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Hey squaddies! We’re calling you in for some fire support on this one! Beta 17 now being deployed to your Squad – Public Testing client and features the new Commander role. That role comes with some cool new tools and, perhaps more importantly, a big bit of BOOM. While we’re still working on the file set of patch notes, we did want to include a partial list of changes to help you test. Be sure to let us know what you think! PUBLIC TEST NOTES SYSTEMS COMMANDER ROLE ADDED We’re introducing a new leadership role that is focused on planning and keeping the team on task. 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. Commander role is voluntary and requires a vote to elect. Commander abilities are on timers. These may vary for release, so please send us your feedback! Conventional Faction Commanders have access to a UAV that can be used for remote reconnaissance. Conventional Faction Commanders have access to 155mm Artillery barrage, in a creeping pattern or a static pattern focused on one location. Conventional Artillery fires two “ranging” shots before the main barrage. Conventional Commanders have access to an aircraft based Gun or Rocket strike. Unconventional MIL & INS Commanders have access to a Handheld Drone, a more versatile UAV. Unconventional Commanders have access to a static Heavy Mortar barrage. Heavy Mortars are less accurate, have less splash damage, and less penetrating power, but do not have any “ranging” shots required by conventional artillery. Commander abilities have cooldown timers. (Timers reset if a new commander is selected.) Conventional Factions Commanders must be within the radius of a fully built HAB use their abilities. Unconventional Factions Commanders must be within the radius of a HAB or near any friendly vehicle to use their abilities. 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; fastest while prone and stationary. Updated leaning to have different movement speeds. (Crouched movement speed is halved while leaning). Improved the prone lean trace blocking to help decrease the chances that a player can see through the world on steep hills. Further work is in progress. VEHICLE GAMEPLAY Added vehicle velocity inheritance to players ejecting from vehicles in motion. If a player ejects past a certain velocity, the player will ragdoll and take damage upon impacting the ground. 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 based on vehicle speed. This will make sure vehicles are always in the best gear driving uphill. Updated Helicopters to have a subtle camera shake during active flight. Camera shake intensity is based on RPMs of the engine. Updated Helicopters so that they can now be steered for a short while after disabling the engine. Adjusted Helicopter collective sensitivity. MISC Added the ability to join another server via the server browser while currently in a server or in the local training range. Added the ability to queue up to another server while currently in a server or in local training range – HUD will show a small queue widget to let the player know their current queue status. DEPLOYABLES GAMEPLAY Updated Insurgent HAB static to be larger 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. 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 toggle to deployment and command screen (chat bubble toggle) to turn on/off text chat (also accessible in UI options). Removed [GAMENOTIFICATION] showing up in server messages. 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. 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, 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 the 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 likely related to RAAS “Lanes”. 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 “Borderless” mode. Ammo rack component (on IFVs and Tanks) takes a very long time to repair. 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 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 through the scope, the Scope will remain on the Player’s HUD until they get back in the Emplacement and then Scope out. There are, of course, bound to be some more bugs being a test release… which is precisely where you come in! Be sure to let us know what you think in the forums, or drop by Discord to give us some feedback! Happy hunting, squaddies. OFFWORLD OUT.
Hey squaddies! We’re taking Alpha 15 into testing and that means we need you! The update will be rolling out to the Squad – Public Testing Client shortly. You won’t need a password, simply install the testing app. (Note: It is a full, second Squad install — be sure you have enough space!) The test does not have a set duration at this time — we’ll be running it as long as we need to collect as much data as possible. Below is an abridged list of changes to get you up and running. A complete Alpha 15 changelog will accompany the full release. ALPHA 15 PRE-RELEASE CHANGELOG SERVERS As this is a pre-release test, we’ll be hosting a couple of servers ourselves. For the time being, servers will be limited to Offworld Industries hosted machines: 2 in Montreal, Canada 2 in Örebro, Sweden Server #1 on each location is running newly optimized maps. (Yehorivka, Gorodok, Tallil, Kohat) Server #2 on each location is running TC layers of all current existing maps. If at any point the servers should crash, please contact [M] Nordic Socialist#5510 on our Community Discord server. SYSTEMS Added an Infantry Tutorial orientated putting players through basic. Added an Interface Tutorial that teaches the Deployment interface. Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies from a stationary vehicle via one common menu now, from inside or outside of the vehicle. This allows multiplayer players to coordinate resupplying. Removed Left Click/Right Click system for loading and unloading supplies. Removed Voice Command system temporarily pending further internal development. VEHICLE GAMEPLAY Added the BMP-2 Infantry Fighting Vehicle. Tweaked vehicle claiming system numbers 2 vehicles require 2 squad members 3 vehicles require 4 squad members, 4 vehicles require 6 squad members. DEPLOYABLES GAMEPLAY FOB Radios will disable spawning on HAB’s if the Radio’s been damaged and its health has fallen below 75%. All HESCO related deployables have had their visuals updated. MAPS Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Visually updated Gorodok. 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. USER INTERFACE Re-Added Spawn Confirmation. Fixed some kits appearing unavailable. Modding UI updates. Added 10-second delay before an incapacitated player can use Medic Callout button, and increased the Medic Callout interval from every 5 seconds to every 30 seconds. 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. Fixed issue where vehicle ATGMs weren’t dealing damage after 500m+ 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 proxies (other clients that are not gunner) Unable to switch seats inside a vehicle after opening and closing the ‘F’ menu Vehicle icons disappear from the mini-map after some distance Missing bullet impact effects on Yehorivka’s landscape Enemy’s Faction theme may play and display their flag in Deployment Menu after team change JULY 12 UPDATE Fixed turrets and vehicles not being always relevant. Fixed Sumari’s ability to send you through the world and walls. Tweaks to Yehorivka and Fools Road lighting. Fixes to various gameplay layers. Yehorivka’s impact effects and physmat issues are known and may be addressed in the next hotfix. There is no need to report missing impact effect on landscape or that driving feels like you are skating on ice. Thank you for your diligence! SIGN-OFF Have fun out there, squaddies! Be sure to let us know if you encounter bugs, oddities, or just have some feedback for us. OFFWORLD OUT.
please give us an admin command to be able to turn off the Main Base Projectile Protection in other words, to be able to shoot in and out Main Base without having the projectiles destroyed... for practing reasons thx
Karm has sent out the word that public playtesting is commencing another round for Alpha 12.1. Be advised that the Squad - Public Testing app is already in your library and is a full Squad install for testing purposes. Careful with your bandwidth limits! Check under the "Custom Servers" tab if you don't see a testing server available. BIGGEST CHANGES: Large number of optimisations in foliage, UI, textures and audio which should result in less memory used Vehicle damage has been tweaked and fixed. Some vehicles would not take damage as intended, and armor/damage values have been changed for balance. Vehicle gearbox has been tweaked a bit. Driving uphill should be less problematic. AT-4 damage has been increased. Weapon handling changes: sway has been reduced, recoil has been tweaked. Several layer balance tweaks WHAT WE NEED FROM YOU: Feedback on memory-related issues (loading times, hitches, server loading timeouts). Is it better than A12, the same, or worse? What issues still remain for you? Please post this feedback in the #bug-reports-a12 channel on Discord: http://discord.gg/Squad
Can't we have v12 alpha test until the final v12 release like Insurgency: Sandstorm is doing with their Beta(until release of the game), with updates and stuff, so we can all enjoy and test it? It's free labor... i think it would a great help for the Devs and people would feel much more involved in the game, and would mean a much more polished final release of v12 with our feedback and bug reports, etc... And of course this idea would continue in further versions.
Hey Guys! Like most AMD users, this game performs horribly. No biggy, the devs are implementing UE4 4.11.1 now I'm sure (is say 4.11.1 because that's the version of UE4 I am using, guessing they are too?). For the mean time, however, I want to try and help find a fix. I have pinned it down to two problems it seems. VOIP (which solutions are out for) and explosions when the debris is processed. So I want to remove some of the Unreal Asset folders from the Squad > Audio > Content > Classes and such. Will I get banned if I take anything out? Also, is it safe to change .uasset stuff anywhere? Are there things that WILL make servers thing I am a cheater? Thanks!
So I've been fooling around on the training server, trying out the Grenadier kits and Light AT kits to improve my aim and such. But I see no option to test out the SL and deployables such as radio, Hescos etc. The AdminSpawnActor is apparently only for devs, but is there any other way to ignore the fact that you need 3 squad members to put down a FOB?
So there is a new build.. not much new but some server fixes etc. And now im only in server with 10 people or so. And think most of the guys are asking them self why arent more people playing the game.. Is it because of:? - bad performance on your pc? - lack of new content? - not many player playing it? - bugs? - you didnt know? lack of annoucement or advertising. - just no time to play it? or any reason you got.. Maybe explain it so devs and the community know why people arent playing it so the devs and community can make the servers full and test the shit out of this game to make it more awesome!
Heya there, Me and a friend just discovered SQUAD and we'd very much like to try it. Can you help me. I'm a big fan of PR, Insurgency and SQUAD seems just like the right thing for us. We want to have some fun and at the same time help the dev team with suggestions, bug reports etc. Thanks in advance.