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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.

 

challenger1-700x394.jpg

 

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

bmp3-700x394.jpg

 

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

t622-700x394.jpg

 

  • 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

s_skorpo10-700x394.jpg

 

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.

 

s_skorpo8-700x394.jpg

 

skorpo8-700x394.jpg

 

Skorpo will feature AAS, RAAS, Invasion, Skirmish, and the brand new Territory Control game modes.

 

s_skorpo5-700x394.jpg

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.

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Voice overs?  Really?  Hi lame run and gun kids game.

 

Listen, you've made some changes recently that while I was not personally a fan of, I could handle, especially when I see how much you are keeping tabs on your users and what they like.  But voice overs?  Now I'm going to have to shoot every team member that uses the pre-recorded voice over to talk to me until they start using their real voice.  The richness of the game is the UNIQUE VOICES!!!

 

I truly hope the Squad community agrees this is dumb and starts the shaming process for this even becoming a legit idea.

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Just a heads up that surveyed changes from Alpha 13 will not be adjusted in Alpha 14 due to the new patch cadence. (I.e., we were busy building Alpha 14 while collecting that data, so it should impact Alpha 15 more directly.)

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1 minute ago, 3S_Moe said:

I truly hope the Squad community agrees this is dumb and starts the shaming process for this even becoming a legit idea.

I don't know that waging a campaign to hurt people is necessarily the best first step. Maybe try it out for a little bit, continue to offer your feedback, and see if the changes may have some unexpected results. It's easy to suspect the worst, but you may want to consider how this opens up more accessible communication for squadmates that can't always use a mic, may speak different languages, or just have a lot going on while they're leading a squad, firing downrange, cooking a grenade, and plotting the next advance. =)

 

They're never going to replace what a human voice could and should do and certainly don't convey more than basic tactical information.

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Posted (edited)

One question about the Gustav  patch notes: 

 

Quote

 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.

 

What do you mean can be directly zeroed? Does this mean adjusting the range with pressing X instead of just upping the aim?

 

Thank you.

Edited by Mauti

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1 hour ago, Gatzby said:

I don't know that waging a campaign to hurt people is necessarily the best first step. Maybe try it out for a little bit, continue to offer your feedback, and see if the changes may have some unexpected results. It's easy to suspect the worst, but you may want to consider how this opens up more accessible communication for squadmates that can't always use a mic, may speak different languages, or just have a lot going on while they're leading a squad, firing downrange, cooking a grenade, and plotting the next advance. =)

 

They're never going to replace what a human voice could and should do and certainly don't convey more than basic tactical information.

Good points...  I retract my comment (for now.)

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Posted (edited)
56 minutes ago, Mauti said:

One question about the Gustav  patch notes: 

 

 

What do you mean can be directly zeroed? Does this mean adjusting the range with pressing X instead of just upping the aim?

 

Thank you.


Yes, that is what is meant.


And yay for bipods on marksman rifles! Thanks devs!

Edit: Since you're editing some weapon models, howsabout revisiting the M17? Colors are wrong and it needs a manual safety added. 

And any intentions of adding a secondary sight system like BUIS or RMRs on ACOGs? Because that would be dope.

Edited by MeAWarChild

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I can't wait to try out the new map and territory control (although i have a feeling my PC will cry xD ).

 

I like the gradual move to bigger maps, dynamic frontlines and a more comprehensive combined arms experience. And with the big maps making their presence felt, i assume that helicopters are not too far off either. Good job.

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Posted (edited)

Challenger 2 on the test range map keeps the hud of the last operated gun turret (2nd, 3rd or 4th position) pasted to the screen when exiting vehicle and whilst in the driver seat.

 

Edit: actually all vehicles with a gun sight hud on the british/militia layout seem to have the same problem.

Edited by liamNL

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16 minutes ago, liamNL said:

Challenger 2 on the test range map keeps the hud of the last operated gun turret (2nd, 3rd or 4th position) pasted to the screen when exiting vehicle and whilst in the driver seat.

 

Edit: actually all vehicles with a gun sight hud on the british/militia layout seem to have the same problem.

Known bug when playing range localy. Works on a live server.

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58 minutes ago, Burningbeard80 said:

I can't wait to try out the new map and territory control (although i have a feeling my PC will cry xD ).

 

I like the gradual move to bigger maps, dynamic frontlines and a more comprehensive combined arms experience. And with the big maps making their presence felt, i assume that helicopters are not too far off either. Good job.

I played Skorpo in the playtest and it really has that massive, open PR feel to it.

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*nobody expects Spanish inquisition!*

Shortest three weeks EVER INDEED! :D Well done, OWI! So many goodies! Thank you for all hard work!

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Speedy update, thank you! The voice overs are definitely a concern but I feel people are jumping the gun with assuming players with no mics are going to become comfortable with the voice overs and never invest in a mic. When I first started playing Project Reality in the late 00s I didn't have a mic and the voice commands definitely didn't cut it, although very useful for basic communication you feel very mute. I don't foresee this being an issue. 

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I spent about an hour driving around the new map (Scorpo) in local/testing mode and there is a slight gameplay issue. The terrain is beautiful, but logis can barely climb some of the mountain roads.

 

I'm not talking about taking it off road (it's pretty much out of the question with the kind of slopes we have) but even if you follow the roads  towards the big mountain overlooking the plains where the main play area for the territory control map is situated (the one south - south east of Russian main with the little house among the trees on top) your speedometer is stuck at 10-15 km/h while you struggle to climb it in first gear. I assume that since roads were provided and this location also has buildings, it was intended to be able to drive up there in a reasonable fashion. It's a bit anticlimactic, i was expecting to set up mortars there and rain down on everything that moves in the plains down below xD

 

Now i realize the map can't change and to be honest i like it as it is, but it highlights a common problem with vehicles. Sometimes they seem a bit underpowered when going uphill, but they are really fast on a downward slope. I don't know how you could fix that uphill problem without making them unreasonably fast when going downhill though. Just some food for thought.

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28 minutes ago, Burningbeard80 said:

I spent about an hour driving around the new map (Scorpo) in local/testing mode and there is a slight gameplay issue. The terrain is beautiful, but logis can barely climb some of the mountain roads.

 

I'm not talking about taking it off road (it's pretty much out of the question with the kind of slopes we have) but even if you follow the roads  towards the big mountain overlooking the plains where the main play area for the territory control map is situated (the one south - south east of Russian main with the little house among the trees on top) your speedometer is stuck at 10-15 km/h while you struggle to climb it in first gear. I assume that since roads were provided and this location also has buildings, it was intended to be able to drive up there in a reasonable fashion. It's a bit anticlimactic, i was expecting to set up mortars there and rain down on everything that moves in the plains down below xD

 

Now i realize the map can't change and to be honest i like it as it is, but it highlights a common problem with vehicles. Sometimes they seem a bit underpowered when going uphill, but they are really fast on a downward slope. I don't know how you could fix that uphill problem without making them unreasonably fast when going downhill though. Just some food for thought.

vehicle torque has been broken for ages now, no idea why they haven't fixed it

also no idea why they still haven't updated the Russian marksman

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Yep, couldn't agree more about torque. personally feel the tanks remain hugely underpowered up hills too 

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Cool update, cant wait to play on the new map. Had a quick look in the shooting range when the update was released, seemed that the Carl Gustav, or m3 maaws, did 0 damage to vehicles, tried it on a BMP,  3 tandems and 4 HEAT´s did no damage. Maybe its also a bug thats on the offline shooting range map only

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