***Official Squad Thread***

Time to get back up to speed updating things while I'm away.

Squad Leader backers....keys are coming out to you guys. Check your e-mails, this weekend may get manic!

Closed Alpha Announcement

Squad Leader, Commander, Ranger, Airborne, and Clan Pack level Kickstarter Backers can Pre-Load CA-V1 at prealpha.joinsquad.com (when the build is available later this week we will make an announcement)

Changelog:

Audio

  • Heavy breathing now stops when you go into incapacitated state
  • Added bleeding heartbeat sounds.
  • Breathing from stamina no longer plays when in incapacitated state
  • Added Main menu music by Alkali.
  • New M4, M249, AK-74 and RPK fire sounds.
  • Added more deploy and reload sounds.
  • More footstep sounds and bullet impact sounds.
  • Added Rocket flyby sounds.
  • Added Radio filter for Squad and Command VOIP with transfer sounds.

Effects:

  • Modified the scene tint for the incap state to blend smoothly from the low health state.
  • Fixed water hit effects not rendering correctly

Gameplay:

  • When you get incapacitated your stamina is now set to 0
  • Fixed stamina being consumed when sprinting and going incap
  • Fixed dry load animation not playing issue
  • Fixed auto spawning when going straight to dead state
  • Fixed voice comms not working when incapacitated
  • Changes to rallypoints now mean that they will disappear after 9 players have spawned, as well as the squad leader being limited to placing a new one for 2 min after placing the last, unless the SL respawns at a FOB
  • FOB capture time increased
  • Flags now require 3 players to cap and 60 seconds of cap time to capture
  • Changed inventory system, weapons can now have a much more complex mag/ammo layout and button presses can be empty (pressing #2 on rifleman kits now no longer does anything)
  • Fixed various issues with revive and incapacitated state. Capsule no longer falls through the ground.
  • Fixed issues discovered when a person becomes incapacitated soon after revive.
  • Moved the point system to float instead of int, allowing finer grained control of points
  • Medic now heals 1% of health every 0.1s instead of 10% of health every 1 sec, making the ui and healing more fluent.
  • Fixed rpg and law not having sway and properly aligned sights.
  • New Ammo / Magazine functionality. Ammo is now saved and sorted on reload.
  • Increased bandages for soldiers to 2, medic now has 6.
  • Fixed ability to bandage enemies
  • Changed bleeding rate from 1hp/sec to .5hp/sec

Maps:

  • Added new Kohat Toi map layer and new area along south river
  • Update all maps to new AAS system, with flag names and ticket loss penalties
  • Updated Kohat Toi and Logar Valley with “Foliage 2.0”
  • Updated Logar Night lights to temp fix AMD card issues and low frames
  • Updated all Logar Valley map layers so flags take 60 seconds to neutralize and 120 to cap

UI/HUD:

  • Updated loading screen quick guide with new icons and info about Field Dressings
  • Fixed hard-to-see black font on the login screen
  • Added HUD icon to indicate whether or not chamber is loaded and fixed magazine counter
  • Allowed the M203 and GP25 to have a round in the chamber to show round chambered indicator on the HUD
  • Changed incap HUD icon to be displayed out to 50m instead of 5m, it should help in finding fallen comrades.
  • Added a scrollable Squads-list and the ability to collapse/expand Squads on the Squad list
  • Removed old hud damage indicator
  • Stamina now hides when full and linearly changes color depending on percentage
  • The map now shows the correct position of players
  • The map now shows markers correctly from player to player
  • Rally point tooltip now displays the number of spawns left
  • Fixed voice comms not being available when map is open
  • Fixed an issue where a fob would be selected on the UI when it wasn’t
  • Fixed player duplication in the squad player lists
  • Fixed blur effect persisting after closing map.
  • Fixed not taking bleeding effect if > 100 damage taken
  • Added kills and deaths to the final score tally, as well as an indicator for when the next game will start
  • Added a map legend
  • FOBs will go red when overrun and become unselectable when spawning is unavailable

For troubleshooting assistance, please head over here

Follow us on social media:

http://facebook.com/JoinSquad
http://twitter.com/JoinSquad
http://youtube.com/JoinSquad
http://soundcloud.com/Scotttobin (music composer for Squad)
 
Looking forward to trying this when it's released, can't afford to back another pre-release game though! Still waiting on too many at the moment. Looking at you Star Citizen!
 
What are you talking about? It's not even in alpha yet and only playable when servers are up.
It's not some triple a title which had millions of player's and all of a sudden died off.

That wasn't directed at anyone in particular here, just some people I've seen on the social media and the forums.

With any luck I'm getting a new gaming laptop sorted in the next few months so will be able to jump on this. Haven't even had much time lately to play the original PR!
 
[TFU] Thegoon84;28605617 said:
Still haven't bought this yet. The lesser of the packs £19.99 wont get access until Nov no?

December, at which point it will be on Early Access within Steam, but for $5 extra.

This looks interesting. When is beta access going to be open? If November, I can wait till then.

There has been no discussion of an open beta if that's what you're asking, if you want to play it, you'll have to buy it. It won't hit what they are calling beta stage until some time in 2016.

0seiTHX.jpg

Close Alpha stage is today.

Steam Early Access (AKA the Rifleman package) in December.
 
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Servers probably won't be up until 7am tomorrow morning guys. Don't quote me on that but I'll let you know if anything changes.

December, at which point it will be on Early Access within Steam, but for $5 extra.

They have no no discussion of an open beta if that's what you're asking, if you want to play it, you'll have to buy it. It won't hit what they are calling beta stage until some time in 2016.

Close Alpha stage is today.

Steam Early Access (AKA the Rifleman package) in December.

Pretty much bang on mate.

I hope you all have mics! Hopefully we can organise a time we can get on and create a squad this weekend. I'll be in-game showing the ropes to the guys from Polenar Tactical tomorrow. Apparently they are one of the biggest European gun related channels on YouTube so we'll see how that goes!
 
Taken from a thread over on the official forums - http://forums.joinsquad.com/topic/4766-the-squad-game-manual/

Preface
The following game manual is not the official Squad manual. We can't expect the devs to provide a game manual at this early development phase. Nevertheless I felt compelled to write this manual in order to make it easier for newcomers. Also, at the time of writing this [late September 2015] our community only has one tool: a forum. Not the best place to store and retrieve knowledge. A manual however would be able to compile all essential game-related knowledge into one central location that is easy to structure and read. Hence, after a short consultation with the devs and many many hours of writing, this manual was born and is now available to you, my dear fellow Squaddie.

Please don't expect a polished, pretty, 100% complete and error-free document. During Closed Alpha Squad will constantly change. I will make every effort to keep up with these changes and put them into this manual. In order to be able to do so, I deliberately kept the manual as simple as possible: simple and short text explanations, unpolished screenshots, no fancy formatting or layouts. Every text and every picture will likely have to be changed and updated multiple times. The less there is, the easier it will be to keep it up-to-date.

Also, please be patient, the manual will always lag behind the current game version.

Your contributions
Help from the community for this manual is more than welcome. Post your suggestions for the manual in this thread or send me a PM. I am sure you will find missing or incorrect information and many spelling mistakes. Occasionally I even added the keyword "contribution" in the manual to highlight sections that need your help. If you feel like it, you can even write new sections of new game features and I will add them to the manual. Or just provide suitable screenshots. If you want to work really closely on the manual and become a co-author, send me a PM and we'll work out a work-share.

Translations: If you don't loath the thought of chasing an ever-changing target, feel free to translate this manual into your native language. I will gladly provide you with the current OpenOffice document from which I generate the PDF. However, be aware that you will have to take on the complete task, start to finish, until you produce the finished translated PDF manual. Then I will add your download link next to the English version.

One final request. Please refrain from discussions in this thread unrelated to the manual itself. Please use other threads for this. Please don't post questions about game features or bugs or make feature suggestions in this thread. Please don't! Stick to the topic of the manual and how it can be improved.

Download
Please also read the latest version history below. It might provide important hints regarding the current version of the manual.

Download latest version of the manual <--click here

Version history
1.0.0 (24.09.2015): The first version of this manual was released to the community in time for the launch of the Closed Alpha on 26th September 2015. The manual is update-to-date with Squad build 2282 (v7), the last build of the Closed Pre-Alpha. This means the manual does not yet describe the features that will be added with the launch build of the Closed Alpha – please see the latest changelog for the new features, fixes and modification. I will add these changes soon to the manual. To all Squad Leaders: enjoy the read and get ready for the weekend!
 
Two problems so far:

1) It seems to automatically detect my Oculus Rift on start up. In the menu the first time it kind of worked (I could see the menu through the Rift) but once I tried to join a game it threw an error. Now I can't even get into the menu without an error. I need to disable the Oculus service to start the game or detach my Rift.

2) I can't assign a mouse button to move forward - I'm one of those people that likes to use Right Mouse to move forward. In fact, turns out I can't change any of the direction assignments - forwards, backwards, left or right.

EDIT: Found information regarding changing WASD keys here: http://forums.joinsquad.com/topic/4526-all-about-rebinding-keys-at-pre-alpha/
 
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2) I can't assign a mouse button to move forward - I'm one of those people that likes to use Right Mouse to move forward. In fact, turns out I can't change any of the direction assignments - forwards, backwards, left or right.

Freak. :p


This build is much better than the previous, being a medic in that version was a nightmare. You can definitely tell there are new players, you find entire squads on the other side of the map doing who knows what.
 
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It's good crack - going to have to try it with headphones though to see if I can make better sense of what's going on. With stereo speakers it's a bit like all the sounds are super close and always right in front of you no matter what direction you look.

3rd pet peeve is that you need to sign in every time you restart - not fun while testing changes.
 
Two problems so far:

1) It seems to automatically detect my Oculus Rift on start up. In the menu the first time it kind of worked (I could see the menu through the Rift) but once I tried to join a game it threw an error. Now I can't even get into the menu without an error. I need to disable the Oculus service to start the game or detach my Rift.

2) I can't assign a mouse button to move forward - I'm one of those people that likes to use Right Mouse to move forward. In fact, turns out I can't change any of the direction assignments - forwards, backwards, left or right.

EDIT: Found information regarding changing WASD keys here: http://forums.joinsquad.com/topic/4526-all-about-rebinding-keys-at-pre-alpha/

Try going to X:\Users\userName\AppData\Local\ and delete the Squad folder and do a fresh extract of the game. Relaunch the game and that should fix the Rift problem.

Freak. :p


This build is much better than the previous, being a medic in that version was a nightmare. You can definitely tell there a new players, you find entire squads on the other side of the map doing who knows what.

The first few rounds people have been playing it like CoD/Battlepump but they are slowly getting the hang of it. I managed to get the same group of 9 players in my squad for a few rounds. They started off completely oblivious of anything going on but once they all started using their mics and communicating they loved it.

Managed to sneak up to an American who were roughly 300m away. Everyone was itching to engage them but I told them to wait. The plan was for the RPG gunner to engage them first and then for everyone to then get rounds down. It worked brilliantly! The RPG went off killing about 3, the other 6 went into utter panic as 8 of us opened up with rifles and the RPG gunner sent more good news with his HE! I sat there with a huge grin on my face!

Moral of the story is use your mic!
 
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