’. In addition to the normal combat engineer loadout and abilities, Sappers will be able to lay IEDs and decoy rocks. Note: Scout role will return in a future update with new inventory items. ADDITIONAL CHANGES Vehicle Wrecks are now destructible. You need to call your Combat Engineers in to demolish the wrecks with their explosive charges. Added ability to rearm individual magazines, grenades, and inventory items. You’ll have the ability to rearm exactly what you need when you need it, as opposed to previously where you were completely unable to rearm if your ammo requirements exceeded what was available. Added ability to request kit roles from Vehicles. APCs & IFVs will allow all roles to be requested just like FOB Ammo Crates. The ammo contained within the vehicle will be consumed when that new role is requested. Light Vehicles and Tanks will allow only crewman roles to be obtained. Note: this now enables all vehicles fast access to field repairs via the Crewman kit role’s repair tools. Added visual hand signals for Squad Leader and Fireteam orders. Added a hand action for when Squad Leaders are talking over command broadcast VOIP and direct SL-to-SL VOIP, allowing people to see when the Squad Leader is talking over those important channels. Added head turning for vehicle passengers. Added moving mouths while talking over VOIP. Added more immersive animations when operating open turret and emplaced weapons. Added idle and fidget animations for handheld weapons. Added secondary animation on vehicles such as antenna and mud-flaps, and improved visual suspension on some vehicles. Upgraded Unreal Engine version to 4.21. GAME MODES DESTRUCTION MODE ADDED This the initial release of a new objective-based cache hunt game mode where Attackers have to destroy caches in multiple phases. Layers can have either 2 or 3 phases with 2 caches in each phase. There is a 3-minute delay between each phase to minimize rushing potential. Cache locations are randomized within specified zones, requiring attacking teams to search the zone to locate the objective before destroying it. Attackers get a 50 ticket bonus for each objective destroyed, as well as the round timer being extended. Defenders get a -10 Ticket penalty upon objective loss. Defenders win the round if the Attackers do not complete all phases within the time limit, or run out of tickets. Expect continued balancing and tweaks for future Destruction-layers based on gameplay feedback. INVASION MODE UPDATED Each flag capture now gives +100 for attackers. Starting tickets tweaked on several layers, expect continued ticket balancing for Invasion layers based on gameplay feedback. Reduced the max number of Capture Points on Invasion layers to 6. Added a variant of Invasion where the flag path is randomized, dubbed “Random Invasion” to some Invasion layers. INSURGENCY MODE UPDATED Objective Cache destruction gets 50 tickets for the attacking side, -10 for the defending side. Attacking team starts with 200 tickets, and 600 for the Defending team. Caches now also can be destroyed by Combat Engineer’s explosives. Spawning on Caches is now disabled after 5 minutes since Cache spawn. AAS/RAAS TICKET BLEED UPDATED Ticket bleed has been added back to all AAS and RAAS gameplay layers. This should give back a little more incentive to push to the next enemy point. Why it was removed? In past ticket bleed was too powerful, and also was triggering on the central flags, resulting in King of the Hill style of gameplay, and also incentivizing players to rush from the start to the central objective that was providing a ticket bleed bonus. In the end, it led to the repetitive gameplay experience, rounds were played in almost exactly the same way, which clearly wasn’t our goal & intention. In addition, ticket bleed was not a very transparent mechanic, as it didn’t have any UI representation. We are reintroducing ticket bleed mechanics into AAS/RAAS game modes, with improvements, based on our previous experience: Ticket bleed indication was added into UI. The enemy team will start bleeding tickets if you will successfully capture at least one objective on the enemy side of the flag lattice. For each objective on the enemy part of the map, controlled by your team, the enemy will lose 1 ticket per minute. On map layers with an odd number of objectives, central objectives are considered a middle ground, and therefore do not trigger ticket bleed, to avoid causing King of the Hill fight for it. On such layers, your team will need to capture at least one more flag past central, for the enemy to start bleeding tickets. For map layers with even number of objectives, your team will need to capture more than half of them to trigger ticket bleed on the enemy team. In the case of “double-neutral” stalemate situation, all ticket bleed mechanics will be paused until the stalemate is resolved. A12 mercy bleed has not changed in A13: if one team manages to successfully capture all flags on the map, the opposing team will suffer a catastrophic ticket bleed of 60 tickets per minute to bring about the end of the round more quickly. RAAS (RANDOM AAS) UPDATED The Fog of War has been added to all RAAS layers. Under the Fog of War, the first Capture Point is known and the next point is revealed once your team has fully captured the current objective. We believe this should help mechanically increase variability in gameplay, especially at the beginning of a round, as well as help differentiate between Random AAS and standard AAS. Additionally, Random AAS now has Lanes added to all RAAS_V1 Map Layers. RAAS Lanes break up the Capture Zones into 2 or 3 lanes per layer. Each Lane will have 5 to 8 Capture Zone groups. Each Capture Zone group still has only 1 CP selected per round out of a potential up to 5 Capture Zones. In A12 we have layers with Capture Zones that can be quite distant across the map, which can cause transportation problems and extended round times. RAAS Lanes will help group up the flow of each Capture Zone to be relatively close to each other, allowing a more natural flow to gameplay. SKIRMISH MODE UPDATED Capture Zones capture tickets changed to +20 / -20 ticket gain/loss. (+10 tickets for the first-time capture.) Added new Skirmish layers for Belaya, Basrah & Mestia. INFANTRY GAMEPLAY SYSTEMS SQUAD LEADER BUDDY RALLY POINT Added the ability for Squad Leaders to place rally points remotely next to other Squad’s Rally Points. This request is only available when the Squad Leader is dead. This is intended to allow Squads to have the flexibility to reinforce friendly Squads separate to FOBs. This is experimental. REMOVAL OF THE REVIVE INSTA-DEATH PENALTY TIMER When a player is sent to incapacitated state, they will now not be put into the Insta-death state if they reach 0 HP within a certain time of being revived. Previously (Alpha 12), if an incapacitated player was revived, then sent to 0 HP within one minute of being revived, they were sent to the Death screen with no chance of reviving. In Alpha 13, players can now be revived regardless of the duration since the last revival. We noticed this Insta-death mechanic was a very common occurrence and distracted players from the gameplay flow. As a result, we have decided to change the mechanic with the goal of creating a more enjoyable experience that is not overpowering. We believe the abundance of area effect weapons, limiting bandages from non-Medic kits, as well as the penalties and low health resulting from reviving from an incapacitated state will prevent the changes from having an adverse effect. We hope this new change has a positive effect on game flow and proximity-based teamwork within squads, as well as the team at large. INFANTRY GAMEPLAY Increased non-ADS standing movement speeds by 10%. Adjusted 3P animation for movement speed. Tweaked how ADS movement speeds work, so no matter which direction you go now you move at the same speed. Shortened acceleration and deceleration speeds to make player movement a bit more responsive. Increased visual ‘z-axis’ recoil animation, increasing the visual kick back towards the camera. Increased Prone Sprint stamina cost from 16 to 24 – prone player can still quickly get into a ditch or cover, but cannot be used to quickly traverse vast areas. Decreased Player Bleed Rate from 0.5 HP per second to 0.3 HP per second. This will Increase the time to bleed out so the player has more time before death prior to bandaging INFANTRY ROLE LOADOUT CHANGES Medic and Light Anti-Tank roles now have an optics variant available. Grenadier role now has an optic. Medic role now receives 9 bandages, increased from 8. Non-Optics Riflemen, Medics & Light Anti Tank now have Binoculars. HAT KIT LOADOUT CHANGES US HAT Primary – M4 M68, 1x M136-AT4, 1x M72A7, 1x M67-Frag US HAT Alternate – M4A1 Foregrip Irons, 1x AT4, 1x M72A7 GB HAT Primary – L85 Irons, 1x ILAW-AT4, 1x M72A7, 1x L109-Frag GB HAT Alternate – L85 SUSAT, 1x ILAW-AT4, 1x M72A7 RU HAT Primary – AK74M Iron, 1x RPG7v2-Tandem, 1x RPG7v2-HEAT, 2x RPG7v2-Frag RU HAT Alternate – AK74M 1P78, 1x RPG7v2-Tandem, 1x RPG7v2-HEAT MIL HAT Primary – SKS, 1x RPG7-Tandem, 1x RPG7-HEAT, 2x RPG7-Frag MIL HAT Alternate – SKS, 2x RPG29-PG29V INS HAT Primary – SKS, 1x RPG7-Tandem, 1x RPG7-HEAT, 2x RPG7-Frag INS HAT Alternate – SKS, 2x RPG29-PG29V RIFLEMAN LAT LOADOUT CHANGES US LAT Primary: M4 M150, 1x M72, 1x M18-Smoke US LAT Secondary: M4 M68, 1x M72, 2x M67-Frag, 2x M18-Smoke, Binoculars RU LAT Primary: AK-74M 1P78, 1x RPG-26, 1x RDG2-Smoke RU LAT Secondary: AK-74M, 1x RPG7-HEAT, 2x RPG7-Frag, 2x RDG2-Smoke GB LAT Primary: L85A2 ACOG, 1x M72, 1x L132-Smoke GB LAT Secondary: L85A2 SUSAT, 1x M72, 1x L109-Frag, 2x L132-Smoke Militia LAT Primary: AKS-74 1P29, 1x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke Militia LAT Secondary: AK-74, 1x RPG-7 HEAT, 3x RPG-7 Frag, 2x RDG2-Smoke, Binoculars Insurgent LAT Primary: SKS Optic, 1x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke Insurgent LAT Secondary: Vz61, 2x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke, Binoculars INFANTRY ROLE LIMIT CHANGES Specialist Roles Heavy Anti-Tank (Iron Sights): max 1 per team. (Unlock @ 15 players.) Heavy Anti-Tank (Optics): max 1 per team. (Unlock @ 20 players.) Heavy Anti-Tank (Iron Sights) & Heavy AT (Optics) requires a squad of 3. (Max 1 per squad.) Combat Engineer & Machine Gunner: max 2 per team. (1st unlock @ 15 players, 2nd unlock @ 20 players.) Combat Engineer & Machine Gunner requires a squad of 3. (Max 2 per squad.) Fire Support Roles Marksman & Grenadier: max 4 per team. (1st unlock @ 5 players, 2nd unlock @ 15 players, 3rd unlock @ 25 players, 4th unlock @ 35 players.) Light AT (Iron Sights): max 4 per team. (1st unlock @ 3 players, 2nd unlock @ 6 players, 3rd unlock @ 9 players, 4th unlock @ 12 players.) Light AT (Optics): max 4 per team. (1st unlock @ 6 players, 2nd unlock @ 12 players, 3rd unlock @ 18 players, 4th unlock @ 24 players.) Light AT (Iron Sights), Grenadier requires a squad of 3. (Max 1 per squad.) Marksman requires a squad of 5. (Max 1 per squad.) AR (Optics) & Light AT (Optics) requires a squad of 6. (Max 1 per squad.) GB Marksman (L86) requires a squad of 6. (Max 1 per squad.) GB Marksman (L129A1) requires a squad of 8. (Max 1 per squad / 2 per team – 1st unlock @ 20 players, 2nd unlock @ 30 players.) Command Support Roles Squad Leader (Optics) requires a squad of 2. (Max 1 per squad.) Direct Combat Roles Rifleman (Optics) requires a squad of 2. (Max 3 Rifleman Optics per squad.) AR (Iron Sights) requires a squad of 3. (Max 1 per squad.) WEAPONS AND EQUIPMENT Added the Vz61. Škorpion Machine Pistol. The Škorpion is a select-fire, straight blowback weapon that operates from a closed bolt for additional accuracy, while still maintaining a very high rate of fire. Its extremely compact nature (even with the extended wire stock) makes this machine pistol a favorite as a personal defense weapon for vehicle crews. This weapon will be issued to Militia and Insurgent crewmen, as well as the Insurgent LAT kit. Added the M15 Anti-Tank Mine. The M-15 Anti-Tank blast mine is an American design originating in World War 2 and is activated via a mechanical pressure switch. When sufficient downward pressure is applied, it will activate the fuze and trigger detonation. Containing about 10.3kg of Composition B explosive, the M15 is capable inflicting mobility kills on heavy armor or dealing critical damage to lighter vehicles. This will be available to the US Army and British Combat Engineers. Tweaked Anti-Tank mine damage. It now requires 1 Anti-Tank mine to destroy light vehicles outright like technicals and bikes. MATV and Logistics Trucks will be heavily damaged and have their wheels destroyed. APCs will take severe damage and have their wheels/tracks blown, while Tanks will have their tracks destroyed and moderate damage taken. Increased Land Mines max deployed in world limit at one time to 10 (previously 3) per role. Added an audible “trigger” sound and a slight detonation delay when a vehicle drives over the mine to provide better mine feedback to players. (Knowing is half the battle.) Added the SA80 Bayonet for all British roles, replacing the placeholder M9 Bayonet. Added varied set of Timed Explosives. Set with a 30-second fuse, these explosives are designed to destroy emplacements, deployables, and tech structures like HABs and FOB Radios. These explosives can also be used to sabotage vehicles by destroying tracks and wheels, destroy vehicle wrecks, as well as other planted explosives like Mines and IEDs. Explosives can be defused by your shovel before they explode. These explosives are available to Combat Engineers and Sappers. Increased IED max deployed in world limit at one time to 5 (previously 3) per role. Updated IEDs to now play a very audible chiptune ringtone before exploding. Updated Phone detonators so they can no longer be triggered if there is no active IED in the field. Increased random delay duration for IEDs from 2-4 to 3-6 seconds. Land mines, explosives, and IEDs are no longer blocked from being deployed on other deployables. Decoy rocks now cover a much larger area and no longer collide with mines and IEDs. You can use multiple rocks now to form a relatively inconspicuous rock pile hiding any IED or mines under it. Tightened the deviation on the RPG-7 and RPG-7V2 rockets, making them more accurate at longer ranges. Tweaked the 1p78 Optic reticle so the reticle is more usable against distant targets up to 400m. Added a “Surrender” role-play kit that has no weapons, that can be requested via Ammo Crates and Vehicles. They have the ability to put their hands up with Right Mouse Button. Added a unique animation and sound for when shovels are destroying a deployable or defusing explosives vs. building them. Tweaked shovel destroy damage to be less effective than building Shifted L85A2 iron-sights ADS position slightly further away from the camera. Reduced minimum arming time on the 40mm UGL smoke grenades dramatically. Increased smoke size of the 40mm UGL smoke grenades. Reduced time to switch between primary weapon and loaded HE 40mm UGL by excluding the UGL loading & unloading animations from the process. VEHICLE ADDITIONS AND UPDATES T-62 MAIN BATTLE TANK 3-man crew and carrying capacity for 4 riders for Militia and Insurgents. T-62 fires armor penetrating sabot, high explosive anti-tank and fragmentation rounds, in addition to its coaxial 7.62x54mmR PKT machine gun. While this armament might not perform as well as its more modern counterparts, still do not underestimate its ability to deal death at range. The commander seat has access to a simple cupola mounted periscope with high magnification optics. BRDM-2 SPANDREL Anti-tank guided missile variant of the BRDM-2 scout car for Russian, Insurgent, and Militia forces. Armed with five wire-guided ‘Konkurs’ missiles which can be fired in relatively quick succession, dealing a devastating amount of damage against heavy armor at range. Vehicles strengths are mobility combined with its anti-tank firepower, making it a potent battlefield tool, weaknesses are its light armor, so it won’t fare well in head-on engagements against enemy Armor or AT Infantry. MATV TOW VARIANT Basically a TOW with wheels for US Forces. The same level of mobility and armor as a conventional MATV. Carries 5 spare TOW missiles. Definitely packs a punch, but light on protection. TECHNICAL UB32 (ROCKET ARTILLERY) UPDATED Changed the location of the Gunner camera to be on the rocket pod. Added an angle indicator. Added a very small amount of yaw adjustment. Updated the gunner seat to always preserve the angle orientation of the rocket pod even if the gunner leaves the seat. Reduced the minimum arming distance on the S5 rockets a very close range. BTR-82A & BTR-80 UPDATED Our observations showed that standard APC of Russian Ground Forces currently had too low of a survivability rate in engagements with enemy armor. One reason we suspect is the lower level of armor and how that interacts armor penetration system works. Most of the time BTR have no chance to escape unexpected frontal engagement due to the fact that it suffers heavy damage on the engine due to the penetration of high caliber rounds to the engine. Upgraded all BTR models with an engine protection plate, that should prevent it from suffering an instant mobility kill from frontal fire. Reduced BTR-82A Spawn time from 12 minutes to 10 minutes. Increased Autocannon HE Splash damage & blast radius Increased 30mm splash radius to 7.5 meters (from 5.5 meters). Increased BTR82A / MTLB 30mm AP cannon damage output by 20%. Increased the damage output of Russian 2A72 30mm autocannon, equipped on BTR-82A and MTLB 6MA by 20%. (250 to 300) Increased the BTR82A/MTLB 30mm autocannon overheating time, which will allow a continuous fire to be outputted for up to 10 seconds. (Previously 5 seconds.) These changes should increase the Russian Ground Forces offensive capabilities to help them to deal with the better-armored enemy counterparts like M1126s. But make no mistake, the BTR80 & BTR82A primary role is still transporting and supporting infantry and should only be engaging superior Infantry Fighting Vehicles like the US M2A3 as a last resort. In a future update, we plan to add the proper IFV for the Russian Ground Forces, in the form of well known BMP family of vehicles. VEHICLE GAMEPLAY Removed all main cannon overheating on the FV510. Increased 120mm HEAT splash radius to 25 meters from 21 meters. Increased 125mm HEAT splash radius to 21 meters from 17 meters. Increased 125mm FRAG splash radius to 35 meters from 30 meters. Decreased rate of fire of the FV510 coaxial machine gun. Tweaked Insurgent Technical skins to use less conspicuous paint jobs. (No more “Shoot Me! Red”.) Increased hull strength for Armored Technicals and Ural 375 ZSU by 25%. Increased armor thickness by 33% on all open turret shields (including DshK shield) and Armored Technical armor making them more resistant to 7.62mm fire. Added armored glass material to MATV, BRDM-2, BTR-80 and all open top turret windows making them resistant up to 7.62mm rounds. Added turret turning sounds to all open top and closed armored turrets. Updated Glass Material on all Trucks and Technicals to respond to gun-fire with the proper glass effect. Added a camera-spring effect to the driver to help increase immersion. Reverted back to the proper model of CROWS turret on the M1126 APCs Added open-top turret and CROW MATV variants equipped with M240B. Added M1126 APC variant equipped with CROW M240B. Removed majority of post-processing color effects on all turret optics. Added a no-penetration protection panel to the far side of all APC, IFV, and Tank engine components. This means you won’t be able to disable the engine in the rear by shooting the vehicle from the front and vice versa. Increased the percentage which vehicle repair tools can repair engines from 50% to 100% for Light Vehicles, up to 80% for APCs or higher. Updated all vehicle engines to absorb a large amount of damage after a projectile has penetrated through it. Adjusted Environment Physmats for vehicle tires and tracks – sand, snow, dirt, grass, wet asphalt all have a less severe penalty for impeding driving DEPLOYABLES GAMEPLAY Updated HAB deployment rules specific to the Insurgent Faction. The Insurgent team can now build 2 separate HABs at each FOB Radio. This change gives the advantage of more plentiful spawn locations for Insurgents. Increased mortar HE splash damage & range from 15m to 22m. Improved mortar explosion effects on sand and snow. Added ability to rotate deployables while in placement mode by holding the lean keys or the left and right arrow keys. Updated deployables to have looser placement bounds, allowing items like razor wire can more easily connect without gaps. Increased width of razor wire deployable to match that of the sandbags. Tweaked visuals and look of the deployable Ladder, adding a metal variant for the US Army, British, and Russians. Reworked the look of the Vehicle Repair Depot to provide a unique look for the Russians and Militia/Insurgents. Added a running generator with audio to the Vehicle Repair Depot to lightly discourage players from camping. Updated tracking on the Russian-style ATGMs (Kornet, Konkurs, Refleks) to be tighter. Decreased deviation on the SPG-9 HEAT and Frag rockets. Tightened the spiral trajectory on the Kornet ATGMs, making them easier to handle. Increased the number of rounds you can fire from the ZU-23 before it overheats. Increased interactable radius on emplacements to make them easier to enter. Increased penetration power of TOW & Kornet ATGMs, to increase the effectiveness of those weapons against highly armored targets at certain angles of attack. USER INTERFACE SYSTEMS MAP “PINGS” REMOVAL We have removed the Map Pinging feature that squadmates could use to send their Squad Leader a ping by right-clicking on the map. This feature was not the intended route we wanted for player communication and we did feel this was not the right approach for squad comms. We may re-evaluate this and try something different, such as limited use of enemy map markers for FTLs, for example. FIRETEAM LEADER MARKER RANGEFINDER REMOVAL The FTL markers will have their rangefinding function removed. We felt that this rangefinding feature became the most prominent reason why Squad Leaders were assigning Fireteams rather than their intended purpose. (To organize the squad to use effective fire and maneuver tactics.) Often the squad leader would only assign one unit to a Fireteam (commonly the LAT/HAT/UGL/Marksman), and in fact, squadmates in those roles would ask/demand for them to be assigned that role without ever taking any leadership role responsibility. This change will likely lessen the amount of long-range mobility kills on tracked vehicles, so armored vehicles will be encouraged to engage targets at longer ranges. Experienced LAT users with excellent eyeballing/map reading/binocular ranging skillsets will be encouraged due to this change. Teamwork within squads to triangulate positions of enemy armor with the help of recon/spotters should also become more prevalent with this change. From our perspective, the main negative impact of removing the FTL rangefinder will be for the mortar operators. Mortar effectiveness increased with the FTL rangefinding feature in A12, but squad communication decreased. Mortars will still be quite deadly, however, even more so with the HE radius increased. More effective use of the mortar will likely come when used in a small purposeful squad with the squad leader placing markers the SL Marker on targets. (The SL Marker still retains a rangefinder.) External Mortar Calc apps may still be used to be very effective at pinpoint target accuracy. In a future update, we would like to implement additional functionality for the “Fire Mission: Mortar” request marker that a Squad Leader can place on the map. When occupying a Mortar Tube, all friendly “Fire Mission: Mortar” icons would show their bearing and range on the Mortar players compass. We also have a few other ideas to increase Mortar useability in lieu of the FTL Marker, which could include allowing Mortar Tube operators to place their own single “Fire Mission: Mortar” map marker, allowing them to gauge range even without requiring a marker from their squad leader. Additionally, we would also like to add a rangefinder to a handheld binoculars item for the Squad Leader kit. This may be connected to other gameplay elements and may be subject to change. USER INTERFACE Updated Squad Leader Order Marker so it can now be placed through windows and other tight spots using the T-Menu. If you have line-of-sight, you can place the marker. Previously, many static objects would block you from placing down the marker. Added contextual interactable tooltips for interacting with deployables, vehicles, and emplacements. This is to promote identification of interactable objects in the game world. Added a more detailed Vehicle Status widget to show which components are taking damage viewable by the driver. Added a line that draws from yourself to the Squad Leader Order Marker on your map to better orientate yourself to the direction of the marker. Added the ability to drop a “direction” line + arrow marker. This is intended to have many uses, such as illustrating movements of friendly or enemy forces, showing directions of approach for orders, etc. Cleaned up a lot of server-side messaging so the normal player doesn’t see them as often. Improved the look and functionality of the Vehicle Seat indicator to allow you to see the squad assignment and role of the player in that seat. Tweaked the spawn select flow requiring fewer button presses and confirmations. Updated all the map option/filter buttons into a consolidated drop-down menu to declutter the Deployment and Command Menus. Added a notification for Players that attempt to spawn in with a role that has already been claimed – “Your previously selected role has become locked.” Tweaked the look of the on-screen HUD chat. Updated Team Select by removing the live soldier and replaced them with a high-resolution posed team image for each faction. Added vehicle occupancy [+1] to name tags for players in vehicles. Increased Point of Interest marker limit from 4 to 6. Reverted Squad VOIP Text (in the bottom left) to be always green regardless of Fireteam. Updated artwork of the magazine counter to look like banana magazines. Added a tooltip to help players know what the controls are for loading and unloading supplies. MAP CHANGES Updated Tallil Outskirts to v2. Changes mostly focused on increasing infantry survivability and the ability to move between flags. These changes include: adding more detail microvariations to terrain in open areas, adding villages along the river, adding fighting positions and tunnels at the Iraqi Destroyed Hangars, including more rocks and wadis, and adding a new air traffic control complex between the runways. Added several “Medium”-sized RAAS, AAS, and Invasion layers. These layers to assist with populating servers (seeding) or to increase variety in map rotations. Tweaked some flag names to make them more distinct. Fixed flipped vehicles in Main Bases on Kokan. Fixed some sharp landscape edges on the Lakay Ridge bypass road on Kohat. Fixed foliage growing in places it shouldn’t be on all maps. (Compost will be used to grow tomatoes.) Improved landscape blending, so rocks and roads should no longer appear black. Updated Logar, Mestia, and Sumari to remove static Technical vehicle props and replaced them with different static props, to prevent confusion between actual drivable Technicals and static props. Updated Gorodok tree trunks and some Kohat trees to prevent undesirable collisions. (Don’t you dare desire them again.) Fixed bushes and crops from preventing player lean and ability to dig emplacements BUG FIXES AND MISCELLANEOUS Fixed exploit where all Open Turret Vehicles being able to rearm from FOBs and have infinite mags Fixed Anti-Tank projectile not dealing damage if the shooting player dies before the projectile hits its target. In certain circumstances (when an AT player fully dies before the AT projectile hits its target), the AT projectile did no damage. This has been fixed and will now do damage even if the player was killed. Fixed Mortar Bug. In certain circumstances (when a player leaves a mortar before the projectile lands), the mortar did no damage. Fixed hidden Flag Capture UI while inside a Vehicle – this now correctly displays the Flag status Fixed unable to vault temporarily after packing up your ammo bag. Fixed pressing number 5 key results in changing your primary weapon fire mode instead of switching to your field dressing. Fixed a bug where the SPG-9 needed to be ‘reloaded’ twice before it would be ready to fire. Fixed the double mesh bug on the SPG-9. Fixed zeroing on the SPG-9 fragmentation rocket. Fixed US Crewmen soldiers having incorrect bullet impact effects. Fixed mines being able to be placed so deep into some bridge statics that they disappear completely. Fixed zeroing on the RPG7v2 Tandem and the RPG-29. Fixed effect impacts on flesh and sandbags to make them more visible. Optimized large smoke column effects on Tallil and Jensen’s Range. Fixed grenade spoon ejections not being properly visible when you throw grenades. Fixed Soviet Binoculars having sway while the other binoculars do not. Fixed markers being set offset to the crosshair on all Binoculars. Fixed Insurgent MTLB having green colored turret/wreck. Fixed missing turning animations when using the phone detonator and vehicle repair tools. Fixed “Kit Role Selected No Longer Available” notification spam when changing teams. When a selected kit role is unavailable, the kit will now default back to Rifleman Iron Sights and give that player the appropriate notification message. Fixed clipping that occurs when using the Music Player. Fixed open-top turrets not returning to origin during a reload. Fixed rigging on the L85A2 AG36 ACOG rifle. Fixed vehicle components like Engines and Ammo racks being damaged by melee or small caliber weapons. Fixed Fireteam markers being seen from enemy Squad. Fixed Emplaced Kornet having larger than normal bullet collisions, causing players to be very hard to shoot off. Fixed Insurgent SL Crewman having wrong first person mesh. Fixed vehicle occupants being counted towards HAB blocking mechanic. LOCALIZATION Unfortunately, the Unreal Engine 4.21 upgrade changed the way localization is managed. As a consequence, a lot of the translations have been broken going into Alpha 13. Our plan to address this is to actually push a full localization pass to a later date in the year when we are much closer to full release and are locking down all the text that will need to be translated for the game. LINUX SERVER RCON RCON functionality for Linux server is temporarily non-functional in Alpha 13. This is a known issue and we’ll continue to work to resolve this. We apologize for any inconvenience. MODDING Due to significant updates to our Unreal Engine implementation (4.16 -> 4.21) and modding framework, existing mods will need to be uninstalled. Mods will need to be recooked to ensure compatibility with Modding 2.0 — more information will be made available soon. SIGN OFF We may have a contender for our longest patch notes yet. Congratulations on making it to the end! Now get out there and get playing! We’ll see you on the battlefield, squaddies. Alpha 14 when?!
  13. Alpha 12.2 Released

    Hey soldiers, Another batch of fixes is hot and ready to go. Here's to Squadtastic weekend! Patch Notes Fixed damage and effects bugs on the following projectiles: AT-4, Refleks, Kornet, TOW, M1A2 HEAT, T-72 Frag, Mortar HE & smoke Fixed bipod movement getting stuck on upper/lower pitch limit Fixed a bug in the role selection causing server performance issues Fixed an exploit where you would have a model and weapons from the team you switched from Fixed a bug preventing role selection on deployment screen after map change Fixed a bug that would cause weapons on vehicles to be upside down Fixed turret stabilization pitch not working for certain turret rotations Fixed gearbox shifting into reverse at high forward speeds when braking Fixed US IFV turret smoke launcher optic Set flag names on the map to have higher contrast Fixed capture point names on Kamdesh skirmish and Mestia Removed large M4 and calibration cube on Sumari Fixed several floating assets on Yehorivka Updated Yehorivka minimap Fixed issue with vehicle wheel fx shooting random dust forward while speeding Offworld Out.
  14. Alpha 12.1 Released

    Hey soldiers, We've been working on getting the most heinous issues beaten in Alpha 12 and we're happy to present the patch notes for the hotfix! This update addresses a number of issues, but first and foremost would be the slow/no load issues that popped up with Alpha 12. That's not all, though: there's plenty of tweaks and fixes for everyone. Let's check 'em out: Patch Notes Systems Large number of optimisations to foliage and UI texture sizes and streaming in of textures. Optimised audio assets and sound cue variations in order to have a much lower memory profile. Reduced individual .PAK file sizes by breaking the large content .PAK files apart into smaller chunks, which speeds up loading into the game as well as installing updates from Steam. As the file structure has been changed, this patch will be quite large. Performance optimisations to the Squad Leader order widget. Performance optimisations to the main menu map. Removed player collision interaction on infantry ammo bags. Tweaked the first person offset to closer match where the head and eyes are in third person when leaning left and right. Unified the sub role drop-down interaction style across all role selection modes. Increased Steam connection timeout from 60 sec. to 120 sec. Updated layering of icons on the map. (Top to bottom: Spawn Points, Infantry, Vehicles, View cone, FOB Radio, Capture zone flag, Deployables, HABs, other Map Markers) Vehicle Gameplay Turret damage has been implemented to all closed turrets. Should a turret take damage, the damage will be passed on to its parent vehicle. In addition, if a turret is below 50% health the turret will begin to suffer a penalty in its maximum turn speed. The more damage taken, the more severe the penalty. Stabilised turrets also suffer by having its stabilisation disabled below 50% health. A cracked screen will appear when turret health is below 50%. Repair tools will be able to repair its health up to 25%, requiring vehicle crews to take their vehicles back to a repair station to restore full turret functionality. Open turrets like MAT-V .50cal turrets or Technical DSHK are not affected by this change. WSAD keyboard controls now can control traverse and pitch of all vehicle turrets with the exception of the KPVT, NSV-T, PKT turrets, and open turrets. Fixed an issue in the physics code gear mapping preventing the 6th forward gear on vehicles to work correctly and made sure RPM thresholds for shifting out of neutral gear are being respected, making driving up slopes in first gear much more manageable. AT-4 HEAT projectile set to use Heavy Anti-Tank type damage. Increased AT-4 HEAT armor penetration capability from 350mm to 500mm. This is a temporary placeholder change to the AT-4 to give the US and GB factions an infantry HAT weapon system. When the actual GB and US HAT weapons are implemented, the AT-4 projectile specs will return to their original "light/medium" AT role. Damage tweaks to guided missiles and rockets: Trucks: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burning MATV/BRDM-2: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burning BTR, MTLB: 1 TOW to burning, 1 HAT + 1 LAT to burning IFVs: 1 TOW to burning Slightly decreased .50cal's armor penetration capability at medium (100-800m) ranges. Made unarmored vehicles slightly more resistant to 25mm/30mm Autocannon High Explosive ammunition. Increased Heavy Anti-Tank rocket armor penetration capability from 630mm to 900mm RHA penetration. Light Anti-Tank standardised to 320mm RHA penetration. Simplified armor distribution on the BRDM-2. Tweaked camouflage netting on the M1A2 Abrams woodland cannon to not be as visually obtrusive from the gunners point of view. Reduced armor thickness on the M1126 Stryker. Increased carrying capacity of Logistics Technical to 1400 points. Simplified the collision mesh and distribution of armor on the T72-B3 hull slightly. Increased coverage of heavy front turret armor on the T72-B3, but added a weak spot where the base of the gun attaches to the turret. Tweaked BTR82A's 30mm turret armor, introducing a weak spot where the gun connects to the turret, but buffing its overall frontal armor. Removed physics kickback on all 25mm/30mm autocannons and the KPVT when firing. Decreased overheat penalty on BTR/MTLB 30mm and ZU-23. Infantry Gameplay Narrowed L85A2/L22A2 and M4 series ironsight front post for better target visibility. Lowered ammo point cost of LAT weapons (M72A7, RPG7 HEAT, RPG7-V2 HEAT and RPG-26) from 50 to 40. US and British HAT roles have been set to 2 per team, one frag grenade added to their inventories. Reduced deviation on the RPG-29. Unique Identity: Continued from the A12.0 release, weapon behaviour and handling has been tweaked in several ways to improve response and give each weapon family a more unique identity, as well as improving the effects of attachments like foregrips and UGLs. Unique Identity: All weapons have received a pass based on their caliber and barrel lengths. E.g., the AK-74 and L85A2 families now have less recoil than the M4 family. Focus Sway (ADS, focused) has been reduced. Weapon Sway (ADS, non-focused) has been reduced. Foregrips now decrease vertical recoil but increase horizontal recoil. Underbarrel Grenade Launchers now decrease vertical recoil but increase Weapon Sway (ADS, non-focused). Light Machine Guns and General Purpose Machine Guns have received a recoil and sway pass similar to Rifles in A12.0. Fixed some issues related to bipod deployment. Removed suppression ability from knives and pistols. Reduced all types of Sway on Binoculars - they should be more accurate and easier to use now. Map Tweaks & Fixes RAAS/AAS ticket gain/loss for flag changed: When a flag is capture, capturing team gains +30 tickets and losing team loses -30 tickets (was +20 and -40). This change is in combination with the reduction of overall ticket counts, so overall rounds will be slightly shorter, but rounds that have a lot of movement along flags wont end as suddenly. Reduced Counts on all AAS/RAAS map layers: Tallil, Yehorivka - 350 Tickets. Basrah, Belaya, Chora, Gorodok, Kamdesh, Kohat, Narva - 300 Tickets. Fools Road, Kokan - 200 Tickets. Logar, Mestia, Sumari - 150 Tickets. Reduced ticket count for Skirmish map layers to 100 Tickets (from 150). Reduced ticket count for Invasion map layers to 150 Tickets for Attackers/600 Tickets for Defenders. Fixed various Maps having incorrect map descriptions on team select screen. Fixed Main Base flipped vehicles for: Kohat AAS v1, Basrah Invasion v2, Fools Road RAAS v1, Mestia AAS v1, Mestia AAS v2, Mestia RAAS v1. Fools Road RAAS_v1 moved Fortress flag to OP. Fixed RU Main Base resource pool on Gorodok Invasion_v2. Fixed crashing on Jensen's Range Skirmish v1. Fixed incorrect flag setup Kokan Invasion v1. Fixed some map layers having incorrect faction descriptions and faction insignia. Added Vehicle depots further down the valley on Kohat RAAS v1 for faster logistics for both teams. Fixed incorrect CP names (Mohd Zai & Bahadur incorrectly labeled) on Kohat AAS v2. Fixed odd ammo caches on Logar INS v1. Fixed floating road segments in the north-west part of Mestia. Fixed lighting on Mestia AAS v2. Fixed Staging Zone boundary issues on Mestia Invasion v1 and Invasion v2. Fixed ambient visual effects on Tallil Skirmish v1 and v2. Fixed ambient wind audio not playing on Tallil Skirmish v1. Fixed map naming on Tallil Skirmish v2. Fixed US Main Base resource pool on Tallil Skirmish v2. Fixed Insurgents DShK Technical not being accessible on Al Basrah RAAS v1. Fixed missing materials for several assets on Chora. Fixed floating house forcing players to vault to get to the staircase on Kamdesh. Fixed Aircraft Bunkers culling too early on Tallil. Fixed incorrect collision setting in Protection Zone preventing players from leaning in Main Bases after the Staging Phase ends on all Tallil layers. Fixed trees and other foliage on roads, smoothed out areas with jagged terrain and tall lumps on Gorodok. Fixed collision and scaling issues by removing offending assets on Yehorivka Bug Fixes Fixed a crash when a Squad Leader attempts to invite a player who has disconnected. Fixed damage issues on several vehicles (including both tanks) caused by bugs in turret setup, mesh collisions and decoration configuration Fixed being unable to move the camera in the FV510 commander seat. Fixed missing turret turning sounds on a majority of vehicle based turrets. Fixed T72-B3 fragmentation rounds dealing no damage to infantry on non-direct hits. Fixed low-health/bleeding post-processing screen effects not playing during ADS. Fixed UB-32 Rocket Technical's ammunition being treated as if it was an emplacement. Fixed dead players not showing as dead in the Squad list UI. Added a check for 'foliage.LODDistanceScale', to force exit the game if players modify this value to hide the foliage similar to the other .INI checks. Fixed extra apostrophe in the deployment confirmation message when spawning on rallies. Fixed mines not playing an explosion effect or sound when a vehicle drives over them. Fixed some team based mismatch issues relating to Roles and force revert of your role to default when it becomes unavailable. Fix emplaced weapons not usable by other team when a player is shot out of it. Fix emplaced weapons having incorrect bounds leading to weapon models disappearing occasionally. Fixed main menu music not looping. Fixed zeroing on the 300m and 400m settings for the RPG-29. Fixed zeroing on the M4 series Red dot sight and M150 Optic. Fixed Neutral Technical DShK spawned near Village on Al Basrah RAAS v1 cannot be entered by either team. Fixed a number of statics either having missing collisions or missing textures. Fixed stationary SPG-9 doing slightly more damage than technical-mounted variant. Fixed some vehicle explosions showing broken explosion animation effect. Fixed vehicle wreck collisions being desynced from their visual wreck model. Fixed the FV510 Desert variant having a non-charred wreck model. Fixed snow on Belaya not producing snow related interaction sounds. Fixed Vehicle Driver UI RPM indicator showing incorrect values. Fixed an issue where a selected but now locked role inside a drop-down list forces an unusable UI state. Fixed Map & Team info mismatches in team select. Fixed first person view being offset after leaving emplacement when entering an emplacement while freelooking. Fixed Insurgent Radio ammo limit, now increased to 20,000. Mmm, those gearbox fixes speak to the logiboi in all of us. Get patching! We'll see you in-game! Offworld Out. Edit: This post has been updated.
  15. Alpha 12 Released

    Hi Squaddies! The shelling hasn't stopped since we opened the Squad - Public Testing app, but thanks to you fine folks, we're going live! It's been a long road getting here (paved with new physmats, at least!) to get here and we can't thank you enough for all the support, time spent in the queue, and your dedicated feedback! With our esteemed thanks, we're proud to announce that Squad Alpha 12 is now available on Steam! With Alpha 12 being a large patch, we wanted to remind you about the full changelog from the latest Recap. Here are a few of the highlights to whet your appetite: TANKS! The Abrams and the T-72, armored beasts both, have taken the field! New map: Tallil Outskirts: A war-torn desert map featuring brutal tank combat. New weapons! Ranging from the fan-favorite FAL to the RPG-29, Alpha 12 packs some big punches! New mode: Randomized AAS! An upgrade to AAS gameplay now features randomized points to keep things fresh. New assets! We've updated many maps, overhauled the shooting range, added new Crewman characters, and more! Free Weekend Squad Leaders? We're counting on you -- form up your fireteams, double check your magazines, and strap on that brand new Crewman helmet: we're going to have some new recruits inbound. There will be a free weekend beginning on Friday, November 9th, at 10 AM PDT to celebrate the launch of Alpha 12 and Veterans Day! Let's show these recruits, new and old alike, what Squad is all about! Be sure to join us in the Squad Community Discord to stay up to date on the latest releases, chat with developers, and get to know your fellow squaddies! You can also find technical support, just in case the common resolutions didn't fix any hiccups. Offworld Out.
  16. Alpha 11.2 Released

    Hey Soldiers, We've released an update containing a variety of fixes, including one for everyone's most-hated bandage bug. In addition to that, some values have changed, some crashes should be gone, and some fences behave more like fences. Dig in! Patch Notes Fixed bandaging failing due to desync between client and server. Now there is a point in the animation after which it can't be canceled anymore to ensure the bandaging gets complete. Fixed mods not loading if a clean installation of Squad was performed. Fixed a crash when trying to equip a role from the wrong team. Fixed a crash on updating the role availability. Fixed a crash on staging zone end. Fixed AntiAliasing being forced disabled when 'low' graphics preset is selected Fixed several vehicles seat configurations for driver and gunners on appropriate vehicles Removed turn limits on the Dshk tripod and Technical Dshk Fixed incorrect zeroing numbers on the Russian RPG7 Tandem Increased Invasion ticket flag gain from 50 to 60 Updated starting tickets on the AAS layers of Belaya, Gorodok, Kohat and Yehorivka Op Fight Light AAS - changed MIL to RU, tweaked flag zone sizes Fixed South Basrah flag on Basrah Invasion v2 Fixed flag names on Narva Invasion v2 Sumari INF v1 - fixed MIL Mainbase naming Fixed transparent fences on Yehorivka Increase HAB cost from 400 to 500 Decrease Militia Hideout cost from 300 to 250 Decrease INS Hideout cost from 250 to 100 Increase Vehicle Repair Station cost (except insurgent) from 300 to 500 Increase Mortar cost (except insurgent) from 250 to 300 Be sure to let us know how the changes feel! We'd love to have them just right for the upcoming free weekend starting on Thursday, June 21!
  17. Alpha 11 Released

    Hey soldiers! Alpha 11 has arrived! We can think of no better way to celebrate Cinco de Mayo. With Alpha 11, we are continuing to increase the depth of vehicle gameplay, as well as expanding content for infantry. No doubt some expert squads will take advantage of combined arms tactics. Do read up on the changelog while you download! Alpha Version 11 is now available via Steam. Please always clear your game cache in the game settings on every new build! Full Changelog Gameplay British Armed Forces have been added. They are a high-tech Blue Force faction with a unique bullpup-style primary weapon, and heavily reliant on armored transport to move around the battlefield. Expect to see them make an appearance on a few of the classic maps and also the newly released Kamdesh. Dramatically reduced the ticket bleed on the middle flags and increased the ticket win/loss when an actual flag area is captured or lost. Neutral flag include a ticket gain for your team. There will still continue to be a "mercy" ticket bleed on the end flags. Increased the speed at which you get up from prone by 30%. Tweaked stamina costs for jumping, vaulting, and climbing. Settle sway time ha sbeen reduced by half on all weapons. Recoil animation for semi-auto fire has been slightly reduced for greater target tracking. LMG and MMG camera shake has been slightly reduced. Horizontal recoil patterns on several weapons have been reduced (tightened). Additional weapon recoil and sway values have been tweaked. Time to ADS on all weapons have been adjusted. Generally, iron sights are faster than all other forms of sighting systems. Non-ADS fire animation timing while the weapon is lowered or in a low ready position (such as MGs) has been increased in 3p to provide better visual feedback. Prone to crouch and standing animation speed has been increased by approximately 30%. Freelook recentering speed has been increased to be more fluid. Systems Unregistered soldier and weapon based components when unused reducing the physics and rendering costs for these components. Reduced the amount of network ticking needed on weapons, soldiers, and vehicles. Reduced a number of unneeded processes when updating animation on the soldiers. Improved accuracy on detecting when to update the soldier movement component. Soldier bodies now despawn from the game world when the owning player respawns, greatly cleaning up the number of expensive dead bodies on the field. (Main bases now require a 30 second spawn time to ensure that the killer has a chance to verify the kill) Rewrote the burning system for performance and simplicity. Vehicle burning now starts burning at a preset threshold instead of relying on temperature calculations. This means that a vehicle will catch fire if the vehicle is really close to destruction; and will shortly burn out and explode. Rewrote how vehicle flipping is calculated. Ragdoll overlap calculations are now cheaper. Updated the map widget for cheaper visibility calculations. Optimized spiky and expensive UI widgets, and reduced the amount of processing needed for a number of UI widgets. Distance Field Shadows - Shadows and Lighting will look much much better now with distance field shadows enabled, as a graphics option in the settings menu. Added Filtered Sharpening to the post-processing graphics pass. This should help with the issues relating to blurry visuals at range. Vehicle Armor Locational Damage All vehicles now have more defined armor values IE: an APC will have more armor on its front, less on its sides, and very vulnerable in the back. This first take will loosely reflect more closely real-world characteristics, as well as create more depth to the AT role. All bullets will now have a chance to visually and audibly ricochet depending on angle fired, and weapons with tracer rounds will visibly show the ricochets trajectory path. Projectiles that do ricochet don't actually deal damage but instead are a visual indicator that the projectile did not penetrate the surface or armor. Vehicle ground effects (eg. dust being blown around as you drive) have been re-enabled and visually upgraded since its previous implementation. Roles and Weapons Insurgent Soldier models have been completely redone. A large variety of civilian and paramilitary styles have been added to make the faction look a little more versatile visually. New Role: Crewman. This role is necessary for crewing APCs and IFVs in the driver and gunner seats. This role is equipped lightly for the express purpose of self-defense. New Weapon: L85A2 Rifle. This is the mainstay British Army service rifle, a 5.56mm bullpup configuration rifle capable of semi and automatic fire. Depending on the role, the rifle is equipped with either iron sights, 4x SUSAT sight (zeroing out to 600m) or 4x ACOG (built in BDC reticle). Some roles also have a folding foregrip/bipod combination attached as well. New Weapon: L86A2 LSW Rifle. This weapon is a unique cross between a designated marksman rifle and a light machine gun. While it doesn't have the same level of stopping power as a 7.62mm DMR, its ability to put down accurate automatic fire makes up for its shortcomings. This is run on the squad-level Marksman role. New Weapon: L129A1 Sharpshooter Rifle. A 7.62mm Designated Marksman Rifle, equipped with a 6x ACOG with an excellent field of view. This is available as the team-wide Marksman role for the British. New Weapon: AG36 Grenade Launcher. A 40mm Grenade Launcher attached to the L85A2 rifle, available on the British Grenadier role. Its side-mounted ladder sight goes up to 350m, and its spring loaded barrel allows for faster loading. New Weapon: L110A1 Minimi. The British adaptation of the FN Minimi platform, much like the M249 SAW. It comes with a collapsible skeleton stock and can be equipped with a 4x SUSAT optic. New Weapon: L7A2 GPMG. The British adaptation of the FN MAG platform, very similar to the M240B weapon system used by the Americans. New Weapon: L131a1 Glock Service Pistol. This recently adopted pistol is a high capacity 9mm handgun that is a reliable sidearm for British officers and support roles. New Weapon: AT4. The AT4 is an 84-mm unguided, portable, single-shot recoilless smoothbore weapon. This weapon does a modest (33%) more damage than the M72A7 LAW, and is available on all US and British Heavy Anti-Tank roles, as an interim weapon while we work on much heavier anti-tank options. New Weapon: PKP. The Russian Forces PKP is the modernized cousin of the PKM. Complete with a mount for optics, this Russian weapon will make their machine gunners even more fearsome. Russian Machine Gunners have their PKPs equipped with a 1p78 optic. New Weapon Variant: AK74M 1p63 "Obzor" Collimator Sight. The Russian Forces have a collimator sight option now on their rifleman and supplementary combat roles, allowing for quicker target acquisition in CQB. New Weapon Variant: AK74 1p29 Optic Sight. The Militia and Insurgent Forces have a slightly older sight option replacing the modern 1p78 sight. It is the older style trilux sight with an upside down obelisk reticle, zeroing capability out to 400m and also a built-in stadiametric rangefinder. The US Army Machine Gunner's M240B is now equipped with an M145 optic. All factions have now been given knife training and knives, for those times when you may need a stealth kill option. IED and AT Mine changes, Insurgents & Militia are now able to place up to 3 IEDs in the world at a time, and 6 AT mines in the world at a time. They can still only carry 1 of each of these items at a time, so they will need to rearm to place more. Light AT roles now only have 1 shot available for their anti-tank weapons. A full 9-man squad will still have access to 2 of these roles. Heavy AT roles have been added to the British, US Army and Russian factions to aid in destroying vehicles. 2 Kits available per team. 1 per squad. 4 squad members needed to access the kit. US and GB have the new AT4 weapon system as a placeholder for HAT for the time being. RU has a placeholder RPG-7 Tandem warhead. Resupply costs have been updated to the following: 25 Ammo Points: Medic, Rifleman, Crewman, Medic, Officer; 50 Ammo Points: Grenadier, AR, MG, Marksman; 100 Ammo Points: LAT, Sapper, US/GB HAT; 150 Ammo Points: Rus/Mil/Ins HAT Tweaked first person weapon origin positions for all weapons. Tweaked weapon fire sounds for the AK74, AKM, M4, G3 series, and ZU-23 AA Gun Improved the look of the M68 Aimpoint's dot, raising its co-witness to 1/3rd. (Putting the dot above the front sight post.) Widened rear sight apertures on the AK74, AKM and RPK series, making it easier to acquire a target when sighting with these weapons. Tweaked the look of the lowered pose when crouched. Tweaked reticle on the M145 ACOG sight, making the chevron much smaller, and adding a small red dot under the chevron to indicate where a shot would land at 200m. Vehicles All APCs and IFVs now require you to procure a Crewman Role in order to operate the driver and gunner seats. These roles can be sourced from ammo crates, or are spawnable as such. Most vehicles now have the capability to carry spare ammunition to which ground infantry can resupply their ammunition from. These ammunition points can be sourced from Main Base and FOBs, much like ammo points on Logistics vehicles. To that end, these vehicles can now be used to ferry ammunition to and from FOBs if need be. Insurgents will now have access to some technicals with Improvised Armor. These vehicles generally sacrifice speed, driver visibility and handling for much greater resistance to shrapnel and small arms fire, up to 7.62mm NATO. A new British logistics and transport truck. This modern left-hand drive vehicle is similar in carrying capacity to its Russian and American counterparts. It is on a 3-minute respawn timer, and is worth 6 tickets. The passenger transport variant holds 18 soldiers, while the logistics variant holds 4 passengers and 2000 combined supplies. FV510, a new British Infantry Fighting Vehicle. The FV510 is a heavily armored IFV that can carry up to 9 passengers, as well as having a driver/gunner crew. It sports a 30mm autocannon, a slow firing clip-fed cannon that fires high-velocity 30mm rounds in armor-piercing sabot and high explosive. In addition, a 7.62mm coaxial machine gun and smoke launchers. It is on a 10-minute spawn timer and is worth 28 tickets. M2A3 IFV, a new Infantry Fighting Vehicle for the US Army. 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. It holds 7 passengers, along with a driver and gunner. The M2A3 is the most heavily armed vehicle in the game, with a 25mm chaingun, firing armor-piercing sabot and high explosive rounds, as well as a turret-mounted TOW launcher with 2 TOW wire-guided missiles ready to fire. In addition, a 7.62mm coaxial machine gun and smoke launchers for creating smokescreens. It is on a 15-minute spawn timer and is worth 37 tickets. Muffled interior sounds for enclosed vehicles. While inside a vehicle, exterior sounds are muffled, this allows for easier comms between the crew on local VOIP (simulating in-vehicle headsets). Dramatically reduced the effectiveness of radial damage from rockets to medium to heavy armor vehicles. Completely overhauled the look of the CROWS weapon system on the MATV and M1126. To this, we added an ammunition tracker, rangefinder, turret orientation indicator and 3 levels of zoom. Deployables 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. Optics have been added onto the emplaced Russian NSV, British and American M2 Brownings and both emplaced and mobile versions of the SPG-9 Kopye. Both the M2 Browning and SPG9 have completely functional reticles that allow for precise shooting at range. We recommend having some trigger time on the range with these to understand how the reticles are used. Emplacements are now damageable by calibers greater than and including 12.7mm/.50cal. The intent is that they will cease to function after sustaining a light to moderate amount of damage, requiring repairs to it in order to bring it back to a working state. Razor wire has been made more damaging by slowing down the player much more when caught in it, as well as making it completely impassable. Razor wire that is shorter and lower to the ground can still be jumped over though with a big enough run-up. Mapping New Map: Kamdesh Highlands: A new Afghan themed map has been added to the game. This map is set in the far east part of Afghanistan, sparsely populated and mountainous, the area has a number of roads crisscrossed, connecting small hamlets. Kohat Toi Expansion: Kohat has been expanded to increase gameplay variability and increase Gameplay layer options. 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. Finally, the lighting has been completely redone from scratch to give a greater sense of distance when looking off into the edges of the map. Gorodok visual improvements: foliage should be thicker, draw farther and look better, all while being more optimized. Rock demons have been largely eliminated. Fixed a number of terrain and static glitching bugs relating to the Train Depot area on Narva We also have added a lot of new layers to existing maps with radically different flag layouts, the addition of the British and expanding the implementation of the Invasion-style game mode Al Basrah Invasion_v1 (Overhauled) Al Basrah Invasion_v2 S (New) Belaya: Relevant layers with Train Tunnel flags are now able to be capped from outdoor areas. Belaya AAS_v2 (New) Belaya AAS_v3 (New) Fools Road AAS_v1: Ammo Hill is a requirement in the lattice. Fools Road AAS_v4 (Overhauled) Gorodok AAS_v1 (Overhauled) Gorodok AAS_v2 (Overhauled) Gorodok AAS_v3 GB vs RU (New) Gorodok AAS_v4 US vs RU (New) Gorodok Invasion_v2 (New) Kohat AAS_v1 (Overhauled) Kohat AAS_v2 (Overhauled) Kohat Invasion_v1 (Overhauled) Yehorivka_AAS_v3 (New) User Interface Name Tag UI updated. Name Tags have been updated both on the 3D HUD and on the map, giving you more intel on friendly locations while also being more contextual. You can see what roles they have now via the name tags. The Squad Leader's position is always visible on the 3D HUD. Players who are incapacitated now appear in grey on the 3D HUD. When seeing a vehicle, only the driver is now shown, clearing a lot of the clutter. Added squad numbers to the vehicle icons on the map, showing which squads currently have a claim on that vehicle. Improved Speedometer. Added a new and improved Speedometer for all drivers. It now shows the amount of torque, what gear you are in, your land speed, your maximum possible top speed and also how much your vehicle is tilted in either direction. Added a search bar to the server browser. Added a 'Screenshot Mode' which hides the main in-game UI. This is accessible through the main menu in the bottom right. Added a back-button to the main menu, which backs you out to the main screen. Added separate mouse sensitivity sliders for soldiers and vehicles. (Further iteration will be done on this system.) Fixed map icon clipping when the icon is close to the map border. Audio Added inside/outside sound mixes for vehicles. For example being inside an armored vehicle, you will no longer hear outside ambient sounds and the loud sounds are being muffled. Also impact sounds to vehicles sounds different when sitting inside wich a much more pronounced type of sound. Added new and adjusted volumes of weapon firing distant sounds. Added bolt and trigger sounds for handheld and HMG weapons. Added vehicle FX sounds for tyres and tank threads on various surfaces including rolling and sliding. Beefed up attenuation for engine sounds on various vehicles. You will be able to hear the engines further away. Added ADS sounds for handheld weapons. Bug Fixes Fixed a clipping bug on the spawn menu where it was cutting off the bottom of the role list. Adjusted the PKM's first-person view so the handle doesn't block your view. Optimised a large amount of bullet hit and vehicle-based effects. Third person jogging animations have been cleaned up and tweaked. Fixed sound cutting out on the M4 when firing in Three Round Burst. Fixed being able to change stances while deployed in bipod. Fixed sprinting while low stamina looking awkward in third-person. Optimised the blur effect on ADS. Fixed feet sliding while moving in crouch in third-person. Remove menu when pressing Tilde ~ for console or when pressing Shift-P for admin camera. This will stop you getting stuck in the main menu and unintentionally being able to move. Fixed third person sprinting animations for some weapons causing their left wrist to break. Fixed an unintentional value for settle sway on the M4 platform. Several bug fixes related gameplay layers. Miscellaneous Localisation for the following languages has been updated and added: Arabic, Brazilian Portuguese, Bulgarian, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Romanian, Russian, Simplified & Traditional Chinese, Spanish, Swedish, Thai, Turkish and Ukrainian. Added a server option for whether or not APCs and IFVs require a crewman. And that's it! What are you waiting for, soldier? Get out there and kick some butt! Offworld Out.
  18. I know that the devs are actually working on optimization but did somebody know about a release date ? The game is actually really hard to play for me. 40-50 fps average, it's an insult for my 1080 GTX. And it's weird because Devs said that the new animation system will increase performance but in fact, it is the total opposite ! They also said that after V10 new content will be more frequent ! The last content release was V10, 2 months ago !!! What is happening to SQUAD ? Can someone answer this simple question ?
  19. Alpha 11.1 Released

    Hey Soldiers, It has been three weeks since Alpha 11 entered public testing. While Alpha 11 was in a relatively stable state, we released it without fixing many of the bugs you reported right away. Alpha 11.1 is a minor patch to incorporate those fixes. Some of the changes are intended to help with the balance of the game after closely observing gameplay these past weeks. Patch Notes Reworked bandage / medic bag code for better responsiveness. Fixed mods not loading if a clean installation of Squad was performed. Fixed vehicles desyncing between client and server. Increased speed of nametags fading in. Fixed a vehicle seat state that exposed soldiers. Fixed emplacement scope overlays not disappearing when the emplacement gets destroyed. Fixed scopes on heavy weapons automatically unzooming and other bugs with these scopes. Fixed being able to freelook while ADSing on scoped emplaced weapons. Improved INS player models. Updated AG 36 texture. Fixed LOD meshes on the M240 and M249. Several improvements on weapon animations. Fixed wheel dirt effects on US truck. Fixed a rare server crash that happened when a soldier was hit directly by a mortar smoke round. Fixed squad-members not being able to force others out of vehicle their squad owned by entering the vehicle from the outside. Fixed driving collisions on BTRs and the British truck. Fixed desert BTRs having green woodland periscope meshes. Fixed mines sometimes not triggering for some trucks. Updated Insurgent deployable razor wire to be double stack. Fixed collisions on a bush. Updated localization. Removed tracers from Militia and INS infantry weapons. Changed INS HAT to SKS as primary weapon. Adjusted cost of several deployables. TOWs are now 600 construction points. TOW rearm cost increased to 500 points. Changed ticket cost of vehicles: IFVs (FV510, M2) - 25 Heavy APCs (30mm RUS APCs) - 20 Medium APCs (M1126, 14.5mm RUS APCs) - 15 Light APCs, MRAPs, AA vehicles, SPG Techi - 10 Trucks, Technicals - 5 Motorbikes - 1 Changed Kamdesh AAS v1 to Invasion v3 and added a new AAS v1 layer On Chora Conquest v1 - replaced the INS faction with the Russian faction for balance Added Kamdesh INS v2, Narva Invasion v2 Added Firing Range v2 with US/RU factions Fixes on the following map layers: Albasrah Invasion v1, v2, PAAS v1, v2 Belaya AAS v1, v2, v3, Invasion v1, v2, PAAS v1 Chora AAS v1, v2, PAAS v1, v2, Invasion v1, CQ v1 Fool's Road AAS v1, v2, v3, v4, Skirmish Gorodok AAS v1, v2, v3, v4, Invasion V1, v2 Kamdesh AAS v1, Inf, INS v1, Invasion v1, v2, v3 Kohat AAS v1, v2, Invasion v1 Kokan AAS v1, v2, PAAS v1 Logar AAS v1, PAAS v1 Mestia AAS v1, v2, Invasion v1, v2, PAAS v1 Narva AAS v1, v2, v3, Invasion v1, v2, PAAS v1, v2 OPFL AAS v1 Sumari AAS v1, v2, v3, Inf Yehorivka AAS v3, Invasion v1, v2 Thank you so much for your feedback! Your dedication keeps us going. Offworld Out.
  20. Alpha 10.2 Released

    Hey Squaddies, While work on Alpha 11 is progressing at full speed, we pulled over a few of the changes that should help improve the experience along the way. Patch Notes Changed the process of a kit becoming unavailable due to squad size falling below the player limit. Now your claim on the kit you had previously remains until you select a different one. Prevents other players from reserving kits by leaving and re-entering squads. Fixed FOB respawn timer not increasing with enemies nearby. Fixed player rotation getting permanently offset when standing on a vehicle that's rotating. Fixed bad zeroing on M4 with red dot sight. Fixed an exploit on logistics vehicles allowing the total load capacity to be exceeded. Reduced stamina cost of jumping/climbing/vaulting. Adjusted calculation for name tag fadeout to make it work better when aiming below the name tag. Changed vehicle seat info text scale back to previous size. Fixed main base repair stations not working on Sumari AASv1 and AASv2. Revived a fix to the prone player capsule that got lost in merges. Disabled replication of unequipped weapons. Enabled Anim update rate optimizations on equipables. Simplified bounds calculation on equipables. Set Anim update rate optimizations to more aggressive values on the Soldiers. A huge thank you to everyone that participated in the recent tests and offered up their feedback. Your dedication keeps us going!
  21. Alpha 10.1 Released

    Hey Squaddies, Lest another three weeks slip by unremarked, we've got a patch for you! Some of the good stuff in this one includes performance tweaking, stamina changes, bug fixing, and some localization fixes. We're still in alpha, so let us know if anything looks out of sorts. And, as always, if you run into any issues with the update, try clearing your cache. Let's roll: Stamina Vaulting, climbing and jumping now consume stamina in addition to sprinting and prone movement, which already did so previously The separate "jumping stamina" has been removed Low stamina will not prevent you from vaulting, climbing, jumping or sprinting Stamina below half will gradually decrease your movement speed until your sprint at 0 stamina is barely faster than normal movement at full stamina. This affects crouched and prone movement too. Weapon sway is still affected by stamina Localization The Squad Community has done great work translating Squad into many different languages. The initial import of the localization files into Alpha 10 failed, however. We also discovered some issues with our use of different fonts in the game and the way we set some text assets. We are currently fixing all those issues and unifying our font use. In Alpha 10.1, all supported languages work but a few text strings will not be translated yet. We'll continue working with our awesome localization community to have the game fully localized for Alpha 11. Qapla'*! (*Sorry, Klingon support not included.) Performance A focus of our work in these past three weeks has been the performance of the game. Particular problem areas identified were server performance and client performance on specific maps. With that in mind, our mapping department is currently working on addressing the most problematic maps, as noted in the recent Recap, and will continue to improve maps one after another. Map optimization is a lot of manual work and no major changes have been done in this short time frame, but they're not the only team working on a better Squad experience. For server performance, we've done some changes to make player state related replication operations quicker. However, the public test on Monday indicated that the server performance is still not on the same level as the later A9 versions. This is a problem because longer frame times on the server can lead to perceived issues with hit detection on the clients and poor kill feedback. The best approach to improving performance is not trying to make existing systems quicker, but to rewrite the systems to be smarter and only do necessary and relevant operations, especially in regards to replication. We started this process last year on our road to 100 players. Even though we didn't achieve our performance goals for the Alpha 10 release, it would be wrong to spend more time trying to optimize systems that are being rewritten at the same time. As we continue our development work towards 100 players, the optimizations that come with it will find their way into the next releases. Bug Fixes and Improvements Updated EAC SDK Complete rewrite of freelook to fix it not replicating on deployables and improve performance Fixed vehicles sometimes taking reduced damage from rockets Fixed occasional invisible gun on revive Fixed one hand getting detached in the 1p animation doing funny things Increased rotation acceleration and maximum rotation speed on 3p soldier animations Fixed bandaging not detecting other soldiers reliably Fixed bandaging animation not cancelling when moving away from the soldier that's being bandaged Set Medic's field dressings to be 25% faster to apply compared to any other role Fixed crouch-sprinting not having correct stamina cost Guns no longer get forced-lowered when very close to an enemy Fixed an issue with reloads having to be done multiple times Fixed rocket backblasts being too wide Fixed nametags disapperaing on prone lean Made nametags more transparant when aiming directly at them. The enemy won't be able to hide behind a nametag anymore Fixed an issue where enemy players could cap a neutral flag for your team Fixed inconsistent behavior when right clicking in the Squad-Leader's Fire Support sub-menu and enemy markers sub-menu Fixed invite list not being scroll-able so it could not be collapsed when a lot of players were unassigned Fixed an exploit that allowed squad members to take more limited role kits than allowed Fixed part of the player's body showing above him on incapacitation Fixed MAT-V open top turret not blocking projectiles Removed one BTR-82A from Narva AAS v1,v2 and v3 Removed two Strykers and replaced one BTR-82A with one BTR-80 on Kohat AAS v2 Fixed a RUS transport on Gorodok Invasion v1 spawning half way into the map Fixed Narva AASv2 Old Barracks flag capture zone preventing leaning Blocked windows of a wip building on Narva that players could glitch into since climbing was introduced Fixed Mestia Tunnels dynamic shadow-casting light sources causing performance issues on AMD GPUs Removed attack markers on Invasion ruleset Fixed a bug that prevented un-muting a muted player Fixed logistics technical showing 2000 as ammo/construction point capacity Toggle lean status now gets cancelled on sprint so the player doesn't start leaning again by himself when stopping the sprint Fixed a rare bug where a player would be able to move at very high speeds after using a bipod Fixed a rare bug where players would launch into space after using bipods Fixed a bounds issue on the SPG-9 deployable making it invisible in 1p Fixed BTR's special blurred camo ability when ADS Minor tweaks on dozens of movement related animations Not too big, not too small, but... by the nature of Early Access, not *just* right yet either. That's what the next patch is for! Stay tuned for more updates from the Squad team. Offworld Out.
  22. Alpha 10 Released

    Hi Squaddies, New animation system? Check. Bipods? Check. Climbing and vaulting? Check. ALPHA TEN IS FINALLY HERE FOR GOOD? A BIG OLD CHECK! It's time! It's here! The wait is over and we're exceedingly proud to announce the release of Squad Alpha 10 -- and ready to get back on the machineguns. Catch up on the notes while you download! Version 10 will be available at 1800 UTC via Steam. Please reset your appdata in the game settings if you run into trouble with the new build! Full Changelog Gameplay Vaulting and Climbing (Default: Spacebar) have been added as a new feature to the game. 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 or even another player as a booster which would allow you to climb over higher obstacles. "Free-Look" (Default: LEFT-ALT) has been added to all infantry weapons and equipment; as well as emplacements and open-top turret based weapons. This allows for the player to decouple their camera view from their weapon and look around without moving the entire player's body. There are options to configure this feature, including Hold/Toggle to activate; and whether to recenter the camera on to weapon or vice-versa upon exiting Free-Look. Crouch Sprinting is 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. Transitions to and from prone have been lengthened to much more realistic levels. This is intended to make going to prone not the ideal movement option for engaging the enemy at extreme close range. You can now lean while in prone. This kind of lean involves moving your entire upper body to the side, so naturally you would lean out further. When deploying a FOB Radio it now starts with 0 construction points and 0 ammo points. The cap for ammo points has been increased to 2000 (was previously 1000). Logistics trucks works slightly differently and comes with some new functionality. The driver of the truck can now decide what he wants to carry, and how much (up to the vehicle's capacity). A conventional army logistics truck can carry a combined 2000 resources and a logistics technical can carry a total of 1000 resources. This means that a traditional logistics truck can carry 2000 construction points and 0 ammo points if it wanted to. You could just as easily carry 1500 ammo points and 500 construction points, it really depends on what the situation calls for. To drop off supplies, use (Default: LEFT MOUSE BUTTON); and to pick up supplies use (Default: RIGHT MOUSE BUTTON). Furthermore, logistics trucks now has the flexibility to load up supplies from a FOB and redistribute it elsewhere, making it possible to salvage some resources from an obsolete FOB or run strategies where you create a supply hub FOB that other logi trucks pick up from. Rest assured that there will be more development on this feature in the future. Due to the above changes, a number of deployable assets has received a reduction in construction costs such as HABs, Emplaced HMGs and Ammo Resupply Crates, as they relied heavily on assistance from those initial resources to get a FOB going. Changes to AAS flag capture mechanics, where 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. A new 3-minute "Staging Period" has been added before matches. During this time, you can spawn in at your team's Main Base or forward spawns, organize your squads, roles, get to your vehicles and prepare to move out. However, you are unable to leave the Main Base and spawn area until the timer has fully elapsed. To prevent griefing issues, you cannot fire your weapons during the staging period. Kits and Weapons All animations for weapons and equipment in both first and third person have been remade from scratch for this new version. Weapons handling in general has been completely overhauled, including the way recoil, sway and weapons movement is done. We recommend spending some time on the Shooting Range to get used to the new feeling behind each weapon. Inventory changes allow for you to cancel the equipping/reloading of a weapon and to select another weapon extremely quickly. This gives players much more freedom and responsiveness when using their inventory. 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 the sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small spaces is ill advised, whereas pistols will have a natural advantage in these tight spaces. The ADS (Aim-Down-Sights) zoom mechanic for ironsights has changed slightly in that you get half of the "Zoom" for when you ADS, and the rest of the zoom and sway stabilization when you hold "Focus" (Default: LEFT-SHIFT). The Focus should also feel more responsive with the transition into full focus being much shorter. Certain weapons now have the ability to transition seamlessly between one another. This includes switching ammunition types for Underbarrel Grenade Launchers and the RPG7, and transitioning between rifles and UGLs. Scopes have been redone to improve the visuals and fidelity of looking through an optic. This includes adding a pseudo-tunnel effect when looking around. All scope reticles' bullet drop compensators are now functional, we recommend doing some practice shooting on the Shooting Range to get acquainted. A vast majority of weapons now have the ability to adjust their sights to shoot at different ranges. (Default: X + Scroll Wheel) This includes grenade launchers, rocket launchers and rifles. Certain optics as well have the ability to be adjusted, like the M110 SASS' scope, and the SVD's PSO-1 scope. Deployable Bipods have been added to all Light Machine Guns (LMGs) and General Purpose Machine Guns (GPMGs) (Default: C). Bipods will allow machine gunners to set up on positions and put down a large volume of fire with terrifying accuracy. Bipod can be deployed on virtually any surface, including other players! (so as long as they dont move) Added TT-33 pistol to Insurgents and Militia Squad Leader, Medic and Marksman roles, replacing the Makarov. Added the RPG-26 to the first Russian Light Anti-tank role that unlocks. Russia's Light Anti-tank roles are now split into two. The first kit still unlocks at 4 squad members and contains 2 RPG-26's. These are comparable to the M72. The second LAT kit still unlocks at 8 squad members and has the RPG-7, but it now has 2 fragmentation rockets. The US Army Squad Leader role now feature the M17 MHS pistol instead of the M9A1 Beretta. All other US Army role that has a pistol still uses the M9A1. All US Army kits, with a few exceptions, now use the M4 rather than the M4A1. This replaces the fully automatic capability with a 3 round burst. This change is made to reflect the fact that not all units currently have the A1 as well as give them a distinct faction identity where they want to keep the fights at range for the most part. US Army SL with front grip and Red Dot, Rifleman with Red Dot and Rifleman with Ironsight and front grip retains the M4A1, making them ideal for close quarters engagements in your squad load out. A kit should always be a choice depending on the needs of the mission. All factions now has access to a Machine Gunner kit that is a Fire Support role and unlocks at 5 Squad Members. It is limited to a total of 4 per team and unlocks one kit per 10 team members. Machine gunner kits costs 50 ammo points to rearm at a FOB. Machine Gunner kits are best suited as a support weapon in a static position. The kit has about 500 rounds of ammo appropriate for the weapon, as well as the standard sidearm for the faction, 1 white smoke grenade, 2 field dressings and a shovel. Combining the machine gunner kit with a riflemans sandbags to deploy your bipods on and a Squad leader or Marksman to direct fire is a good setup, flavor your fire support squad with whatever other weapons systems you would want to provide overwatch with. Added binoculars to all Marksman kits. All binoculars now have a proper reticle with a stadiametric rangefinder which shows how tall a player is at those respective ranges in meters, aiding in judging distances. The Insurgents have had their Automatic Rifleman kits reorganized. The RPK-74 has been replaced with the RPK in its classic configuration using 40 round mags. Additionally the 40 round version now unlocks before the 75 round drum mag version does. The US Army now has a new Automatic Rifleman kit with the M249 using a M145 3.4x scope. All factions now have their first unlocking Automatic Rifleman kit moved to the "Squad Roles" section. This should allow us to see more LMGs on the field without compromising what your squad role is supposed to be. The more powerful Automatic Rifleman kits of each faction is still a Fire Support Role that you will have to compromise other kits in favor of. Replaced the AKS-74U with the AKS-74 as the Militia Light Anti-Tank kit's primary weapon to bring it in line with the other factions loadouts. Makarov and TT-33 pistols now have double the amount of magazines as they normally would to bring them to roughly the same amount of rounds as the double stack pistols. Note that the Scout kit no longer gets extra mags for his pistol beyond what other Makarov kits get. Decreased the killing radius on the 40mm high explosive grenades significantly. You will have to be accurate with it to give you a kill. It is still just as potent for dislodging entrenched enemies. In addition to this change we feel like we can up the ammo carried from 6 to 10 40MM HE/HEDP rounds for all grenadier kits. Militia Grenadier kit now uses an AK-74 with GP-25 (was previously using AKM with GP25). Insurgents get a Grenadier kit. This kit uses the AKM with GP25. This kit is limited to 3 per team, with one unlocking every 10 players on the team. The limit is there to symbolize the rarity of the usage. The faction as a whole should still be heavily RPG reliant. US Grenadier kit has iron sights instead of red dot. This is a temporary 'downgrade' because of the sight adjustment obstructions on the M203. The M110 SASS has had its 4x scope replaced with the appropriate optic. It is currently set at a fixed magnification of 6x for the time being. The Insurgent Raider kit now features 2 additional 71 round drum mags that you can equip instead of your usual stick mags for those last stand or breaching moments. All infantry rifles with up to 30 round magazines has had an additional magazine added to the loadouts. US Army M68 Red Dot sight has been rescaled to accurate proportions, and changed its sight alignment to full co-witness with the front ironsight. All non-scoped Rifleman now carry a deployable length of razor wire, in addition to their sandbag walls. All belt-fed weapons (machine guns, emplacements included) visually have a properly disintegrating belt now as you run out of ammunition. Vehicles 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. BTR-80, BTR-82A, MT-LBM 6MB, MT-LBM 6MA, BRDM-2 now has a coaxial PKT machine gun to better deal with infantry threats and general suppression of suspected enemy positions. Coaxial machine guns are available on the '2/3' inventory slots on applicable vehicles. MT-LBM 6MB and BTR-82A now also has access to high explosive rounds for their main guns, these are very effective at dealing with infantry behind cover and in buildings. HE is still effective vs most of the vehicles currently in game but if you are fighting an armored vehicle especially IFVs it is still most effective to use AP rounds. For the time being, the ammo capacity for each round type has been lowered to 100 rounds of AP and 100 rounds of HE to limit its staying power on the field. This will go back up when more assets are in game. BTR-80, BTR-82A, MT-LBM 6MB, MT-LBM 6MA, BRDM-2 and Strykers now have smoke launchers. A vehicle with smoke launchers carries 2 launches worth of smoke. It can be rearmed at the cost of 75 ammo points per charge to keep spamming down and to keep it a significant defensive ability. All MTLB variants now has the same damage model as the BTR-80. This is a temporary change for v10 only. Ticket cost has increased to reflect the buff - PKT:7, NSV: 11, KPVT: 16, 30mm: 21. All 14.5mm KPVT turrets found on (BTR, BRDM and MTLB variants) now has an elevation range from -5 degrees to +60 degrees. This drastically changes its ability to engage from sloped surfaces. (Was previously -3 to +35) BTR-80 and 82A variants now have a "Commander Periscope" (and thus an extra seat) like the BRDM-2 has. The goal is to one day roll this into the driver position, however for now there is an extra asset for the vehicle. Improvised Rocket Artillery Technical has had its wounding radius increased slightly. Furthermore its rearmament cost has been cut in half. Improvised Rocket Artillery Technical's respawn timer has been reduced from 15 to 4 minutes. SPG-9 technicals has had their respawn timers reduced from 8 to 6 minutes. Insurgents has a Ural 375D logistics variant in civilian colors on certain maps. Insurgents and Militia now has a MTLB variant that features a ZU-23 mounted on the back. The vehicle also has the smaller PKT turret up front, making it a fun 3 man vehicle to fully operate. The ZU-23 like its deployable version comes with high explosive fragmentation rounds for this release and will be able to deal with hill campers and light vehicles in equal and swift fashion. The vehicle costs 18 tickets upon destruction and has a respawn timer of 6 minutes. Insurgents has a Ural 375D that features a ZU-23 on the back of it. A slow glass cannon of a vehicle, best used at long range and ambushes. This gun also shoots high explosive fragmentation rounds for this patch. This vehicle costs 12 tickets upon destruction and has a respawn timer of 6 minutes. Deployables Added the ZU-23 twin barreled 23mm Anti Aircraft emplacement as a deployable for both Insurgents and Militia. For this release it features High Explosive rounds. It is limited to 1 per FOB and costs 400 construction points to build. It costs 100 ammo points to reload. Both the SPG-9 Emplacement and Mounted Technical variants have the option to choose between high explosive anti-tank (HEAT) and fragmentation rockets. Fragmentation rockets are suited for clearing groups of infantry and for shooting into confined spaces. All Mortars have access to Smokescreen mortar ammunition in addition to their normal complement of high explosive mortar rounds. These rounds provide a large smokescreen that lasts between 45 seconds to a minute, and are perfect for long-range suppression allowing for a large attack force to move on a position. Added a new wooden trench wall section to the Militia deployables. It costs 150 construction points and is limited to 10 per FOB. Mapping New Map: Belaya A new Eastern European themed map has been added to the game. This map also is set in a more frigid part of the continent, with light to medium snowfall happening on some map layers. A large tunnel complex part of an underground train line is located in the west of the map, creating some very intense CQB firefights in order to capture this facility. This map features a new weather system that is currently only on the snowfall layers of Belaya. Playable Layers include: 1 AAS layer, 1 Parallel AAS layer and 2 different Invasion layers Narva Map has been greatly expanded, almost doubling the playable area and adding 7 new flag zones. Opened up Russian side of river and created new main bases for US and Russia. Redesigned existing and created new gameplay layers. Replaced or removed specific buildings in the city to improve gameplay. Fixed numerous building collision bugs. Optimized a lot of the existing areas. Added more micro-level detail to existing areas. Logar Valley The main town in Logar Valley has been updated by replacing about 40% of the buildings with more two story and larger internal space structures. Many more damaged and ruined buildings were added throughout the map Added a few new bisecting roads to give more options to vehicles. Shooting Range Changed the factions to feature US Army and Militia on this map so there is a larger pool of weapons to get familiar with. Overhauled the CQB Arena and added a lot of props and shoot-able metal drop targets, turning it into a Kill-House style zone. Added a grenade target structure to help players practice their grenade throwing into structures. Metal drop targets have been retextured to use the Squad brand yellow colour. Added a small 10m range behind the US Army spawn, with paper targets. Added the ZU-23 AA gun to the range. Gameplay Tips signage has been updated. Sumari Bala Fixed a water transparency issue. Fixed building collision issues at Palace flag. Minor bug fixes. User Interface The Main Menu has been completely redesigned from scratch. Server Queueing is now much less intrusive, allowing you to look around and work in the Main Menu while you are queueing for a server. Music player has been added to the Main Menu, featuring the entire Squad Original Soundtrack. Installed Mods are now viewable while in the Main Menu. A new UI Widget has been created for approving and declining Vehicle Claim requests. Doing it now should be a lot easier with a simple Yes/No hotkey. As a Squad Leader, you can now invite unassigned players into your squad. Added "Request Pick Up" to the SL hex menu. Added "Mine Spotted" to the SL hex menu. All weapon and equipment selection icons have been updated in visual style. Currently selected weapon and equipment names have been added above the reserve ammunition widget, telling you what you have selected at all times. Menu tooltips for kit roles have been changed. Launch movie has been dramatically shortened. Audio New weapon fire sounds have been added, most notably for the M4 New weapon foley sounds Increased radius of Local VOIP attenuation Added empty shell impact sounds for all munitions Added more variations to the close-up explosion sounds Added sounds to new character animations, notably transitions between different stances, climbing and vaulting. Added landing sounds for characters landing on different surfaces Added entry/exit and change seat sounds to vehicles that have a vehicle enter/exit timer. Added weapon switch sounds for vehicles with multiple weapons (ie. switching between AP and HE rounds) Bug Fixes Fixed US Logistics Truck windows being fully bulletproof. Fixed destroying certain vehicles crashing the server. Fixed Ammunition indicators and Inventory being invisible while in a vehicle turret. Fixed the "Ballerina Pose" bug that was occurring usually when a player dies or exits a vehicle. Optimised the burn effects for vehicles and destroyed vehicles. Fixed incorrect bullet casings being used on all AK74 and AKM series rifles. Misc Discord Rich Presence is now active with Alpha 10. This means Squad has some integration including seeing your squad's population, team population, the current server name you are on and the map layer being played. Hot damn, that was a long one. Fortunately for you, knowledge is power, and your big ol' brain is ready for some playtime. Get out there and kick some ass, squaddie! Offworld Out.
  23. you are all hyped for V10, and so am I. I played a bit this Beta and it's "great". I bought the game back in early 2016 when we were still walking everywhere and there has been some great updates since then. vehicles, emplacements and now the animation system. Back then the game was set to release 2017. Now it basically says "maybe by the end of 2018" on steam. Now i think i've (and all of us really) have been patient, and gone along with the "it's ready when it's ready" which ofcourse is true, as with any alpha or pre-launch access... BUT frankly i would like for OWI to make some more solid statements as to what we're actually to expect from the development progress and timeframe for 1.0 launch with all the teased features and so on. 1. The coming features that have been confirmed or teased by OWI seem to be of much greater complexity than those features they have implemented so far (last 2 years of my playtime) - i'm talking Javelins that work, helicopters, better physics, tanks, electronics like thermals and so on, dragging teammates, inventory system and of course better performance. I mean i have some friends who still can't launch the game even though they have the specs for it. With this said i'm aware they are working on different stuff at the same time, but in my experience with the development so far and the monthly recaps, I find it quite unlikely that OWI will be done in 2018. Since I haven't seen OWI take any kind of responsibility towards actually explaining the overall delay of the roadmap. the "please understand we won't work during christmas" post and so on is only explaining why a small beta is not up for longer, and it's been a long time since i've heard them talk about development on a grand scale. I feel and fear we are going into eternal alpha, or at least at much longer alpha-state than we were told it would be. The monthly recaps are basically worthless only showcasing half-done maps and maybe 1 or 2 weapon models... that's not progress toward the goal of release, it's just stalling. So please OWI, take responsibility for the delay. I knew this could happen when i bought the alpha. I paid full retail price 36.99 euro for a game that was no where near worth that kind of money and still isn't. And that's okay. If you will actually be frank with the players who are supporting you by telling us the truth about the current state of development: what is done, what is not, what will be done, what is scrapped and so on. what kind of problems are you dealing with that makes it so hard to stay on schedule? You have had much bigger success than what you thought initially and the team has grown much, shouldn't that have made everything go faster? or did you also up your own expectations and standards for the end result? I still have high hopes for the game, but i feel that I and the rest of the players have been let down by OWI, and I apologize for the tone, but please let the radio silence die. now.
  24. Alpha 9.17 Released

    Hey Squaddies, We released an update over the weekend, tweaking some of the performance issues on Mestia. We believe the appropriate barns have been burnt. Fixed Mestia performance issues. Fixed some performance issues on other maps while we were at it. Wondering what happened to Alpha 9.16? It was a fix for the custom server browser showing licensed servers that didn't quite make it into 9.15 as it should have. Offworld Out.
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