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Alpha 12.1

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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

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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)
 
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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.

 

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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.

 

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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

 

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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.

 

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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.

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I have way worse performance in this version... i don't get it.

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Thanks a million!!!! 
optimisation is getting better and better after each update and I hope this will be fine as well. 

any chances of seeing "Flip vehicle" option? 

APC/TANK/TRUCK can tow another vehicle 

 

and I have some questions about the future updates, could you link me where can I ask my questions?

 

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Game crashes again as soon as I change graphics and audio settings. Waiting for hotfix now.

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26 minutes ago, DanielNL said:

Game crashes again as soon as I change graphics and audio settings. Waiting for hotfix now.

As per usual, clear your cache - This is the #1 fix for crashes in this build. Also, avoid turning on founder skins, there's a possible issue with them, related to the new way Squad loads things.

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I thought one of the previous updates made the game auto clear the cache upon updates?

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25 minutes ago, Psyrus said:

I thought one of the previous updates made the game auto clear the cache upon updates?

A feature was implemented with v12, to auto clear game cache - but only for major updates.

Hot fixes generally don't have big significant changes that would require cache being cleared, like a full blown content/mechanics patch would - But sometimes one or two unforeseen issues pop up, like in 12.1now, that require cache being cleared to avoid crashing.

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There does appear to be an issue if you set any of the Steam Inventory items to true. As soon as you hit apply, the game will crash.

 

Editing the GameUserSettings.ini file directly, and making these items all "false", resolves the crashing issue.

 

 

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I notice there is a change of ACOG magnification in one mounted on the L85A2, it seem to be much weaker than the one mounted on the M4 ? Is its some kind of bug or official gameplay change ? 

In this picture here you can see the M4 ACOG ( on the right side ) can seen as far as 750m and have no trouble seeing at 500m at all and in the L85A2 ACOG ( left side ) the view become blurry at about 500m

 

 

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Edited by jackU543

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I have worse FPS! YES cashe is clear! Not even if I LOWER the settings to LOW without AA and SS I´m not hitting 144fps

 

I have a 8700K @ 5GHZ and a GTX 1080, 16GB RAM 3200Mhz!

 

When will I be able to play this game @ 144fps?............. FFS!

Edited by Dundish

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I also noticed a bug with the FV432, where the board canon was turned around (towards the head) when the gunner got shot. This made it nearly impossible to play the new APC for a longer amount of time. Any progress on that issue because I couldnt find anything in the Patch Notes?

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Ok to not **** up my game installation for a 3rd time, which of these exactly are "skins" ???

 

Steam-Inventory.jpg

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10 minutes ago, DanielNL said:

Ok to not **** up my game installation for a 3rd time, which of these exactly are "skins" ???

 

Steam-Inventory.jpg

All of those are the skins you want to have disabled for now.

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This Steam/Founder Skin conflict is a repetitive problem. It's time to find the root cause and final solution. 

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14 minutes ago, PROTOCOL said:

This Steam/Founder Skin conflict is a repetitive problem. It's time to find the root cause and final solution. 

It was fixed almost completely(Most skins worked) at the end of v11, just before v12 testing hit. IIRC, the way Squad loads things were changed in v12, and changed even more so in v12.1 - Which most likely has conflicts with how founder/veteran skins function within Squad & Steam inventory.

I'm sure the devs know the issue, but it is low priority, compared to other things, on the list of things requiring development time.

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Why do the rounds need to be shorter?

I'm pretty sure most people would prefer longer rounds, so there is a actual reason to still fight and have a plan b after the first plan fails and everything has gone to shit. It's a tactical game, and with longer rounds you can actually be tactical.

I'd like to know why this was done?

Awesome update tho! Squad is starting to feel more and more like PR

Edited by MikeDude

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Squad already felt better than PR the day v12 dropped :P (and we already have a heli mod xD)

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the following makes no sense

 

  • Foregrips now decrease vertical recoil but increase horizontal recoil.

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I had BIG lag pikes yesterday evening on V12 (45 to 5 FPS with game lagging for 1-2 sec at least, and as soon as I move my look >90° ; almost unplayable) ; gave V12.1 a short test atm on Narva 72 players and seems that those lag disappeared...

Fingers crossed

 

EDIT : and maps seem to load faster too (was MUCH longer with V12 than V11, 12.1 is faster)

Edited by Nightstalker21

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