Jump to content
SgtRoss

Release: Alpha Version 9.5

Recommended Posts

SgtRoss   

We have pushed Alpha v9.5 Hotfix to servers and clients. (12 June 2016)

 

Changelog:

 

  • Pak file repackage
    • Changed the way PAK files work, Squad will not need 20+ GB free on the hard drive to update any longer.
    • Note: The current update will still require a large buffer, but in new updates, this will be much smaller.
  • Admin Force team change
    • Added an admin command to force switch someone to the other team. 
    • AdminForceTeamChange “name” and AdminForceTeamChangeById <ID>
    • Permissions in Admins.cfg: forceteamchange
  • Fixed an issue where you could not lean in certain areas of the map on Gorodok and Al Basrah. (Some cap zones most common)
  • Added the possibility to give a user the ability to write to admins with “ChatToAdmin” but prevent them from reading it with “CantSeeAdminChat”
  • Fixed an issue where Fools Road Fortress flag had severe map issues. Tweaked tree collisions.
  • Admin cam now shows FOB and Rally Points.
  • Fixed an issue where mortar HUD would get stuck if FOB was removed while players were sitting on it. 
  • Fixed BTR-82A single fire sound sounding like several shots or cutting out. 
  • Sumari Optimization Pass.
  • Logar Optimization Pass.
  • Fixed RCON working for Linux. 
  • Removed expiring timer for Mines and IEDs.
  • Added speed indicator for vehicles. 
  • Improved SVD's standing accuracy substantially, also improved crouch and prone as long as the target is almost level to the player. High elevation differences in targets improved but still bugged.
  • Corrected tickets for invaders/defenders on Yehorivka Invasion
  • Fixed Strykers not taking damage when on fire. 
  • Fixed RKG-3 grenades not doing damage or working. 
  • Added mortar reload sound.
  • Tweaked vehicle zooming in/out sound.
  • Added more sound effects when sprinting.
  • Tweaked animations for IED and Mine. 
  • Tweaked Mortar impact blast wave effect.
  • Tweaked Mortar muzzle effect.
  • Tweaked gun muzzle shockwave grit effect.
  • Improved particle refinement for Mortar/IED/Mine.
  • Added larger water explosion for Tandem RPG and Mortar. 
  • New MTLB variants minimap icon.
  • Map grid readability improvements.
  • Fixed an engine bug causing erratic suspension responses on certain vehicle wheel collisions. (aka do-a-barrel-role bug)
  • Fixed a server crash related to a high number of players in the queue on map change.

Share this post


Link to post
Share on other sites

Hm anyone else realized they took the "suicide" command away ? It was good if you get stuck in a roof or somewhere :/

Edited by PauleSchaule

Share this post


Link to post
Share on other sites
Melbo   
2 minutes ago, PauleSchaule said:

Hm anyone else realized they took the "suicide" command away ? It was good if you get stuck in a roof or somewhere :/

 

Use the command "respawn".

Share this post


Link to post
Share on other sites

I noticed that last night. Thought I was throwing black smoke instead of white.

Sent from my Pixel XL using Tapatalk

Share this post


Link to post
Share on other sites
1 hour ago, SonofMarsV said:

Did you guys add a range in which you could set a FOB near a weapons cache in insurgency or is that a server setting?

Yeah seems they did something INS now really isn't very fun. 

Share this post


Link to post
Share on other sites
1 hour ago, grimshadow said:

Yeah seems they did something INS now really isn't very fun. 

I'm sure they did it to balance. Before you could just bury the cache in sandbags and barb wire making them nearly impossible to destroy. I still think INS needs some more tweaking before it's balanced. a 200-400 meter range to set a fob is too limiting imo. some of the maps the resupply points are so close the radius of the FOB zone overlap each other so you cant even set one in between points off the caches. 

Share this post


Link to post
Share on other sites
2 hours ago, SonofMarsV said:

I'm sure they did it to balance. Before you could just bury the cache in sandbags and barb wire making them nearly impossible to destroy. I still think INS needs some more tweaking before it's balanced. a 200-400 meter range to set a fob is too limiting imo. some of the maps the resupply points are so close the radius of the FOB zone overlap each other so you cant even set one in between points off the caches. 

That was many versions ago. They had fixed it so you couldn't place things around the cache in like 10m. Now it seems to be 50m or 100m. Game mode ruined now because there is no viable defence on half the spawned caches if you cant even build close enough to defend it

Share this post


Link to post
Share on other sites
1 hour ago, grimshadow said:

That was many versions ago. They had fixed it so you couldn't place things around the cache in like 10m. Now it seems to be 50m or 100m. Game mode ruined now because there is no viable defence on half the spawned caches if you cant even build close enough to defend it

I know, It's actually 200-400 meters. I've tested it by setting a move mark and moving away to set FOB. I agree it's not a good fix but, I also see the devs reasoning in doing so. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×