***Official Squad Thread***

We're back in full flow again now after Christmas. Here's some Wrench love to get your teeth into.

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Modding Recap
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The Wrench December
17-Jan-2018
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Hi Squaddies,
We hope you all had great and amazing holidays and spent some time with friends, family, scotch, or your pets. (Whichever you may enjoy most. No judgment.) The Modding community was also hard at work on some new content which we're happy to present to you. We love what everyone has been doing so far and with Alpha 10 around the corner we are sure that a great 2018 is waiting for us! We are glad that you are with us on this journey.
Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.

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Finnish Defence Forces by FDFMod

This team is working on a custom faction everyone has really wanted to see since the Project Reality days: the Finnish Defence Forces. It plans to combine elements from both conventional and unconventional forces in a way that reflects the traits of the FDF such as infantry focus and defensive maneuvers. They are also planning on including new maps as well as a defensive game mode. Currently we can see great progress on their character models as well as various gear. Mahtava!





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Finkarus by LoRDHitMan



It always fills us with a sense of pride when we see things that grow in our community get bigger and end up in the Steam Workshop to be downloaded by everyone. Finkarus is a great example of that. It is a 4x4km map with all sorts of different terrain that can already be played. Creative work is never finished though, so LoRDHitMan is currently working on a Mesh Kit to make the Soviet apartments look more authentic. You can check out the current version of the map on the Steam Workshop.






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Destruction Gamemode by The ISKT Community

Sample Destruction layer.
A new game mode is currently in development with a focus on competitive play. Let's hear all about it directly from the guys who are working on it:
"Due to changes coming to AAS, the ISKT community took it upon themselves to create a new game mode for competitive Squad that would fit well and make for more diverse strategies. Destruction is a product of several people from the competitive Squad community, ISKT, and is being built and made possible by Virus.exe who is a great contributor within the Squad modding community.

Destruction is based on the Battlefield 4 Rush game mode with a pair of caches that will spawn in the general same area (around the size of your average capture zone in AAS) that need to be destroyed. The caches are always spawned in the same general areas for each phase which allows teams to prepare different strategies for different layers and maps.

Attackers need to destroy both caches in a phase to advance to the next phase, with 3 phases being the total. Once a cache is destroyed the attacking force will gain tickets. Since both caches in a phase are in play at the same time, the attackers know their location and the defenders must maintain a significant amount of map control to ensure where the attackers focus the majority of their forces. Defenders must bleed attackers out of tickets or hold out for 60 minutes to win. Attackers must destroy all caches to win.

Below are some visual guidance alongside the caches for the other factions within Squad that are based on the existing Insurgent cache made by OWI."





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Frontlines Custom Winter Map by Marv

Community Contributor Marv has been with us for quite some time and is working on a beautiful looking winter map. The map will feature capture zones centered around fortified trenches where the US Army and the Russian Armed Forces will fight over control in an open-world scenario.




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Docfapark by Orsouw.G

Based on a forest located around his hometown of Oss, Orsouw.G is working on capturing the Dutch countryside. He is planning to do US Army vs. Russian Forces where the Russians will be attacking from the north of the map. The flat Dutch terrain will be key on this map, where concealment is hard to find. Orsouw.G is currently working on some custom props to liven up the new Western Europe setting.


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The Squad Modding Roundup

Some may already know about it, some have been seeing the announcements in the Modding Discord or the official Squad Discord. Together with our community member rocodeand a lot of support by server admins we've been doing a weekly Modding Roundup where everyone gets the chance to play some of the great Mods that have been in development.
Want to take part?
Make sure to stick around on Saturdays then! Modding Roundup happens every Saturday, 19.30 UTC, the maps of the week and server will always be posted in the Official Squad Discord as well as the Modding Discord.


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Modder Spotlight: =RED_BEARS=SilentBlooD

Who are the people that make up this beautiful and dedicated community? Let's try to dig a bit in and get to know our Modders. This month we have an interview with =RED_BEARS=SilentBlooD, a mapper who has already been featured in the Modding Roundup with some great things.
Q: Could you tell us a bit about yourself?
A:
Hi there, I am 34 years old and I live in Israel. I am a construction superintendent and a contractor.
Q: How did you start Squad Modding?
A:
One day I saw a video by BlueDrake talking on the subject of modding for Squad. By that time I have been playing Squad for some time and was looking for a cool project to work on.
Q: Have you been modding any other games before starting with Squad?
A:
This is the first time I did anything this large in terms of a modding project.
Q: What was the biggest challenge you encountered?
A:
A game dev should be organized and careful with development backups. I had to redo the map three times. I still cannot believe I made the map in three months time.
Q: What would be your best advice for newcomers to Squad modding?
A:
Watch a tutorial on a subject you need and then practice it until you are doing it fast and with a good result. Do not fast forward in your work thinking that you know stuff. You have to practice every day for at least two hours.
Q: If you could change or add anything you want to Squad or the SDK, what would it be?
A:
Squad is all fine. I would whine on the subject after they release the final build. SDK needs a lot more environment assets. As a mapper the thirst for assets to play with is endless. I would be fine with a 300% increase in world assets for mapping!
Q: How long did it take you to create Forest Air, from start to the current stage and did you learn anything new while creating it?
A:
It took me three months to get where I am at this stage of my map dev. Before this map, I was working for six months on an 8x8km island map. Now when I look at it I can see that my style got more interesting: the light setup is much better, I know how to set up spawn points and the rest of game logic. I had a lot of help from other community modders like CreativeRealms, Virus.exe, rocode, XanderDal, wasti and the moderators of the Squad Modding Community Discord server.
Q: How many assets have you made yourself and would you recommend modders expand their skill set so that they can create their own assets for maps?
A:
In my opinion it is vital to know modeling and texturing software. At least on a basic level. This will help you to produce your imagination the way you see it on the map. There are 10 original meshes and a huge amount of merged assets that were created from by kitbashing inside the Squad SDK.
Q: Do you have any upcoming projects after you complete your map, Forest Air?
A:
I have a couple in mind. I will start them only after the community has the chance to play for some time on my map and see if it wants it or not. But you never know. I might just wake up one day and start working on the next one.
Thank you very much for answering our questions. We're looking forward to your future endeavours!

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Squad Modding Hub Management Team Out.
Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
Join the Discussion >>
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MAKE YOUR VOICE HEARD.



© 2017 OFFWORLD INDUSTRIES LTD
 
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Recap
January 2018
31-Jan-2018

Hey Squaddies,
Got a minute?
We're back with a brand new year and we're already in the final stages of bug fixing and testing for Alpha 10. Your feedback during the Alpha 10 public test before Christmas was invaluable in making the test period for us that much less crazy.
There's absolutely no replacement for those dedicated boots on the ground! The insane amount of enthusiasm and positiveness around the playtest fueled our drive to make Alpha 10 one of our most polished releases yet. Gib A10!

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Alpha 10 Status



Since entering testing, we've squashed more than 323 separate bugs and issues with no small thanks to your bug reports! We only have a few more left before we're happy going to a full release, but rest assured the day where we can finally move on is coming soon. In fact, some of the artists are already working ahead!
In the meantime, we'd like to show off development in other areas of the game that are coming after the Alpha 10 release. Unlike previous recaps, this will focus more on content that is extremely close to completion and will most likely be added in the near future. One caveat is mapping, where it is usually an area that is developed on an independent schedule, so the content shown there will vary in levels of completion and release schedules. Let's see what the future holds!

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Art and Modeling
British Army Update




A faction teased since the beginning of the Kickstarter, the Brits have been stewing away for quite some time now and they're almost ready to make war. With their own array of weapons, uniform and armament, they will prove to be another flavour on an already rich battlefield. #Melbolyfe









https://gfycat.com/ifr/KindSnarlingEland
https://gfycat.com/DeadAcclaimedCrane

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New Insurgent Soldiers


The Insurgent models currently in use are the last marketplace assets still widely used in our art library. We've been hard at work modelling a completely new set of our own. With them comes a large variety of civilian and paramilitary styles to make the faction look a little more versatile visually. Rigged up and just about good to go, they're undergoing a bit more texture polish before deployment.












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Technical's Improvised Armor Package


One other improvement we're adding to the unconventional factions is an improvised armour set for their light vehicles. Sometimes-reluctant workhorses of modern combat, these vehicles generally sacrifice speed and handling for much greater resistance to shrapnel and small arms fire.





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BGM-71 TOW Missile Emplacement


Also in the pipe is our first foray into guided missile systems with the BGM-71 TOW. Equipped with a high magnification day-sight, this weapon fires wire-guided anti-tank missiles over extreme distances. This should give a bit more teeth to American FOB defences.













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PKP


Alpha 10 will see the introduction of the PKM, but soon afterwards will come its modernised cousin, the PKP. Complete with a mount for optics, this Russian weapon will make their machine gunners even more fearsome.





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Heavy Machine Gun Optics


Conventional factions will also be getting an upgrade to their heavy machine gun emplacements in the form of mounted optics. This will allow for greater target acquisition capabilities for HMG gunners, and also make HMGs a more formidable weapon to go up against especially on maps with little cover.







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Mapping
With a new year comes a new year of mapping! This year we will try to keep the community abreast of the current state of maps as they develop so things may be a little more work in progress than perhaps in the past.
Let's check in with the mapping team!
Kohat Expansion



An expansion to Kohat Toi River Valley will bring improvements to the eastern and southern portions of the map, providing more variety and capturable areas. In addition, the eastern edge of the map will house a brand new United States Army FOB, complete with helicopter landing pads.

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Logar Valley Expansion


As part of a step to revamp some of the older maps we have retrofitted the main town in Logar and replaced about 40% of the buildings with more two story and larger internal space structures. In addition, many more damaged and ruined buildings were added throughout the map as well as a few new bisecting roads to keep those vehicles nimble.



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Kamdesh Highlands


Building on our experience with Operation First Light, we've begun work on a new map visually based on a more rugged portion of Afghanistan than previous projects. Covered in a thick pine forest, the hilly terrain will increase the risk of ambushes leaving even seasoned veterans on the edge of their seats!





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Checking in with Fallujah


Continuing progress on the layout of our long-term project Fallujah. We have moved into the second phase of the city creation and the environment team is working through the creation of larger urban structures to populate the core of the city. Expect monthly updates on this one as it moves towards release in the later part of the year.

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Annnnnd that brings us to the close of the first regularly scheduled Recap of the year. We hope you're as excited as we are to see what's coming to Squad in the near and distant futures.
Offworld Out.
Join the Discussion >>

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MAKE YOUR VOICE HEARD.



© 2017 OFFWORLD INDUSTRIES LTD
 
Been on my wishlist since alpha release, and I’ve really enjoyed the free weekends. I have become a primarily ‘VR gamer’ and I have stumbled across a few older reddit posts, where people say Squad had VR support with head tracking in older versions, but was removed. Will VR be added again in the future? I would absolutely love to play this in VR, especially with full motion controls and locomotion (Onward esq), the added realism in a huge environment would breathtaking and the immersion you would feel would be out of this world!

Even if you had to release a VR patch as DLC I would buy it in heart beat!!!
The VR support was just Epics own default code that was left on and was an extremely buggy mess. There's currently no plans to work on a VR mode but never say never...
 
Some of the guys built a F2P VR game a while ago using Squad assets just for a test/getting to know the system.
http://store.steampowered.com/app/589460/Covert_Syndrome/
You never know what's in store!

Back to Squad: We pushed out a couple of patches over the weekend with the aim of 1 more before it officially comes out:

We fixed a few issues that were found and are still working on others. We are pushing an update to the testing branch with the fixes that are already internally tested:
- Fixed a crash related to invalid climb data
- Fixed a crash in projectile flyby sounds
- Fixed custom server list showing licensed servers too
- Fixed player being in bipod state when revived after getting incapacitated in bipod
- Fixed climbing not getting stopped on incapacitation
- Fixed a skinning issue on TT-33
- Fixed TT-33 reload animation issue
- Improved bipod location detection to prevent sinking into the ground
- Fixed some Narva layers not rearming logi trucks
- Fixed Narva AASv3 not being able to lean on one flag
- Fixed Balaya minimap issues
- Fixed Belaya PAAS can't lean in tunnel
- Fixed immediate death after revival caused by a server correction causing fall damage
- Fixed a texture issue on Milita uniforms
- Fixed MAT-V M2 CROWS not dealing damage in some situations
- Fixed minimap icon issue on Ural truck with ZU-23
- Fixed weapon replication issue for players who just connected to the server

Another small update to the testing branch is live. It's mainly focused around performance improvements but the following bugs have been addressed aswell.

- Fixed floating roads and trees on Belaya
- Fixed a tree material on Chora
- Fixed motion blur issues
- Fixed stryker not taking damage from rockets in certain areas
 
Is it wrong that I actually want a mod though :p
Very, very wrong! I've no doubt one will pop up eventually though.

Another update to the testing branch is live. It has performance improvements related to animations and the following bug fixes:

- Fixed can't aim down sights after revive
- Fixed Gorodok AAS v1 staging area
- Fixed defenders being able to recap flags on Gorodok, Kohat, Yehorivka and Chora Invasion layers
- Fixed server health not showing correctly in server browser
- Fixed a bug which prevented players from bandaging and healing other players
- Fixed mouse glitchyness on radial menu and made right click in sub menu go back
- Fixed infinite bandage exploit
- Fixed point score events regarding logistics
- Fixed markers being placeable by non-Squadleaders via the hotkeys
- Fixed kicking someone from a squad while they are in a vehicle not issuing a kit on vehicle exit
 
liking the look of the updates, it was mentioned that the new animation system would bring a boost in performance. Has this been true at all or has there been no optimisation done yet?
There's not been a massive amount done just yet. There's been a lot of new systems and features that have been put in for this first release of v10 and are they are still due for more optimisation passes.
Thanks Christ for that. Experienced the "invisible weapon" bug a few times yesterday, very annoying having to find a resupply point to change kit to solve it. Also, I've noticed that in V10, bandaging and healing players seems a bit hit and miss - sometimes the animation will finish and they are still bleeding out, sometimes it seems like you can't heal players without being in exactly the right spot, just feels a bit unresponsive...does the second fix sort that?
Invisible weapon is still occurring sometimes. The team are looking into what is causing it currently. With no concrete replication steps it's proving a touch difficult to nail down. Bandaging/healing is still a bit wonky - also being looked into though. Thanks for the patience!
 
Does this arrive at 18:00 tonight?
Yes indeed! Please, please, please remember to clear your appdata folder manually or from within the game options!

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Release
Alpha 10
05-Feb-2018

Hi Squaddies,
New animation system? Check. Bipods? Check. Climbing and vaulting? Check. ALPHA TEN IS FINALLY HERE FOR GOOD? A BIG OLD CHECK! It's time! It's here! The wait is over and we're exceedingly proud to announce the release of Squad Alpha 10 -- and ready to get back on the machineguns. Catch up on the notes while you download!
Version 10 will be available at 1800 UTC via Steam.Please reset your appdata in the game settings if you run into trouble with the new build!

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Full Changelog
Gameplay



  • Vaulting and Climbing (Default: Spacebar) have been added as a new feature to the game. Vaulting will allow you to more quickly jump over small walls. Climbing will allow you to get over higher walls than was previously possible as infantry. This changes the playing field, as a simple rifleman's sandbag may be enough to scale a wall previously only accessible with a ladder. Another trick would be to use a vehicle or even another player as a booster which would allow you to climb over higher obstacles.
  • "Free-Look" (Default: LEFT-ALT) has been added to all infantry weapons and equipment; as well as emplacements and open-top turret based weapons. This allows for the player to decouple their camera view from their weapon and look around without moving the entire player's body. There are options to configure this feature, including Hold/Toggle to activate; and whether to recenter the camera on to weapon or vice-versa upon exiting Free-Look.
  • Crouch Sprinting is added to the game, meaning that you will be able to traverse distances with a lower profile, albeit at a slower pace than you would if you were standing up fully exposed.
  • Transitions to and from prone have been lengthened to much more realistic levels. This is intended to make going to prone not the ideal movement option for engaging the enemy at extreme close range.
  • You can now lean while in prone. This kind of lean involves cantering your entire upper body to the side, so naturally you would lean out further.
  • When deploying a FOB Radio it now starts with 0 construction points and 0 ammo points. The cap for ammo points has been increased to 2000 (was previously 1000).
  • Logistics trucks works slightly differently and comes with some new functionality. The driver of the truck can now decide what he wants to carry, and how much (up to the vehicle's capacity). A conventional army logistics truck can carry a combined 2000 resources and a logistics technical can carry a total of 1000 resources. This means that a traditional logistics truck can carry 2000 construction points and 0 ammo points if it wanted to. You could just as easily carry 1500 ammo points and 500 construction points, it really depends on what the situation calls for.
  • To drop off supplies, use (Default: LEFT MOUSE BUTTON); and to pick up supplies use (Default: RIGHT MOUSE BUTTON).
  • Furthermore, logistics trucks now has the flexibility to load up supplies from a FOB and redistribute it elsewhere, making it possible to salvage some resources from an obsolete FOB or run strategies where you create a supply hub FOB that other logi trucks pick up from. Rest assured that there will be more development on this feature in the future.
  • Due to the above changes, a number of deployable assets has received a reduction in construction costs such as HABs, Emplaced HMGs and Ammo Resupply Crates, as they relied heavily on assistance from those initial resources to get a FOB going.
  • Changes to AAS flag capture mechanics, where non-capturable flags will no longer be blockable by the enemy. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.
  • A new 3-minute "Staging Period" has been added before matches. During this time, you can spawn in at your team's Main Base or forward spawns, organize your squads, roles, get to your vehicles and prepare to move out. However, you are unable to leave the Main Base and spawn area until the timer has fully elapsed. To prevent griefing issues, you cannot fire your weapons during the staging period.

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Kits and Weapons



  • All animations for weapons and equipment in both first and third person have been remade from scratch for this new version.
  • Weapons handling in general has been completely overhauled, including the way recoil, sway and weapons movement is done. We recommend spending some time on the Shooting Range to get used to the new feeling behind each weapon.
  • Inventory changes allow for you to cancel the equipping/reloading of a weapon and to select another weapon extremely quickly. This gives players much more freedom and responsiveness when using their inventory.
  • The length of your weapon also now plays a factor in how you maneuver through tight spaces and fire from cover. When you are too close to an obstacle or a surface, your weapon will be forcibly lowered and you will be prevented from firing and aiming down the sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small spaces is ill advised, whereas pistols will have a natural advantage in these tight spaces.
  • The ADS (Aim-Down-Sights) zoom mechanic for ironsights has changed slightly in that you get half of the "Zoom" for when you ADS, and the rest of the zoom and sway stabilization when you hold "Focus" (Default: LEFT-SHIFT). The Focus should also feel more responsive with the transition into full focus being much shorter.
  • Certain weapons now have the ability to transition seamlessly between one another. This includes switching ammunition types for Underbarrel Grenade Launchers and the RPG7, and transitioning between rifles and UGLs.
  • Scopes have been redone to improve the visuals and fidelity of looking through an optic. This includes adding a pseudo-tunnel effect when looking around.
  • All scope reticles' bullet drop compensators are now functional, we recommend doing some practice shooting on the Shooting Range to get acquainted.
  • A vast majority of weapons now have the ability to adjust their sights to shoot at different ranges. (Default: X + Scroll Wheel) This includes grenade launchers, rocket launchers and rifles. Certain optics as well have the ability to be adjusted, like the M110 SASS' scope, and the SVD's PSO-1 scope.
  • Deployable Bipods have been added to all Light Machine Guns (LMGs) and General Purpose Machine Guns (GPMGs) (Default: C). Bipods will allow machine gunners to set up on positions and put down a large volume of fire with terrifying accuracy. Bipod can be deployed on virtually any surface, including other players! (so as long as they don't move)
  • Added TT-33 pistol to Insurgents and Militia Squad Leader, Medic and Marksman roles, replacing the Makarov.
  • Added the RPG-26 to the first Russian Light Anti-tank role that unlocks.
  • Russia's Light Anti-tank roles are now split into two. The first kit still unlocks at 4 squad members and contains 2 RPG-26's. These are comparable to the M72. The second LAT kit still unlocks at 8 squad members and has the RPG-7, but it now has 2 fragmentation rockets.
  • The US Army Squad Leader role now feature the M17 MHS pistol instead of the M9A1 Beretta. All other US Army role that has a pistol still uses the M9A1.
  • All US Army kits, with a few exceptions, now use the M4 rather than the M4A1. This replaces the fully automatic capability with a 3 round burst. This change is made to reflect the fact that not all units currently have the A1 as well as give them a distinct faction identity where they want to keep the fights at range for the most part.
  • US Army SL with front grip and Red Dot, Rifleman with Red Dot and Rifleman with Ironsight and front grip retains the M4A1, making them ideal for close quarters engagements in your squad load out. A kit should always be a choice depending on the needs of the mission.
  • All factions now has access to a Machine Gunner kit that is a Fire Support role and unlocks at 5 Squad Members. It is limited to a total of 4 per team and unlocks one kit per 10 team members. Machine gunner kits costs 50 ammo points to rearm at a FOB.
  • Machine Gunner kits are best suited as a support weapon in a static position. The kit has about 500 rounds of ammo appropriate for the weapon, as well as the standard sidearm for the faction, 1 white smoke grenade, 2 field dressings and a shovel. Combining the machine gunner kit with a rifleman's sandbags to deploy your bipods on and a Squad leader or Marksman to direct fire is a good setup, flavor your fire support squad with whatever other weapons systems you would want to provide overwatch with.
  • Added binoculars to all Marksman kits.
  • All binoculars now have a proper reticle with a stadiametric rangefinder which shows how tall a player is at those respective ranges in meters, aiding in judging distances.
  • The Insurgents have had their Automatic Rifleman kits reorganized. The RPK-74 has been replaced with the RPK in its classic configuration using 40 round mags. Additionally the 40 round version now unlocks before the 75 round drum mag version does.
  • The US Army now has a new Automatic Rifleman kit with the M249 using a M145 3.4x scope.
  • All factions now have their first unlocking Automatic Rifleman kit moved to the "Squad Roles" section. This should allow us to see more LMGs on the field without compromising what your squad role is supposed to be. The more powerful Automatic Rifleman kits of each faction is still a Fire Support Role that you will have to compromise other kits in favor of.
  • Replaced the AKS-74U with the AKS-74 as the Militia Light Anti-Tank kit's primary weapon to bring it in line with the other factions loadouts.
  • Makarov and TT-33 pistols now have double the amount of magazines as they normally would to bring them to roughly the same amount of rounds as the double stack pistols. Note that the Scout kit no longer gets extra mags for his pistol beyond what other Makarov kits get.
  • Decreased the killing radius on the 40mm high explosive grenades significantly. You will have to be accurate with it to give you a kill. It is still just as potent for dislodging entrenched enemies. In addition to this change we feel like we can up the ammo carried from 6 to 10 40MM HE/HEDP rounds for all grenadier kits.
  • Militia Grenadier kit now uses an AK-74 with GP-25 (was previously using AKM with GP25).
  • Insurgents get a Grenadier kit. This kit uses the AKM with GP25. This kit is limited to 3 per team, with one unlocking every 10 players on the team. The limit is there to symbolize the rarity of the usage. The faction as a whole should still be heavily RPG reliant.
  • US Grenadier kit has iron sights instead of red dot. This is a temporary 'downgrade' because of the sight adjustment obstructions on the M203.
  • The M110 SASS has had its 4x scope replaced with the appropriate optic. It is currently set at a fixed magnification of 6x for the time being.
  • The Insurgent Raider kit now features 2 additional 71 round drum mags that you can equip instead of your usual stick mags for those last stand or breaching moments.
  • All infantry rifles with up to 30 round magazines has had an additional magazine added to the loadouts.
  • US Army M68 Red Dot sight has been rescaled to accurate proportions, and changed its sight alignment to full co-witness with the front ironsight.
  • All non-scoped Rifleman now carry a deployable length of razor wire, in addition to their sandbag walls.
  • All belt-fed weapons (machine guns, emplacements included) visually have a properly disintegrating belt now as you run out of ammunition.

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Vehicles



  • Entering or exiting vehicles and switching seats inside vehicles is no longer instant. The duration depends on the vehicle and the type of seat. This greatly reduces the effectiveness of soloing vehicles when a vehicle is flanked or ambushed. Either it will not be able to drive away or it won't be able to return fire instantly.
  • BTR-80, BTR-82A, MT-LBM 6MB, MT-LBM 6MA, BRDM-2 now has a coaxial PKT machine gun to better deal with infantry threats and general suppression of suspected enemy positions. Coaxial machine guns are available on the '2/3' inventory slots on applicable vehicles.
  • MT-LBM 6MB and BTR-82A now also has access to high explosive rounds for their main guns, these are very effective at dealing with infantry behind cover and in buildings. HE is still effective vs most of the vehicles currently in game but if you are fighting an armored vehicle especially IFVs it is still most effective to use AP rounds. For the time being, the ammo capacity for each round type has been lowered to 100 rounds of AP and 100 rounds of HE to limit its staying power on the field. This will go back up when more assets are in game.
  • BTR-80, BTR-82A, MT-LBM 6MB, MT-LBM 6MA, BRDM-2 and Strykers now have smoke launchers. A vehicle with smoke launchers carries 2 launches worth of smoke. It can be rearmed at the cost of 75 ammo points per charge to keep spamming down and to keep it a significant defensive ability.
  • All MTLB variants now has the same damage model as the BTR-80. This is a temporary change for v10 only. Ticket cost has increased to reflect the buff - PKT:7, NSV: 11, KPVT: 16, 30mm: 21.
  • All 14.5mm KPVT turrets found on (BTR, BRDM and MTLB variants) now has an elevation range from -5 degrees to +60 degrees. This drastically changes its ability to engage from sloped surfaces. (Was previously -3 to +35)
  • BTR-80 and 82A variants now have a "Commander Periscope" (and thus an extra seat) like the BRDM-2 has. The goal is to one day roll this into the driver position, however for now there is an extra asset for the vehicle.
  • Improvised Rocket Artillery Technical has had its wounding radius increased slightly. Furthermore its rearmament cost has been cut in half.
  • Improvised Rocket Artillery Technical's respawn timer has been reduced from 15 to 4 minutes.
  • SPG-9 technicals has had their respawn timers reduced from 8 to 6 minutes.
  • Insurgents has a Ural 375D logistics variant in civilian colors on certain maps.
  • Insurgents and Militia now has a MTLB variant that features a ZU-23 mounted on the back. The vehicle also has the smaller PKT turret up front, making it a fun 3 man vehicle to fully operate. The ZU-23 like its deployable version comes with high explosive fragmentation rounds for this release and will be able to deal with hill campers and light vehicles in equal and swift fashion. The vehicle costs 18 tickets upon destruction and has a respawn timer of 6 minutes.
  • Insurgents has a Ural 375D that features a ZU-23 on the back of it. A slow glass cannon of a vehicle, best used at long range and ambushes. This gun also shoots high explosive fragmentation rounds for this patch. This vehicle costs 12 tickets upon destruction and has a respawn timer of 6 minutes.

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Deployables
  • Added the ZU-23 twin barreled 23mm Anti Aircraft emplacement as a deployable for both Insurgents and Militia. For this release it features High Explosive rounds. It is limited to 1 per FOB and costs 400 construction points to build. It costs 100 ammo points to reload.
  • Both the SPG-9 Emplacement and Mounted Technical variants have the option to choose between high explosive anti-tank (HEAT) and fragmentation rockets. Fragmentation rockets are suited for clearing groups of infantry and for shooting into confined spaces.
  • All Mortars have access to Smokescreen mortar ammunition in addition to their normal complement of high explosive mortar rounds. These rounds provide a large smokescreen that lasts between 45 seconds to a minute, and are perfect for long-range suppression allowing for a large attack force to move on a position. Added a new wooden trench wall section to the Militia deployables. It costs 150 construction points and is limited to 10 per FOB.

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Mapping



New Map: Belaya
  • A new Eastern European themed map has been added to the game. This map also is set in a more frigid part of the continent, with light to medium snowfall happening on some map layers. A large tunnel complex part of an underground train line is located in the west of the map, creating some very intense CQB firefights in order to capture this facility. This map features a new weather system that is currently only on the snowfall layers of Belaya.
  • Playable Layers include: 1 AAS layer, 1 Parallel AAS layer and 2 different Invasion layers
Narva
  • Map has been greatly expanded, almost doubling the playable area and adding 7 new flag zones.
  • Opened up Russian side of river and created new main bases for US and Russia.
  • Redesigned existing and created new gameplay layers.
  • Replaced or removed specific buildings in the city to improve gameplay.
  • Fixed numerous building collision bugs.
  • Optimized a lot of the existing areas.
  • Added more micro-level detail to existing areas.
Logar Valley
  • The main town in Logar Valley has been updated by replacing about 40% of the buildings with more two story and larger internal space structures.
  • Many more damaged and ruined buildings were added throughout the map
  • Added a few new bisecting roads to give more options to vehicles.
Shooting Range
  • Changed the factions to feature US Army and Militia on this map so there is a larger pool of weapons to get familiar with.
  • Overhauled the CQB Arena and added a lot of props and shoot-able metal drop targets, turning it into a Kill-House style zone.
  • Added a grenade target structure to help players practice their grenade throwing into structures.
  • Metal drop targets have been retextured to use the Squad brand yellow colour.
  • Added a small 10m range behind the US Army spawn, with paper targets.
  • Added the ZU-23 AA gun to the range.
  • Gameplay Tips signage has been updated.
Sumari Bala
  • Fixed a water transparency issue.
  • Fixed building collision issues at Palace flag.
  • Minor bug fixes.

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User Interface
  • The Main Menu has been completely redesigned from scratch.
  • Server Queueing is now much less intrusive, allowing you to look around and work in the Main Menu while you are queueing for a server.
  • Music player has been added to the Main Menu, featuring the entire Squad Original Soundtrack.
  • Installed Mods are now viewable while in the Main Menu.
  • A new UI Widget has been created for approving and declining Vehicle Claim requests. Doing it now should be a lot easier with a simple Yes/No hotkey.
  • As a Squad Leader, you can now invite unassigned players into your squad.
  • Added "Request Pick Up" to the SL hex menu.
  • Added "Mine Spotted" to the SL hex menu.
  • All weapon and equipment selection icons have been updated in visual style.
  • Currently selected weapon and equipment names have been added above the reserve ammunition widget, telling you what you have selected at all times.
  • Menu tooltips for kit roles have been changed.
  • Launch movie has been dramatically shortened.

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Audio
  • New weapon fire sounds have been added, most notably for the M4
  • New weapon foley sounds
  • Increased radius of Local VOIP attenuation
  • Added empty shell impact sounds for all munitions
  • Added more variations to the close-up explosion sounds
  • Added sounds to new character animations, notably transitions between different stances, climbing and vaulting.
  • Added landing sounds for characters landing on different surfaces
  • Added entry/exit and change seat sounds to vehicles that have a vehicle enter/exit timer.
  • Added weapon switch sounds for vehicles with multiple weapons (ie. switching between AP and HE rounds)
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Bug Fixes
  • Fixed US Logistics Truck windows being fully bulletproof.
  • Fixed destroying certain vehicles crashing the server.
  • Fixed Ammunition indicators and Inventory being invisible while in a vehicle turret.
  • Fixed the "Ballerina Pose" bug that was occurring usually when a player dies or exits a vehicle.
  • Optimised the burn effects for vehicles and destroyed vehicles.
  • Fixed incorrect bullet casings being used on all AK74 and AKM series rifles.

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Misc
  • Discord Rich Presence is now active with Alpha 10. This means Squad has some integration including seeing your squad's population, team population, the current server name you are on and the map layer being played.

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Hot damn, that was a long one. Fortunately for you, knowledge is power, and your big ol' brain is ready for some playtime. Get out there and kick some ass, squaddie!
Offworld Out.
 
Question for those that have played v9 for some time: What are your honest opinions on the new shooting mechanics that v10 brings? I honestly do not like them. Too much RNG involved for a "tactical shooter" in my opinion. Be as brutally honest as you like, just be constructive, thanks.
 
Stab in the dark, but I'd imagine the RNG element is the bullet spread encompassing recoil. A lot of games have a predetermined pattern of recoil and / or spread, whereas this won't.
Pretty much this. I've had a lot of times through testing where I was killed because my rifle decided to do something random and the other shooters did not. It's no better than have random stoppages in.

As for being one of the military advisors...the game designers have the final say!
 
Possibly? So many changes have happened I lose track! It's great seeing people still trying to us it as an "instant win" button and getting their salt on when they get killed haha!
 
oh and will we always have to use a reshade with this game? its just since the version 10 update I'm getting less fps, its still playable but would like to be able to play without a reshade really :)
Lighting is going to get a rework on all maps eventually. ReShade may no longer be usable for much longer as there is a bit of an exploit going around. Unless the ReShade devs can do something about it then I can see most decent MP games blacklisting it. Remember you can use some ReShade-esque effects in your GPU settings if it does get blacklisted.

We're also aware of the FPS drops with v10. There's been a lot of new system put in and they need a little more love.
 
Yeah same as this. I use reshade purely for the improved image, the preset i use offers better colours, better sharpness and a touch of AA. To remove this due to some cheating ***** is rather bloody annoying.

Yup, nothing we can do unless ReShade hopefully decide to make a version where this exploit isn't possible so we can just white-list that one. We'll see...
 
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