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Now Testing Alpha 15

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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.

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Nice v15! 

Do you have any plans on trees and some another objects destructible ?

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Posted (edited)

Nice can u guys chat texts bigger pls ? or bring new system with chat in arma has diffrent channels for communicate. Chat realy painfull right now we cant talk properly in text chat. Or just make bigger and let it stay there more and show more comments but add system like battlefield player can close text chat in battlefield 

Edited by drfreee

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3 hours ago, RUSO said:

Nice v15! 

Do you have any plans on trees and some another objects destructible ?

Not at this time no

 

3 hours ago, drfreee said:

Nice can u guys chat texts bigger pls ? or bring new system with chat in arma has diffrent channels for communicate. Chat realy painfull right now we cant talk properly in text chat. Or just make bigger and let it stay there more and show more comments but add system like battlefield player can close text chat in battlefield 

hoping we can get a toggle to turn CHAT OFF on the HUD.

For now, best chat experience is probably on the Command (CAPSLOCK) or Spawn (ENTER) menu to give you full scrolling ability and ability to quickly select All chat, team chat, squad chat.

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So, basically optimisation, a bmp-2, an infantry tutorial, and some minor stuff. Is this all there is to A15? Because that kinda feels like a 14.# update, ohwell, will see if there is more to it when i play.

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11 hours ago, fuzzhead said:

Not at this time no

 

hoping we can get a toggle to turn CHAT OFF on the HUD.

For now, best chat experience is probably on the Command (CAPSLOCK) or Spawn (ENTER) menu to give you full scrolling ability and ability to quickly select All chat, team chat, squad chat.

yes but still chat chachters too small and disappers too fast you can't communucate with your team if fob overrun you have to say this is team chat but chat dissapears too quick and too small at least open pools ask this a lot people will not like this chat  

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Remove chat and increase font size of server messages, so I can enjoy those meaningful non-repetitive messages broadcasted by servers even more. Preferably also add requirement to click "OK" each time server broadcasts the message

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6 hours ago, Guan_Yu007 said:

So, basically optimisation, a bmp-2, an infantry tutorial, and some minor stuff. Is this all there is to A15? Because that kinda feels like a 14.# update, ohwell, will see if there is more to it when i play.

Heh, the updates to maps are significant and numerous. Not every patch is going to be helicopters, of course, but those changes are fairly significant. (We've also not published the full changelog. =)) The tutorials, especially, are some pretty cool work -- you may not see the benefit in them directly, but hopefully, they should help improve the quality of games overtime for everyone, especially helping to take some of the burdens off the squad leaders that do so much already.

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i7-8770

16gb ddr4

rtx2080

ssd

 

All settings on Low with load textues off: 280+ fps average on Kohat, Yeho & Goro both online and local.

 

All settings fully maximum with load textures checked: 60-120+

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Glad to see spawn confirmation return, no more accidentally spawning at main!

Just wishing for some changes to rally-points and hoping to see the return of character death if incapacitated within 1 (possibly 2) minutes of resuscitation. 

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Whats the reasoning being the vehicle claim system? Why would a 2 man squad ever need 2 vehicles?

 

Imo there are relatively few vehicles per map already(especially transport, those should always outnumber logis) and with this change it seems like almost every vehicle could be claimed by the first 2 or 3 squads that spawn.

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1 hour ago, Chompster said:

Whats the reasoning being the vehicle claim system? Why would a 2 man squad ever need 2 vehicles?

Logistics squad with two members, making fobs  / re-supplying the team with two logistics trucks 

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Very few people are playing the v15 test. I checked the browser at different times and its always between 1-10 people :(

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4 hours ago, fatalsushi said:

Very few people are playing the v15 test. I checked the browser at different times and its always between 1-10 people :(

Hmm yeah maybe they should make an "event" of it on US/EA servers to at least fill up a server to make sure everything's working as expected. Hard to test when you haven't even got a full squad on each side

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It is the first time I see a playtest where nobody plays. It is also impossible to test the optimization of the 2-3 "new" maps since at most there are 10-15 people playing.
Very strange

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2 hours ago, Tmac said:

It is the first time I see a playtest where nobody plays. It is also impossible to test the optimization of the 2-3 "new" maps since at most there are 10-15 people playing.
Very strange

Last night me and my team where playing a little on the test server but after one game with a little number of players we switched to normal non test squad.

Dont know why maybe people do not see he point of testing it we test it we see bugs and stuff that we do not like we talk about them the version gets released with bugs still.

And not to mention of the size for test game its just to much of a drag for players with no satisfaction or anything in return.

I do not know.

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It's because this update's lack of really new stuff. A14 had a lot of players because of the new map, A13 and A12 also brought a lot more to the table than A15. I'd rather wait an extra month for a bigger A15 than what we're getting now, because let's be honest, this update is basically A14.5, nothing really changed apart from optimisation passes on some maps, and a BMP-2.

A15 should be reserved for something game-changing, like commander or helicopters.

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Idk, seems like optimization is kind of a big deal really. Especially if you want to increase the playership. If you take the time to load in all the maps from the console you'll see that a lot of time and effort went into this patch actually. What stands out for me is how incredible my favorite map Kohat looks now from a visual perspective.

 

The landscape and foliage on Yeho is extremely saturated and almost stylized looking and one layer of Goro the lighting is extremely yellow looking but overall performance seems much higher.

 

Once the public servers are allowed to host a15 it should have a better turn out I'd imagine.

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Optimisation is a big deal, it really is, but i doubt it's changing much for the gameplay, hence i think it's not really A15.

Don't get me wrong though, i am really happy that an update is coming so soon, though i just think the playtest would be more populair if it had more content a month later.

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We are appreciate your works but we want to hear things like return of RKG-3, molotov (?), Fallujah Map, rotatable emplacements and chat text thing :D (I also opened a thread about it). Many things waiting there to improve the gameplay (like preventing rushers, base campers, FOB behind frontlines and suppression).

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A14 just came out 5 weeks ago. The recent updates to the game (modding 2.0, tutorial, map improvements) are all essential for the long term health of the game and will pay dividends in the future.

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