Status Update: V2.7 Issues
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Since the release of V2.7, we have received reports of Vehicle meshes not correctly taking damage, specifically Tanks. Our Design and QA teams are investigating the matter and hope to have an update on the situation ASAP.
Thanks to those who have reported the issue so far.
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Hello squaddies,
Last week on Thursday, May 13th the team released v2.7, which among other changes, had a fix to reduce and remove the bug that was affecting players’ ability to load/unload supplies from logistics trucks and helicopters, and a BP player controller fix. The logistics bug was initially introduced in our v2.4.1 release, and since patching it in v2.7 we have seen a dramatic decrease in the frequency of reports regarding this issue. However, after the release of v2.7, we started receiving reports that vehicle armor meshes were not behaving correctly. Specifically, armor thickness values are not working as intended. All vehicles are affected.
After the initial reports of the issue on Thursday, we immediately started our investigation. Once we verified that there was indeed an issue, work was underway Thursday, Friday, and over the weekend to build and test a hotfix that could correct these armor mesh anomalies. While the team was able to correct the armor meshes, plus other crashes/bugs, this led to the discovery of a problem with the modding framework. If we were to apply the armor mesh fix, it would cause a crash if mods were installed on a player’s machine when trying to launch Squad. In light of the recent modding push, this would affect more players than ever before.
With this information at hand, we reviewed the options that were available to us including:
Of these options, we have decided to go with the last option. We are currently building v2.6.1 - once this has been built, tested, and verified by our QA team, it will be made public for download.
We will continue to keep you updated on this situation as more information becomes available.
Can we get clarification on what changes are being taken out? Is it only those related specifically to armor?
@OWI_Krispy
Are you guys going to keep Dead Dead in the roll back?
@ChrisJ @Doctor Hammer As per the patch notes we are currently developing for V2.6.1 --
All changes done in v2.7 have been temporarily reverted, except for:
This could certainly change but the major concern is having a stable build available for everyone and then bringing these newer features back online.
Unfortunate to see dead dead being removed; lots of positive feedback on that thus far. Were there other concerns with that system or is it somehow related to changes made to armor mesh?
I appreciate the quick response and transparency. I know you guys have been working hard, this may be a blessing in disguise. You may be able to do things more effectively with the roll back who knows.
Yeah Dead Dead is very good I agree, I loved the gameplay change. The visual black and white effect is a little much though haha
No concerns, and in fact it has been great to see the welcome reception the recovery state got from the V2.7 release, however, it would be a bit of a nightmare for the engineers who are having to help create the V2.6.1 build to isolate all the working features from V2.7 and ensure they are still functional.
That's been the only thing people have disliked about it; some feel it is a bit overbearing. Perhaps the severity of the black and white could be dialed back a bit or the effect dissipates more quickly upon being healed?
Understood completely. And to echo Doc's statement above, thank you for the quick response/announcement and the transparency. I do want to shamelessly plug a post I made over in Feedback and Suggestions that I think is made even more relevant with v2.7/v2.6.1 - Not as a shaming or told you so, but as an opportunity to showcase precisely why both players and developers need to work together as a community.
https://forums.joinsquad.com/discussion/203/updates-bugfixes-and-uat-community-engagement#latest
As someone stated in the Com Discord;
"Include all changes in the change log when the patch gets pushed in to Squad Public Testing"
This could have been avoided if the testers new what kind of changes had been made. Now you have to do twice the work and delay other things.
Too few are testing their beta patches, they need to find a better way to attract players for their tests.
Personally I don't test new patches because of Squad Public Testing, I don't have the space for another Squad. I found the old way better where you could opt in and out with a click. As long as they released the patch a day or so before the acutal testing you had plenty of time downloading it.
How did this get past QA though? You can't blame the customer for not doing the team's work. After all, this is a $50 fully released, non-early access game. Knowing internally that you're changing armor meshes and somehow NOT catching that it affects, surprise, armor? And for reasons unknown, they withheld patch notes for this UAT, despite every other 2.x release featuring patch notes when it hit the UAT?
2.7 Thanos Snapped my Squad on Steam In half, making Steam think It was uninstalled, and In the end had to reinstall at least half of the game back.
So honestly at this point, this Is becoming a very bad meme of what 'feature' will arrive next replacing the previous 'feature' like the Logi 'Feature', even with 2.6.1, perhaps the Unicorns Jenny always asked for will come In 2.6.1?
At the end of the day I agree with @sneakylikeasnek , OWI really needs to do a Internal reorganisation because this Is pretty amateuristic and not done with the way QA but perhaps also just management Is done.
Maybe if you hired some more devs... with all the money you've earned from the game you'd think this would be a no-brainer. It's clear the current team you have isn't making the cut. Very frustrating to see a game that's been in development for nearly 7 years already have so many issues still.
I am not blaming the customer, I'm pointing out that OWI have a problem with their QA team. The QA team consist of players from the community but they are too few. Doing large scale playtests isn't possible for OWI, just look at the latest playtest for v2.7, they needed 100p but they got 30 - 45p.
This isn't the first time nor will it be the last time for a game-breaking patch to be released. Often due to unnecessary changes that could have been postponed and tested more carefully instead of doing one or two playtests and then pushing it.
No, OWI does have a QA team, allegedly, they just don't catch the bugs that actually matter. We are not their team. If OWI had been honest with themselves and not decided to slap on "1.0" on Squad and say they made it out of early access, then maybe they could have slid by with the excuse that their playerbase wasn't fulfilling their role of playtesting an unfinished product.
And to reiterate, they did not release patch notes for this playtest on the UAT. Not once was it mentioned that armor was touched. I was there both times, with seemingly no developers on either time. How did it dawn on anyone that not releasing the notes was a good idea?
@OWI_Krispy
Are you guys going to be removing the map layers added in V2.7 when you revert back to 2.6.1 the new layers were enjoyed by community members it gave a fresh new feel to maps that usually got skipped when it came up in rotation.
Dead-dead is a further nerf to revive that not many people(or at least people who know enough about the game) wait for.
It needed to come with nerf to rally and hab(specifically - number of habs that can be up on the field, and maybe even cost), because if you just nerf revive then people will simply be driven to give up and respawn.
Hello squaddies,
Yesterday we discussed the prevalent issues that came with the release of Squad Update V2.7 and the options we discussed internally to combat these issues. As part of that post, we mentioned that we would revert from V2.7 to a stable V2.6.1 build that also contained the logi bug fix and a fix for modded player controllers not being compatible with map switches.
While we were building the V2.6.1 build, part of our team was able to find another way to isolate the V2.8 mod compatibility crash to prevent it from happening. With this information, the group began a separate build with this fix in tow, hoping we may not have to revert to an older update while also bringing fixes for the vehicle mesh bug and other issues that came into play with V2.7.
As of the time of posting, the V2.8 build has been given the green light from our QA team, and we are currently building a V2.8 SDK so that the modding community can recook their work.
To summarise, all of the gameplay changes from V2.7 will be preserved in addition to the following fixes:
We know it’s not ideal to go back and forth between decisions, but we didn’t want to leave you altogether in the dark while we journeyed to our solution, and fortunately, we don’t need to remove features that came from V2.7 that were being well received. The Open Modding event scheduled for May 19th to May 26th has been moved to May 26th to June 2nd to allow the modding community sufficient time to complete their tasks before the event takes place.
Thanks again to you all for your continued patience and support.
If you feel this change promotes giving up, then maybe you don't know as much about the game as you say.
Personally I would much rather deal with a flip flop than being kept in the dark. Thank you again for the transparency.
Nah, you just don't know as much about the game as you think you do.
When you get shot, enemy generally knows where you are(and probably your friendlies' general direction).
Giving up, respawn at nearby hidden rally/spammed hab, and attack from different direction(since you at least figured out where enemy is, or at least enemy's general direction when you got shot...right?) is far better than wait for medic who might suck and get shot dead the 2nd time.
Flanking is very basic skill in squad; I don't know why it's so hard for people to understand that losing one ticket doesn't mean a lot when you're decent enough at the game to remove more than 2 tickets on enemy team per ticket lost.
I mean I generally don't put myself in overly compromising positions and expect a medic to be the determining factor as to whether I was good or not. And while your 1 ticket loss for their 2 ticket loss equation sounds great; this isn't a single player game. Properly conserving your tickets can be the difference between a win and a loss for the team.
I mean I generally don't pretend I will never get shot and I definitely don't project any kind of wishful thinking about medics onto others, let alone let that be determining factor to whether I was good or not.
Usual method of winning involves enemy team losing all of their tickets. Might be slightly different in invasion but it's not rare to win by tickets(on both sides).
Of course if you don't average at least 1 kill per respawan then you're free do wait for medic as you like.
It's not end of the world, appreciate the game still gets updates after release. Nearly there with the big issues being sorted. Dead-dead being really cool effect, armor hit reg soon (tm), 100 player servers being stable due to a lot of optimisation. It's pretty impressive how far the game has come over the years. I remember playing it as infantry only for such a long time, walking across massive maps wasn't fun.
Seen some cheaters recentlly, aimbotting, teleporting across the map. 21 hours in squad getting many kills and only 1 death, random numbers for steam profile name, steam profile level 2, only 3 games on the account, chinese friend on list who also had VAC and game bans, then his friends of friends all had the same deal.
Is there a roadmap or trello board somewhere with further features?
"Appreciate that the bare minimum is being done to fulfill the terms of the promise made years ago"
What's the 64 id?