***Official Squad Thread***

I think it still needs work. I think it's great the attention to detail is such that you have to account for stuff like this, but I have often run into the same problem when the weapon model quite clearly looks like it's clearing the obstruction. It's also annoying on some maps, as it makes firing over some obstacles, like low walls, impossible whilst crouching. Hopefully the cover system will improve it.

Yup, the new animation and cover systems will fix these issues.
 
Glad to hear thats coming I'm enjoying the game so far, do you have any idea if/when you will be updating the server browser? e.g Favorites, History, Friends playing on

Server browser will be getting an overhaul yes. I imagine it will come when the new UI is ready.
 
Does Squad support SLI?

3440 x 1440 with everything on highest settings and reshade dips FPS down to 40s even on my heavily overclocked 980Ti. It still actually plays fine because of G-sync but would still be nice to render at least 60fps+ all the time

UE4 isn't great at SLI currently. Check one of my previous posts for a workaround - https://forums.overclockers.co.uk/showpost.php?p=30179866&postcount=2854

ALSO!

Ready for another Steam sale?

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In case you or your battle buddies missed the Free Weekend and Veterans Day sale 2 weeks ago, Starting at 9:50 AM PST tomorrow, Squad will be 35% OFF!

Sale runs from November 23 - 29.

- Offworld Out.
 
Just a reminder that Squad is 35% off on Steam until November 29!

Also the SPG techie is more or less wrapped up and ready for christmas!

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Pushed an update while I was away over the weekend

UPDATE 8.8 Hotfix

  • Fixed a bug int the anti-cheat plugin that prevented some players from joining servers
  • Modified the BTR collision body to reduce it's jumping when colliding with objects
 
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Monthly Recap

November 2016


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Hi Squaddies,

It's been awhile since we had one of these things! For those new Squaddies that are not aware, every month we put out a Recap on whats been happening behind the scenes in Squad development, and is a great way for us to tell YOU what we've been working on.

Veterans Day

This year we really wanted to do something special for Veterans Day, so we went all out with a huge 50% off sale, Squads very first free weekend, and the Call to Arms campaign to raise $20,000 for Stack-Up, a charity that supports veterans with video games.

On November 11th, Squad Up 4 Stack-Up raised over $19,000 to support US, NATO, and ANZAC veterans through deployments to combat zones and anything the world throws at them once they get home. Big thanks to everybody who watched, streamed, played, and contributed during the event - your support is what made the campaign a success. Our goal was to raise $20,000 by December 31st and that goal was met and surpassed a full month and a half before our deadline.

Sale Frenzy

We had not one, but TWO Steam sales this month!

Hopefully you got in on the action, especially over the free weekend. There was some concern that the weekend would be absolute chaos, and it was - in the very best way. The community was overwhelmingly positive in welcoming the influx of brand new players, helping them understand the game, and guiding them through their first traumatic experiences.

All that fresh blood gave the game a new vitality, and were happy to welcome all the new players who stuck around from the free weekend and both Steam sales. We also went a little wild and did Cyber Monday for the Squad Merchandise Store. With all those sales, you should be all set for a holiday season filled with Squad!

IndieDB Awards

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Last year Squad was the runner-up in IndieDBs Indie of the Year award, and after a full year of major updates and improvements were asking for your vote again. Only 9 days are left to vote Squad into the top 100 round - if its your favorite indie game, make sure you get in there!

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Systems

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New Animation System Work in Progress

Over the past year we've been hard at work in the background trying to get together the talent and the pieces behind the new animation system for Squad. Since going into Pre-Alpha, Squad has utilised virtually the same Animation System to drive its character movement and weapons handling, and it is definitely showing its age.

http://media.joinsquad.com/2016/Nov/NovemberRecap/1p_Intro!.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/1p_Jumping.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/1p_ADS.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/newanimsystem_bipod.webm

http://media.joinsquad.com/2016/Nov/NovemberRecap/recap_3PAO.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/recap_animsys_3P.mp4

What we are working behind the scenes is a new system that would not only make our characters move and behave much more naturally, but also allow us to add a whole host of features that were not possible previously. The videos below will give you a small preview of what we've been able to achieve thus far. (Keep in mind that it IS a Work in Progress and will require a lot of tweaking)

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New Inventory System

The Weapon and Inventory system is the single oldest system in our code base, created back in 2014 for the original Squad prototype. Since then, we've tacked on more and more requirements to the system and hacked together a number of little features, such as shovels, medical kits, and bandages. As we progress further, we've started to hit the extent of what is possible with the current system, and we've found ourselves a great need to re-engineer the weapon system to better support the wide variety of new weapon types we want to add.

Since the release of Alpha 8, we have started building a robust and extensible equippable system we are calling CoreInventory (although that name may change). We are basically re-architecting the old system onto a far more robust and mod-able platform, as well as prepping it for use in future games we create. We are also laying the groundwork for a much more robust medical system, as well as the groundwork for kit customization system with attachments, fixing a few pesky bugs, as well as allowing equipment animations to cancel when switching weapons.

Finally, we are implementing a system that allows us to place stat-changing Effects on players, vehicles, and potentially deployables, that allow us to expand on the effects of being injured, suppressed, revived, or any number of events that happen in our game.

We are just in the early days of building it, so expect to see more about CoreInventory in future recaps.

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Art

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SPG9 Kopye Recoilless Rifle

Revealed in an earlier monthly recap, the SPG9 is almost ready for action! Emplaced or mounted to a technical, it is capable of firing High Explosive Anti-Tank (HEAT) rounds at velocities faster and ranges further than the RPG-7. However the gunner and weapon are extremely exposed when engaging the enemy, so this should be the equivalent of a glass cannon for the Insurgent and Militia factions.

http://media.joinsquad.com/2016/Nov/NovemberRecap/spg9_emplaced2.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/techie_spg9.mp4

Anti-Tank Mines

To go along with the Improvised Explosive Devices we have already shown off in a previous recap, unconventional forces will also get access to victim operated anti-tank mines such as this soviet era TM-62 mine. Capable of ruining the day of all but the most mine-resistant vehicles.

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http://media.joinsquad.com/2016/Nov/NovemberRecap/boom.webm
Small preview of the effects work

British Faction Update

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As announced in an earlier Monthly Recap, the Brits are coming to Squad! Over the past few months more solid progress has been made with the artwork for its characters and weapon systems.

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L110A2 Light Machine Gun

Based on the same platform as the US Army's M249 SAW, the L110A2 LMG as used by the British forces has been completed. The L110A2 will be available with iron sights as well as a SUSAT sight.

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L109A1 Frag Grenade

Standard British fragmentation grenade has been completed.

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SA80 Series Assault Rifle

The main armament used by the British ground forces are the SA80 series of rifles. Seen here is the main service rifle, the L85A2 with a rail hand guard, and shown with iron sights.

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The L85 has been seen in many different configurations in recent years, such as with the SUSAT sight, an ACOG and a back up reflex sight and most recently being fielded with an Elcan sight. Expect to see most of the above options available in time. Your first experience with the L85 in Squad will be with a set of iron sights or an ACOG without the back up sight.

There will be other additions to the family of SA80 rifles, such as the short L22 carbine used by vehicle crews, or the mostly outphased L86 Light Support Weapon that will be temporarily filling a DMR style role for the first few patches with the British faction until a proper DMR has been finalised.

Stryker ICV

Shown off a while ago, the Stryker is just about ready to hit the battlefields of Squad!

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The first version to enter service is the Infantry Carrier Vehicle. A very tough transport and support vehicle that is designed to be proof against even fiercest .50 calibre weapon systems as well as shrugging off most rocket propelled grenades.

Armed with a remote controlled M2A1 .50 cal machine gun and eventually functional smoke launchers, this is a tough, but valuable infantry support vehicle. It is likely that more variants of the Stryker chassis will be seen in time.

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Mapping

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New Eastern European Map

Work has begun on our newest map and were very excited about it because it will feature our first urban battlefield in the eastern European theater. Our environment team has been busy creating brand new statics that include multi-story apartment buildings, commercial buildings, gas stations, and a variety of industrial facilities. Most of the buildings will be enterable so close quarters infantry battles will be common, but the map will also have plenty of open and strategically complex areas with a mix of rail yards, parks, industry, and quiet residential streets.

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Look forward to fighting your way through the outlying residential areas, across railroad tracks and along tree-lined avenues -- all in a push to take the city center.

Gorodok Expansion

With vehicles rolling out in full force, we are expanding Gorodok. We've added surrounding terrain so that we can have a full 4k playable area. To showcase vehicle gameplay we've cleared a lot of trees and added larger plains and fields. There will also be many new objectives and completely new gameplay layers including the Insurgency gamemode. In the end, Gordok will be almost 4x the size that it currently is and will provide many more unique gameplay experiences.

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Before we sign off, our talented composer Scott Tobin is preparing volume 2 of Squad's Original Soundtrack, which is coming to Steam. Please enjoy the wonderfully hand-crafted preview below!


Offworld Out.

Join the Discussion >>
 
I wish I could tell you at definite date! Animation system won't be for a while as there is still plenty to do. The effects will be in as soon as we get the mines in.

Rubbish answer I know but it's all I can say currently!
 
Head shots from normal rifles will put you down into the incapacitated state. Head shots from the heavy emplaced weapons and vehicle weapons will "kill kill" you. Rockets and grenades will currently only incapacitate you.

We tried having it so all headshots regardless of weapon killed you with no way of a revive but it was just an annoyance and detracted from the game.

Edit - Getting put into an incapacitated state shorty after being revived will kill kill you also.
 
Xcept - Any word on when you will be looking at the ticket bleed rate and tickets received for capping, stopping a cap and defending? The current AAS system seems more oriented to kills rather than bleed.

Hmm I've found that quite often the team with more kills will still lose the match if they are playing the objectives. What sort of things would you like to see changed?
 
Ticket bleed mostly. I forget what the value is but you can definitely have more caps and still win due to kills. AFAIK you also don't get rewarded for stopping a cap - so if you're rushing point B and stop it from getting capped at the start of the game you don't get any tickets. It's much more effective to wait and retake the point from full cap.

There's no immediate plans to change the score system but it will be getting a total overhaul down the line so lots and lots of things will change.

Where are we at with regard to free look implementation similar to Arma ?

Also are there any plans to make the actual player movement feel less floaty and gamey ? There is no weight to anything, feels like I'm made of paper. In arma I feel like my character is in the actual environment, running feels attached to the ground... in squad it's like your character is not physically connected to the world you're in.

Please bare in mind i don't want this to be like Arma in terms of gameplay, but feel both of these two things which arma nails would improve squad massively.

Free look will be coming after the new animation system is in. Character movement and feel will be getting overhauled with the new system too :)
 
Bought this ages ago to support the development. 15hrs in over past couple of weeks and REALLY enjoying it. Been gaming for 25yrs and got some clan mates to purchase too as we did play Project Reality.

Community is very freindly and helpful from all over the world on UK servers. More playable in Alpha than some AAA titles on release.

Been 2am before I've realised the time some eves. Awesome game - keep up the good work.

Very kind words! Hope you enjoy the future updates. We've been having a few alpha 8.9 play tests so hopefully the next patch won't be too far away!
 
The anniversary update has been released. Happy birthday Squad! 1 year on Steam!

Alpha 8.9

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Hi Squaddies,

We're hoping everyone is enjoying the December holidays, and as an end of year present for everybody, we're doing a special Holiday Patch with a couple goodies and bug-fixes to keep you all entertained over the break.

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Localization

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Squad is now available in a variety of languages! From this initial localization pass we have Russian, Traditional & Simplified Chinese, Italian, Polish, Turkish, German and French translations.

Big thanks to our community for coming together and helping to translate and input text for Squad in their native languages. Simply go into Properties when launching Squad from Steam and select the Language setting!

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SPG-9 Kopye Recoilless Gun

The SPG-9 is ready for action! Emplaced or mounted to a technical, it is capable of firing High Explosive Anti-Tank (HEAT) rounds at velocities faster and ranges further than the RPG-7. However the gunner and weapon are extremely exposed when engaging the enemy, making this kind of weapon unsuitable for head-on direct combat, and more suited for hit-and-run tactics.

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http://media.joinsquad.com/2016/Nov/NovemberRecap/spg9_emplaced2.mp4

http://media.joinsquad.com/2016/Nov/NovemberRecap/techie_spg9.mp4

Veterans Day Items

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Due to technical difficulties, the Veterans Day event items did not drop as intended during the November 11th event. As compensation for that, we're running the drop event again for these items until January 2nd. So to get these all you gotta do is jump into Squad and play for an hour to get these special weapon skins! Note that these are non-transferable or tradable.

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Changelog

Assets


  • Added the SPG-9 recoilless gun as a deployable for Militia and Insurgents. It is limited to 2 per FOB and costs 350 construction points. Currently this emplacement only has access to HEAT rounds (similar to your RPG-7) but it packs a bigger punch and it shoots it a lot faster, further and straighter. Each reload is 50 Ammo points at a FOB.
  • Added a SPG-9 version of the technical to Militia and Insurgents. Losing a SPG-9 technical will result in a 12 ticket loss for your team and a 8 minute respawn timer. Each reload at an ammo depot is 50 Ammo points. It holds up to 5 people.

Gameplay Changes

  • The S5 rocket fired from the Improvised Rocket Artillery Technical has had a minor buff to its explosion radius.
  • The ammo cost of reloading the Improvised Rocket Artillery
  • Technical has been lowered from 300 to 250 ammo points at a FOB.
  • Lowered the respawn timer of the Improvised Rocket Artillery Technical from 18 to 15 minutes.
  • Militia Medics now has the AKS-74 as their main weapon rather than the AKS-74U.
  • To further emphasize the mobility play style of the unconventional factions, as well as their light vehicles being a constant annoyance for US/Russia, we have lowered the amount of tickets lost on a DShK armed technical from 8 to 6, and lowered the respawn timer from 6 to 4 minutes.
  • Added more seats to various technical versions to further increase the mobility of the factions using them.
  • Added 2 seats in the back of the Improvised Rocket Artillery Technical. Optimal for bringing your spotters along for the ride! (Now holds a total of 4)
  • Added 2 additional seats in the back of the Dshk Technicals- (Now holds a total of 5)
  • Transport Technical now holds a full 9 man squad! Full on clown car.
  • Logistics Technicals now holds a total of 5 people.
  • Medics will be able to apply field dressings (bandages) 25% faster, both to himself and to friendlies. Medical treatment is their specialty after all.
  • Unequip animations for medic bag, field dressings and binoculars are now 50% faster

Map Changes

  • Added a logistics Technical to Militia on Yehorivka AAS v2 to add extra flexibility to the way the Militia team wants to play the map or the artillery. Also replaced a BTR-80 with a Transport truck for Russia.
  • Operation First Light now has logistics vehicle for both faction as an experiment. The US has one logistics truck but Militia has two logistics technicals.
  • Added 1-2 SPG-9 Technicals across most Insurgent and Militia map layers where applicable. In rare situations they are substituting a Dshk Technical, but mostly they are an addition to the vehicle pool.
  • Added Kokan AAS v2 with Russia vs Insurgents
  • Added Kokan PAAS v1 with Russia vs US
  • Added a Conquest Layer for Operation First Light, where the flags can be captured out of order. Both sides begin with 400 tickets and tickets are constantly draining at a rate of 4 tickets per minute per flag owned by the enemy team. Essentially the more flags you own, the slower the ticket bleed will be for your side.



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Bug Fixes

  • Fixed an issue where the logistics technicals were delivering 1000 construction and ammo points rather than the intended 500 of both.
  • Fixed two bugs that made vehicles a lot more squishy than they were in A7. Vehicles should be back to A7 survivability again.
  • Fixed a bug where the burn damage to vehicles were up to 10 times higher than intended.
  • Fixed an issue where all vehicles except for the BTR-80 were taking 30-50% more damage from rifles and HMGs than they should.
  • Fixed Kokans AAS lattice not going double neutral
  • Fixed Kokan repair and resupply point at Insurgent main base not working
  • Fixed the Improvised Rocket Artillery Technical gunners view being offset from the head of the soldier
  • Fixed multiple issues which enabled you to kill the crew of armored vehicles with frag grenades and rockets. Now youll definitely have to rely on your HEAT rounds and your HMGs to deal with them again.
  • Improved the SVDs set up a little bit. It was shooting a bit too low and a bit to the right before. It still isnt perfect, but it is better until we get a new system for handling sights.
  • Adjusted the M72 LAWs sights so that is more useful at range. Taking shots at targets beyond 200m put the target fully outside of the ring in the sight, now that happens beyond 300m. Be aware that the projectile is slow and this adjustment has made it arc a lot, making it possible to overshoot a target at close range.
  • Fixed player state of dead players not displayed correctly on the spawnscreen
  • Fixed player state of players in vehicles not displayed correctly on the spawnscreen
  • Fixed deployable ghosts of HMGs not showing the green/correctly
  • Fixed weapons teleporting to maproot
  • Fixed razor wire causing vehicles to go airborne
  • Fixed server crash on round end if a demorec was running
  • Fixed rare zombie mode bug on incap
  • Fixed rare crash related to entering vehicles
  • Fixed FOB radio sounds being too silent to locate FOBs
  • Fixed a lot of bugs on Chora
  • Fixed entering a vehicle with ADS causing sway inside the vehicle
  • Fixed unable to kick a player from your squad if they have not spawned in yet
  • Fixed being able to place assets on enemy FOBs

Misc

  • Added impact effects and audio to glass surfaces such as windows
  • Added a unique map icon for both the Improvised Rocket Artillery and SPG-9 Technicals
  • Camera now shakes when you fire an explosive rocket projectile like the M72 LAW, RPG7 or SPG9.
  • Added new sounds for the M4 Rifle
  • Added new way of handling rearming of vehicle weapons at a repair station. Before all magazines would instantly appear, now only one magazine appears every 7-10 seconds depending on the weapon.
  • The above change allows us to better handle the Rocket Technical and Humvee CROWS 50cal weapon systems. These two now gradually fill up their magazine at a repair station. Rule of thumb is about 1 min for a full rearm of an empty vehicle.
  • Humvee CROWS 50cal now has one big magazine of 500 rounds.

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IndieDB Awards

Before we sign off, we just want to say that thanks to YOU, Squad is in the Top 100 on IndieDB's Indie of the Year! You only have a few days left to vote, but please spread the word and get those votes in.

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Offworld Out.

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