***Official Squad Thread***

@shedlo @Conscript

We've implemented an alternative testing installation in Steam for Squad, known as Squad - Public testing. There are three important things to know:
  1. This is a separate, additional installation of Squad for testing purpose. It will require a full download if you choose to join the test.
  2. Alpha 12 will be available to everyone via this method! Community servers! Slightly smaller queues! More tanks than you can shake a HAT at!
  3. It's still a playtest -- so expect bugs, crashes, and changes. Send us your feedback!
You've all been patiently awaiting Alpha 12 and we're happy to bring it to you with this new, improved testing method. Let us know what you think!

To download, simply navigate to your Steam Library, select the Squad - Public Testing game entry, and Play from there. This is what it looks like in my library:

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Hey soldiers!

Now that the Halloween sugar rushes are wearing off, it's time to unwrap the Recap! With the periodic technical tests going on, many of you have had a chance to see some of what Alpha 12 is bringing to Squad (Spoiler: It's a lot.), but how do you get the whole overview? Well, we've compiled the list of changes and, without further ado, the full changelog!


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Full Changelog
Gameplay
  • Rally Points (RPs) are now set to Wave Spawns. When a Rally Point is deployed, a timer will begin to count down from 60 seconds continuously. Dead squadmates can select the Rally Point, hit the spawn confirmation, and will spawn when the Wave timer hits 0. Minimum time to wait is 20 seconds. For example, if the Rally Point timer is at 15 seconds when you died, you will have to wait until the timer resets and reaches 0 again. Rally Points now have unlimited spawns
  • Persistent Ammunition has been implemented for infantry. Spawning at the Main Base will always spawn you with a full ammo loadout. Soldiers spawning on a FOB or Rally Point will spawn with the same amount of ammo they had when they last died. Even if a Soldier expends all ammunition, they will ALWAYS spawn with a minimum of 2 bandages and 3 rifle magazines. If a Soldier swaps kit while in Deploy screen he will spawn with the above minimum loadout. This ultimately means that players respawning at a Rally Point or FOB will need to seek resupply before going back into the fight.
  • Infantry Rearming now costs only as many ammo points as you used. You can see how much it will cost to rearm in your inventory sidebar. A rough guide:
    • Rifle Mag: 2pts
    • Bandage: 5pts
    • Frag/Smoke Grenades: 10pts
    • AT Rocket: 50pts
    • HAT Rocket: 100pts.
  • All Riflemen now have ammo bags. Place them on the ground and any friendly player can rearm from them. A limit of 100 ammo points per bag exists and players can only have 1 ammo bag in the world at any time. Rifleman can have only 1 ammo bag in their inventory and pick up the ammo bag again at any time. Sandbags are the only item that cannot be rearmed from ammo bags.
  • Field Dressings (Bandages) are now the tool to revive incapacitated teammates. Any soldier can use a field dressing to revive a downed teammate. Equip the field dressing and left-click and HOLD on the incapacitated teammate to revive them. The Medic takes much less time to revive, while all other roles take much longer. Field Dressings are still used to stop bleeding. Revived players have very low health and cannot regenerate stamina until they have some healing from a medic, which will dramatically affect their ability to perform in combat.
  • FOB spawns are now disabled when 2 or more enemies are within 30 meters radius of the HAB. If the enemies leave the 30m radius, is killed, or incapacitated, the spawn point is re-enabled.
  • FOBs now have a max capacity of 20,000pts for Construction and Ammo each.
  • Random AAS map layers introduce a mode where the flag layout will differ each time with a variety of flag objective combinations. Normal AAS layers will still have the normal static flag layouts.
  • Suppression will affect the way you take incoming fire now. When being shot at, incoming rounds will interrupt your aiming by increasing the amount of sway you experience. The more rounds fired at you, the more suppression you will experience. Larger caliber rounds will generate more of a suppression effect on you. You will not experience suppression if the fire is coming in from less than 10m away. Friendly forces will not be able to suppress you.
  • Added physmat dependent rolling resistance for vehicles. Wheeled vehicles will roll much better on asphalt than on mud or snow. Wheeled vehicles are more affected by this than tracked vehicles. The lowest resistance is on asphalt, concrete, and solid wood. Gravel comes next, then dirt and grass. Sand and snow are where you're really starting to suffer. Lastly, mud has the highest resistance and is terrible to drive on. For non-off-road vehicles, this change will have a significant impact on their ability to zip across maps at insane speeds and help to promote the use of roads.
  • All Vehicle drivers can now use "SHIFT" (Default) key to maintain the current gear. E.g., Holding "SHIFT" while in 1st gear to drive slowly with the infantry, or to have high torque for hill climbing.


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Systems


  • Added World Origin Rebasing. As a player moves further from the map's "origin point," there is a subtle but exponential increase in tiny deviations or "scope jitter," especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely. World Origin Rebasing essentially repositions the origin of the world for each player dynamically to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags.
  • Implemented parts of the new system CoreState that will allow for less load on server and client CPU.
  • Bullet penetration system has been updated to be more reliable and allow for things like exit penetration effects and penetration through multiple objects and surfaces.
  • Improved accuracy on detecting when to update the soldier movement component.


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Roles and Weapons



  • New Weapon: RPG-29. A Heavy Anti-Tank role for the Insurgents. This weapon complements the lighter RPG-7 system, firing a huge 105mm tandem warhead projectile with more accuracy and further ranges (500m) than the RPG-7 counterpart (150m).
  • New Weapon: FAL. A 20 round capacity gas-operated battle rifle from the 1950s. While it is characteristically similar to the German G3A3, aesthetically it is a different beast altogether and it can be found on the Militia Squad Leader, Militia Medic and Insurgent Fighter roles.
  • New Weapon: L22A2. An ultra-short carbine variant of the L85A2 series. It is designed for vehicle crewmen and sports a significantly cut down barrel and integrated foregrip.
  • New Weapon: SKS PU-1 3.5x Scope. A SKS with an old PU-1 optic mounted on the side. This old WW2 era sight can be ranged out to 1000m and almost turns the SKS into a low caliber designated marksman rifle. Available to Insurgent and Militia Scouts and Squad Leaders.
  • New Weapon: RPG7v2 PGO-7 2.8x Scope. The RPG-7V2 package adds the PGO-7 2.8x optic to the launcher, for both Russian LAT and HAT roles. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types.
  • New Weapon: M4 Classic Handguard M68M. For the Militia Squad Leader, a M68 has been mounted on the classic iron sights carry handle for much better target acquisition in CQB.






  • New Soldier Characters: All Crewman roles have new unique soldier characters with helmets designed for operations in vehicles.
  • Squad Leaders and riflemen can access scoped rifles at 3 players (with another scoped rifle available at 6 players) in the squad.
  • Projectiles now decelerate over distance. As a consequence, optic sight reticles have been tweaked to account for this change. In general, weapons have a slightly flatter trajectory for the first few hundred meters, but dramatically drop off.
  • Tweaked third person weapon locations for almost all weapons.
  • Tweaked gunshot sounds at various ranges for the AK-74, AKM, M4, G3 series, PKM, and M240 GPMG series.
  • Tweaked the look of the M68 Aimpoint, giving it a proper tube-like effect when looking through it.
  • Widened rear sight apertures and brought the sights on the G3, AK74, AKM and RPK series closer to the screen, making it easier to acquire a target when sighting with these weapons.
  • Redid audio on the Field Dressings and added an additional part to the animation when reviving other players vs just stopping the bleeding.


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Vehicles



  • Damageable components have been added to all vehicles. All vehicles have now a damageable engine compartment and all applicable vehicles (typically IFVs and Tanks) have a damageable ammunition storage compartment. Damaging the engine will cause the vehicle to lose its max speed and have severely hampered mobility while destroying a vehicle's ammo storage will deal critical damage to the vehicle and typically would lead to total destruction.
  • Crewman kits now have a Repair Toolbox that can be used to repair Vehicle Hull and Vehicle Components. Left-click and hold on any vehicle that has been severely damaged. The Repair Toolbox will only repair vehicle Hulls back to 25% health and Vehicle engines up to 50% health. Repair Toolbox will not repair beyond that, so you will have to bring the vehicle back to Vehicle Repair Depot to get back to 100% fighting strength.
  • Smoke Generators are available to almost all tracked and heavy wheeled vehicles. These are available to the driver and give the ability to quickly deploy a smoke screen from the exhaust pipe that trails along with the vehicle. This can be used as a means of retreat for the vehicle or as a way to cover infantry in an advance. The engine must be turned on in order to use the smoke generator, which produces 30 seconds of continuous smoke with a full load.
  • Turret Stabilization has been implemented on all vehicle turrets that have them in reality. This means the M1A2 Abrams, T72B3, BTR-82A, MTLB 6MB 30mm, M1126 Stryker CROWS, MATV CROWS and Bradley IFV (with the FV510 and KPVT turreted vehicles being the exception). Players will need to turn on stabilization upon entering the gunner or commander seats of these vehicles (Default: Z). When stabilization is turned on, the gun will attempt to stabilize its orientation independent of what the base vehicle is doing as it is moving, as well as compensate for recoil.
  • Hunter-Killer Feature: For M1A2 Abrams, T72B3 and Bradley IFV Gunners and Commanders in stabilized turret; they have the ability to designate and slew to each others' views. Pressing "Designate Target for Gunner" (Default: Spacebar) will force the other crew member to turn to what you are looking at and "Set View on Designated Target" (Default: E) will turn your own gun to what the other crew member is viewing. This system is intended to strengthen the bond between gunner and commander and for the commander to properly prioritise targets when in combat.
  • New Vehicle: M1A2 Abrams, a US Army Main Battle Tank. This tank has a 3-man crew (Driver, Gunner, and Vehicle Commander) and comes equipped with a turret-stabilized manually loaded 120mm smoothbore cannon capable of firing armor-piercing sabot and high explosive anti-tank rounds. The Vehicle Commander has an M2A1 Browning .50cal heavy machine gun mounted on a remote weapons system, allowing for full 360-degree traversal and zoom capability. The loader's seat (while not required to actually load the cannon) is an extra seat on the turret with its own M240 machine gun.
  • New Vehicle: T72-B3, a Russian Main Battle Tank. This tank has a 3-man crew (Driver, Gunner and Vehicle Commander) and features a turret-stabilized 125mm smoothbore cannon fed by an auto-loader. The cannon can fire an array of different ammunition types ranging from armor-piercing sabot rounds to high explosive anti-tank, anti-infantry fragmentation rounds and even the 9M119M Refleks anti-tank laser-guided missile. In addition to this large arsenal to its main gun, the gunner has the usual 7.62mm PKT coaxial machine gun and smoke grenade launchers. In comparison to the Abrams, the T72B3 is a much lower profile tank, almost 2/3rds the height and weight. Its autoloader is slightly slower than a human loader and also presents a vulnerability with the ammunition stored directly below the turret.
  • New Vehicle: FV432, a British Armored Personnel Carrier. The FV432 is a heavily armored APC that can carry up to 10 passengers, as well as the driver. The vehicle has a turret mounted .50cal M2A1 Browning manned by one of the passengers.
  • Commander seats have been added to the Bradley and Warrior, allowing another vehicle crewman to act as a third pair of eyes for the vehicle as well as having the ability to launch smoke grenades
  • The Bradley IFV gunner now has a new ballistic reticle to help aim shots over long distances.
  • The M2A1 Browning CROWS gunner also has a new ballistic reticle to help aim shots over long distances.
  • Rocket Artillery Technical has been improved with the spread of the rockets tightened significantly and the velocity increased greatly.
  • Desert textures have been added to all British vehicles to have them better blend into their combat environments.
  • Additional seats have been added to all Logistics trucks in an effort to combine the properties of the transport trucks and logistics.
  • Decoration in the form of ammo boxes, ropes, infantry gear, and camo-netting has been added to almost every vehicle to give their look a bit more life and character.
  • Camera shake and blast damage have been added to large 25mm/30mm autocannons. Don't stand too close!
  • Recoil is now visual for all autocannons and HMGs. What the player sees as recoil is induced by camera shake from the firing action.
  • Driver can now see how much ammo points in total the vehicle requires to be fully rearmed with ammo point cost is displayed on the speedometer. The Gunner can also see how much ammo points in total the vehicle requires to be fully rearmed, displayed in the inventory sidebar.
  • Vehicle wrecks have been improved visually, allowing for the orientation of the turret and gun to be preserved at moment of death.


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Deployables



  • New Weapon Emplacement: 9M113 Kornet ATGM. A laser-guided anti-tank guided missile for the Russian forces. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly in battle.
  • Emplacements will start empty and unloaded upon finishing construction. This means the player upon entering will start the reload cycle if there is enough ammunition from the FOB to draw upon.
  • Sandbag and Razor Wire Emplacements are now more resilient to fragmentation projectiles.


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Mapping



  • New Map: Tallil Outskirts: This map is based on Tallil Air Base and its historic role in the South Iraqi region during the 1980s Iran-Iraq war, the 1990s Gulf War, and as a joint Iraq-U.S. airfield today. The most predominant features are its massive aircraft bunkers and defensive positions surrounded by mostly open sandy desert, rocky outcrops, and villages. The map's focus is on vehicle-based combat, but infantry squads that work in conjunction with armored units will find great success on the battlefields of Tallil.





  • Map Update: Yehorivka: Expanded the playable area to 5x5 km, which opens up a lot of new possibilities for new gameplay layers and completely new flag areas to fight over. The Storage Site area has been replaced with smaller profile villages and hamlets. In addition to accommodating larger vehicles, we're providing more cover for infantry with new points of interest and better forests and ditches.






  • Map Update: Belaya Pass: Changes include lessening the snow coverage, adding more foliage for concealment when maneuvering between flags, and also roughening the terrain to give more opportunities for cover when crossing open ground.





  • Map Update: Kohat Toi River Valley: The main base in the northeast has been moved back and reconfigured so that vehicles can't take advantage of the high vantage point and aren't subject to danger immediately upon leaving main. Also, the original scrubland trees have been replaced with a newer, more collision-friendly variety.






  • Map Update: Jensen's Range has been overhauled. The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track, and a 1.5km open range with elevation for vehicles






  • New Skirmish layers have been added to a variety of maps including Tallil, Narva, Kohat and Yehorivka. Perfect for seeding servers or low population gameplay.


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User Interface



  • A new Team Selection Menu has been added upon joining a server. This has information on the map, game mode, as well as the factions from which you can choose.
  • The Deployment Menu has been completely overhauled visually. There is a separate tab called Role Loadouts for players to choose their role, but also to preview the role inventory and character model.
  • Fireteam organisation has been added. Fireteams can be created dynamically by the Squad leader dragging and dropping players from the Squad list into their desired fireteam, or via right-click menu. Fireteams are hidden by default and are a totally optional feature for those wishing more control over their squad.
    • Fireteam leaders do not have a special kit: they are just a designation that the Squad Leader can give to any member of their squad.
    • Fireteam leaders will be able to place (and delete) their own fireteams Move, Attack, Defend, Observe, Build commands via the Command UI map screen and the 3D HUD T-menu.
    • Squad Leaders have the ability to override Fireteam leaders markers with their own squad-wide order marker. (Visually distinct from FT specific order markers.)
    • Squad leader can see and place all Fireteam markers, Fireteams see their own FT marker and the SL marker. Each of the four FTs is color and letter-coded, with the VOIP and nametags reflecting the appropriate FT assignment.
  • The Squad Leader map menu has been updated to a more sensible design with better tooltips and options to put down order markers for your Squad and Fireteams. More types of request markers (I.e., requesting ammunition, or requesting reinforcement, etc.) are also available.
  • Squad Leaders can now put down a team-visible Point-of-Interest marker that designates the squad that put it down, as well as its grid coordinates.
  • A new Command Menu has been added (Default: Capslock). Command Menu has the largest map layout. In the future, this will be used for commander functions. We want to continue building these tools to encourage Squad leaders working together, as well as encourage the use of the Command Menu.
  • FOBs now have the ability to show the amount of construction/ammo points they have, displayed above the FOB icon.
  • FOBs also can now display their buildable radius and the radius at which they exclude each other.
  • In addition, Squad Leaders can now place a "Request FOB" marker which will display via 2 yellow dotted circles, the build diameter and exclusion zone diameter of that potential FOB location.
  • "Map Filter" buttons above the map that can be turned on and off to best suit the current needs.
  • Players will have the option to view all player markers on the map as their appropriate role's icons.
  • Players who are not in command positions (I.e., not Squad Leaders or Fireteam Leaders) have the ability to ping the map by right-clicking. This ping has a cooldown of about 6 seconds and can be used to communicate map positions to anyone in the squad.
  • Moved the grid display of mouse position next to the actual mouse cursor on maps that allow for mouse usage.
  • All minimaps have been updated for better definition of roads and structures.
  • Roaming Map ("M" Map) now has mouse-wheel zoom functionality.
  • FOBs and HABs that have their spawns blocked now show that state on the map.
  • Added a timer countdown to next map load at the bottom of the scoreboard at the end of the round.


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Bug Fixes
  • Fixed a performance hitch whenever certain animations were called that required a holding pose. (E.g., Holding a grenade before throwing it.)
  • Fixed healing and bandaging animations not playing in third-person for other players.
  • Fixed no Crewman kit warnings not showing sometimes.
  • Various fixes for Steam Inventory items.
  • Fixed some animation popping on the AK-74 series and the M4 series.
  • Fixed hand going through the scope during the PKP reload animation.


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Miscellaneous
  • Localisation (Partial) for the following languages has been updated and added: Arabic, Brazilian Portuguese, Bulgarian, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Romanian, Russian, Simplified & Traditional Chinese, Spanish, Swedish, Thai, Turkish and Ukrainian.
  • Different versions of Jensen's Range are selectable via the menu, depending on which faction you want to try out.
  • Added Message Of The Day (MOTD) for servers. Configurable by MOTD.cfg in ServerConfig of server installation.


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Hi Squaddies!

The shelling hasn't stopped since we opened the Squad - Public Testing app, but thanks to you fine folks, we're going live! It's been a long road getting here (paved with new physmats, at least!) to get here and we can't thank you enough for all the support, time spent in the queue, and your dedicated feedback! With our esteemed thanks, we're proud to announce that Squad Alpha 12 is now available on Steam!

With Alpha 12 being a large patch, we wanted to remind you about the full changelog from the latest Recap. Here are a few of the highlights to whet your appetite:

  • TANKS! The Abrams and the T-73, armored beasts both, have taken the field!
  • New map: Tallil Outskirts: A war-torn desert map featuring brutal tank combat.
  • New weapons! Ranging from the fan-favorite FAL to the RPG-29, Alpha 12 packs some big punches!
  • New mode: Randomized AAS! An upgrade to AAS gameplay now features randomized points to keep things fresh.
  • New assets! We've updated many maps, overhauled the shooting range, added new Crewman characters, and more!
Free Weekend
Squad Leaders? We're counting on you -- form up your fireteams, double check your magazines, and strap on that brand new Crewman helmet: we're going to have some new recruits inbound. There will be a free weekend beginning on Friday, November 9th, at 10 AM PDT to celebrate the launch of Alpha 12 and Veterans Day!

Let's show these recruits, new and old alike, what Squad is all about!

Be sure to join us in the Squad Community Discord to stay up to date on the latest releases, chat with developers, and get to know your fellow squaddies! You can also find technical support, just in case the common resolutions didn't fix any hiccups.
 
Absolutely loving V12! Everything feels so much better! Only thing that is slightly annoying me is this persistent ammo change. Playing as a Grenadier, it can be quite frustrating.

Will certainly take some time to get used the big changes. It's a step closer to PR thankfully :)
 
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Recap
November 2018 - Next Phase


Hey soldiers!
We know this doesn't look like your usual Recap, but while we are finishing up the last parts of a hotfix update for Alpha 12, we thought we'd lay out what we have planned for the next stage of Squad development, similar to what we did earlier this year.

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Alpha 12.1 Patch

So, first up is the performance, bug fixing and balance patch that we are working on right now, which should be with you all shortly. We have looked at all the community feedback and improved what isn't quite working as intended, fixing as many bugs as we could in three weeks (obviously) as well as starting on the optimisation work that we'll talk about in a minute.

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Unreal Engine 4.21 Upgrade


After that, the team is planning to upgrade Squad to Unreal version 4.21. We have been on version 4.16 since August 2017 and a year of NOT upgrading has been very useful, allowing our programmers a lot more time to concentrate on features. However, the recent success of Fortnite (a large multiplayer 100 player game) has brought so many cool and useful features into UE4 that it is worth the time to upgrade now.
Just as a very brief overview, some of the 4.21 for engine features that are relevant to Squad: there have been big improvements to the landscape system, making it cheaper and faster, networking has been overhauled, a lot of bugs have been fixed, a proxy system for statics, better profiling tools, and a whole bunch more. Check out the Unreal site for more information.
Our current status is that we have a buggy version of the upgrade working in Editor now. The next steps for us are to fix these bugs, test, and release. There might be some extra content, bug fixes, and features included, but it will be mainly about getting the engine upgrade in place, so we can start using the tools.
This will be the next major Squad patch released after Alpha 12.1.
The rest of the following is what we are working on right now and going into next year with the aim of getting the game fully featured to leave Early Access.

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Optimisation

After Alpha 12, we are switching more developers to working full-time on optimisation all the way to release from Early Access. Not all systems developed for Squad over the years turned out to deliver the expected performance; engineering mistakes have been made and need to be corrected. The same applies to UE4, as bug fixes and performance improvements done on the engine level need to be carried forward into Squad's codebase. We have expanded the team to approach these issues more thoroughly than ever.
The first step is finding and understanding performance issues. This includes writing analysis tools to detect the cause of performance issues.
The second step is addressing these problems, which always requires a custom tailored solution. Sometimes, even at this point, tools need to be written to transition existing game data into new systems. We have already made a start and hope to have some of the first results in the hotfix, but will be aiming to include optimisation improvements in every patch from now until the end of Early Access.
We hope to share some articles on the issues we are finding and fixing, but we intend to focus on the fixing first, then the talking later!
Optimisation is a big task with a lot of crossover into features and bug fixing. Just to be clear, specific aims we are targeting are:
  • 100 player servers with good performance
  • An indepth improvement of the ragdoll system
  • Better frame rates for players both with low-end and high-end systems
We have read a lot of community posts asking us to stop with new features and just optimise the game. We hear you! However, there are a few features we think you might like still...

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Helicopters


Yep, it is time. Not much to say beyond the obvious here: they're coming to Squad!
Currently, programmers are working on the flight model and we have a temporary flyable vehicle in-game. All of the art and interaction-based features can be worked on in parallel.
The current flight model is far from final, but looks awesome! Expect more updates in Monthly Recaps as development continues.

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Commander

We want to introduce a basic commander system before we leave Early Access, as it really completes the concept of a true coordinated teamwork-focused military game. With a player on each side driving team-wide strategy and aiding squad leaders with the tools at their disposal, the Commander will be an essential factor in victories.

We won't be aiming to include every awesome idea we have for the commander role, but it will lay the groundwork for expanding on after we leave Early Access. Features we are aiming to roll out on introduction are:
  • Making use of the new Command UI to facilitate giving orders and keeping track of your team.
  • Airstrikes, artillery barrages, offensive fire support capabilities.
  • Unmanned Aerial Vehicles (UAVs), non-pilotable high altitude observation for the Commander.

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Damageable Turrets and Vehicle Wheels/Tracks
While the first iteration of components was introduced in Alpha 12 in a limited capacity, damageable turrets, tracks, and wheels will complete the vehicle fidelity we wanted, offering more ways to disable parts of vehicles without outright destroying them. Turrets are in and working with wheels and tracks in progress.

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Steam Join on Friends/Party system
We are trying to find ways to make it easier for groups of friends to easily join the game in a single squad, on the same team. This is quite a complicated task as it involves working with not only with Steam, UE4 and Squad code, but getting them all to play nicely together.
This is something we have wanted to do for a while but always had higher priorities. However, for a social game based around friends and teamwork, being able to play easily with your friends is long overdue. No promises on this one as it is not the easiest feature to implement, but we have very talented people working on it.

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Sign-off
There are some big milestones for Squad in the near future, but we've put together a team more than capable of taking it on. In fact, we're already getting excited for what comes after release... There is actually quite a lot of extra content being worked on that we haven't talked about and we'll update the progress of these (Including Fallujah! It's not ready for the spotlight just yet.) In the meantime, have a sneaky vehicle teaser below!
 
It's been a while...

JANUARY 2019 RECAP

Hey soldiers!

We’re back with a recap in a brand new year! Hopefully, you’re off burning those holiday feasts at the gym, but if your New Year’s resolution is running out of construction points, maybe we can distract you with some Squad news! Let’s hit the recap:

4.21 ENGINE UPDATE


Engine upgrades bring long-awaited improvements to the development of Squad. We’ve jumped a number of versions this time around, from 4.16 to 4.21 to be exact. A detailed list of the changes and updates in UE4.21 can be found here. Engine upgrades are always a tricky task, but the rewards far outweigh the cons and the team is making swift progress. Once we are upgraded, the entire development team can benefit from the new tools and bug fixes, which leads to improved quality of Squad overall.

In fact, the Alpha 13 test last week was the first version we played in the new 4.21 Unreal Engine version, a test designed to identify all the bugs associated with the migration. Keep an eye out for more testing!

AMMUNITION REARM IMPROVEMENT


Having seen the light of day in the Alpha 13 test last week, we can confirm this is a welcome improvement to the Ammunition resupply mechanic. The update will give you the ability to pick which item in your inventory you wish to rearm.

In the Alpha 12 implementation, if your ammunition requirements exceed that of the supply source, you’re unable to rearm, in addition to using ammo points greater than necessary. This should help free up “extra” ammo points for other players in need. You’ll have the ability to rearm exactly what you need when you need it. How well you use it is still up to you, of course.

TRACK AND WHEEL DAMAGE

As described in an earlier development update, we’re also putting into testing the last major upgrade to the vehicle component damage model: destroying the wheels and tracks. This allows the attacking side to better score a mobility kill by giving another potential target as the tracks and wheels are usually more exposed and less armored than the engine.



Ambush weapons like mines now have an additional, slightly different purpose by targeting the tracks/wheels, scoring mobility kills, allowing for some degree of counterplay on the part of the victims. We’ll be keeping an eye on how effectively the new components are used, so keep your feedback coming!

NEW ARMOR


We have in the works a ton (pun unintended (Editor: I don’t believe that for a minute.)) of new ground vehicles, including the higher tier Russian APC in the form of the BMP series of infantry fighting vehicles, the British Challenger 2 main battle tank and the Soviet-era T-62 main battle tank for Militia and Insurgent forces. The Challenger 2 and BMPs are still very heavy work in progress at the moment, but they’re definitely coming together!



An extensive redesign of the Challenger 1 main battle tank, the Challenger 2 should provide a considerable upgrade to firepower and protection for the British forces in Squad. Though it looks similar to its predecessor, less than 5% of the parts are interchangeable, and it is 100% meaner.



A Soviet workhorse that rolled onto the field in 1961, the T-62 became the standard tank in their arsenal. It’s staying power has left it a capable vehicle with thousands in use around the world today.





We will be introducing a number of vehicles from the venerable BMP series, in order to give Russia and the unconventional factions a boost in firepower. We will initially be rolling the BMP-1 as well as the BMP-2 across a number of factions and layers.



Later on the plan is to upgrade the Russian faction to use the BMP-2M variant instead of the dated original version that will continue to be used by the irregular forces. The BMPs should offer a little better protection than the BTR based vehicles. The BMP-1 has a rather interesting main armament in its 73mm recoilless gun. This is essentially an SPG-9 as its main armament.



In contrast, the BMP-2’s main armament is the 30mm 2A42 which has an even more ridiculous fire rate than the 2A72 found on the BTR-82A. If that wasn’t enough, both of them will have the option of equipping ATGMs if it is appropriate for the layer and faction.

US FORCES UAV


We’re also working on the aerial UAV feature that is accessible by the Commander. With the ability to zoom right into the action from above, this should give an unparalleled level of observation and scouting power to the top. We’re also working on functions like target tracking and marker interactions via the UAV camera, further streamlining the experience.





FALLUJAH


We’re aiming to make Fallujah the densest map we’ve created yet. The most difficult part in making such complex environment is balancing many different gameplay paths, areas, and scenarios.



To achieve that we’ve implemented a new system using gameplay markers, allowing us to focus on bigger picture and leave the detailing to a later stage of production. This way we can effectively iterate in designing each flag; speeding up and streamlining the creation process. Stay tuned for more as we move into testing. We’re going to need the grizzled veterans and newbies alike to test out a renewed favorite.

SKORPO


Progress is also being made on Skorpo, an upcoming new map based on a tranquil village on the western coast of Norway. Since the playtest last year in mid-December, work has been done to incorporate those findings into a more streamlined gameplay flow.



Changes incorporated after the playtest include adding more alternative routes, making roads more traversable, and reworking the flag layout, among other gameplay considerations. A big challenge with this map has also been optimizations and, luckily, the 4.21 upgrade brings new tools for larger environments. It should help to bring a smoother experience for the players.





SQUADCHAT FEATURING DRAV


And last, but not least, we had the opportunity to sit down with Squad’s lead producer, Dave “Drav” Mason. Drav shared his insights into Squad development, took your questions, and chatted with us for about two hours. A huge thank you to everyone who attended! (P.S. We’re aware of the audio issue — skip ahead to six minutes. We promise you didn’t miss any leeks.)

SIGN OFF
Hot damn did the team come up with some cool stuff for this Recap! Until next time, keep your friends close, and your air support closer.

 
Lol I thought game died?? Lol will need a hell of come back too bring this back for me and the clan
Not sure where you're getting your intel from!
Looks good apart from the UAV. Bye bye sneaky squads
UAV's wont be up all the time and will probably have counters from infantry and possibly the other teams commander.
yea i dont like the idea of uav's id have rather they spent more resources or manpower on getting choppers done but thats one of the few negative things ive had to say about this game.
Not everyone works on the same thing all the time, just not how games are developed :)
 
FEBRUARY 2019 RECAP

Hey soldiers!

Just ’cause February is the shortest month doesn’t make it any less busy! We’ve been hard at work bringing the Unreal Engine 4.21 update to Squad, smashing all the bugs, and polishing up some brand new goodies for you. But wait, there’s more! Dig into the preview of Alpha 13 for some explosive action!

REDDIT AMA
Just in case you missed it, back on February 5th, we had Merlin join us on the r/JoinSquad subreddit to answer, well, anything! You can access the thread directly here, or search for your favorite topics by joining our community Discord server and looking into the #ama-answers channel. With some help from the rest of the team, we covered topics ranging from 2019 plans, granular rearm, right on down to shovel animations. Extracurricular reading? Check!

GENERAL UPDATES
DESTRUCTIBLE TRACKS AND WHEELS


Tracks and Wheels are now fully destroyable in the upcoming alpha version, enabling players to inflict more granular damage to vehicles. For wheels, depending on the vehicle, they can be taken down by small arms fire, while tracks require something with a bigger punch, typically .50 cal or greater. With each wheel that gets destroyed, more friction gets applied, reducing the vehicle’s maximum top speed. The destroyed wheel’s rim still functions but at reduced drive effectiveness. In addition, the vehicle will lean over as the supporting wheel is now gone. With tracks as each gets destroyed the drive input from that track no longer functions. That means that if both tracks get destroyed, the vehicle is completely immobile.



ANIMATION IMPROVEMENTS


General visual and immersion improvements have been done to our animation system, including:

  • An including an overhaul to our ragdoll system
  • Visual hand signals for Squad Leader and Fireteam orders
  • Hand actions when SLs are talking over command VOIP
  • Head-turning for vehicle passengers; moving mouths while talking over VOIP
  • More immersive animations when operating open turret and emplaced weapons
  • Idle animations for handheld weapons
  • Secondary animation on vehicles such as antenna and mud-flaps
  • A number of optimizations
Overall the net result is that much more polish on our characters and vehicles.

COMBAT ENGINEERS AND SAPPERS


A new role that we’re introducing for Alpha 13 is the Combat Engineer. We’re moving the infantry deployables that were associated with some Riflemen roles earlier to this new role, as well as outfitting him with anti-tank mines and small demolition charges. The intent for this role is to perform quick demolitions on deployables and light vehicles, as well as to ambush enemy vehicles and set no-go zones with their anti-tank mines.



For the Militia and Insurgents, the role that the Scout previously played will now be given to the “Sapper.” So, in addition to the normal Combat Engineer loadout, Sappers will be able to lay IEDs.

DESTRUCTION GAME MODE


Destruction is a spin-off from the Insurgency game mode, involving the conventional factions. The attacking side has a certain amount of time and resources to attack two separate weapon cache objectives. As each pair of objectives gets destroyed, a new phase of the operation will begin, spawning two more objectives and additional time and tickets are given. These objective locations are localized to a fixed area, but its precise location is randomized with rough clues given to the attacking side. In order to destroy these objectives, the engineer’s demolition charges are required.

PROXY LOD SYSTEM


INTERACTIVE DEMO

With 4.21, a new LOD generation method is available, and we plan to make full use of it for most of our larger, more costly assets. Using this method, texture draw-calls per mesh can be decreased significantly, in some cases reaching a 40:1 ratio between the old mesh and the new proxy LOD mesh. This system has been put into place on Narva as a testbed, so be on the lookout for performance improvements there, and be sure to report any pesky LOD bugs you notice!

GRANULAR REARM SYSTEM


As described in an earlier recap and coming to Alpha 13, we’re dramatically improving the function of rearming your kit in the field by giving you the ability to pick which item in your inventory you wish to rearm. If your ammunition requirements exceed that of the supply source, you will be unable to rearm, in addition to using ammo points greater than necessary. This should help free up “extra” ammo points for other players when needed.

ROLE REQUEST FROM VEHICLES


Another quality of life improvement for ground infantry will be the ability for APCs & IFVs to allow all roles to be requested just like FOB Ammo Crates. The ammo contained within the vehicle will be consumed when that new role is requested. For Light Vehicles & Tanks, they will allow crewman roles to be obtained. This will now enable all vehicles to have access to field repairs via the Crewman kit’s repair tools.

UNREAL 4.21 ENGINE UPGRADE


As previously mentioned in our Monthly Recap for January, the Unreal 4 Engine upgrade has been completed and we’ve been getting used to the development related upgrades it brought to Squad. Having run a number of internal play-tests as well have proved very promising and we’re hoping to see the benefits (and also potential bugs that need to be addressed!) in full come wider scale community playtests as we did back in January. Note that we have not fully taken advantage of the optimization capabilities of this upgrade yet, so please adjust your expectations accordingly.



NEW VEHICLES
T-62 MAIN BATTLE TANK


One of the new vehicles that will be appearing on the scene is the T-62 Main Battle Tank, intended for the Militia and Insurgent forces. A Soviet vehicle dating back to the heat of the Cold War, a few surplus models have fallen into unconventional hands and can deal a devastating punch against heavily armored targets.

The T62 comes equipped with a turret-stabilized 115mm smoothbore cannon, firing the usual complement of armor penetrating sabot, high explosive anti-tank and fragmentation rounds. While this armament might not perform as well as its more modern counterparts, still do not underestimate its ability to deal death at range. The commander seat has access to a simple cupola mounted periscope with high magnification optics.

BRDM-2 SPANDREL


Another new vehicle variant is the BRDM-2 Spandrel, basically an anti-tank guided missile variant of the BRDM-2 scout car. It comes with five wire-guided ‘Konkurs’ missiles and can fire them in relatively quick succession, dealing a devastating amount of damage against heavy armor at range. Its mobility combined with its anti-tank firepower makes it a potent battlefield tool, though with its light armor it won’t fare well in head-on engagements against enemy tanks. This vehicle will be available to Russian and unconventional factions.

MATV TOW


One more vehicle that we have coming is the American counterpart to Spandrel in the form of the MATV TOW. Basically a TOW with wheels, it has 5 spare TOW missiles and the same level of mobility and armor of a conventional MATV. Definitely packs a punch, but light on protection.



NEW WEAPONS
VZ61. SKORPION


The Vz.61 “Škorpion” is a Czech manufactured .32 ACP machine pistol developed in 1959, produced and exported throughout the 60s and 70s. The Škorpion is a select-fire, straight blowback weapon that operates from a closed bolt for additional accuracy while still maintaining a very high rate of fire. Its extremely compact nature even with the extended wire stock makes this machine pistol a favorite as a personal defense weapon for vehicle crews. This weapon will be issued to Militia and Insurgent crewmen.

M15 ANTI-TANK MINE


The M-15 Anti-Tank blast mine is an American design originating in World War 2 and is activated via a mechanical pressure switch. When sufficient downward pressure is applied it will activate the fuze and trigger detonation. Containing about 10.3 kilograms of Composition B explosive, it is capable inflicting mobility kills on heavy armor or dealing critical damage to lighter vehicles. This will be available to the US Army and British combat engineers.

DEMOLITION CHARGES


An array of different timed explosive charges have been added to the game. These come in various different forms but their explosive yields are the same for gameplay purposes. These charges are used for demolition purposes ranging from destroying wrecks to clearing deployables. While they are on a 30-second timer, they can be defused with your entrenching tool before they explode.

SA80 BAYONET


Being introduced to all British Army kits, the standard issue bayonet has been designed for use with the L85A2 family of rifles. Its special mounting system over the barrel means the blade is offset from the center of the handle, making it an effective tool favored for deployment.

SIGN OFF
Whether you’re more the stabby type or the blasty type, that was definitely some good news! We’re hard at work getting Alpha 13 ready for public testing, so keep your eyes peeled for updates and testing opportunities — gotta smash all those engine update bugs. Thank you for being part of the Squad community!
 
in game comms like the ping system in apex legends? i would have thought actual voice comms is best for this type of game
The game has its own voip system so if you're using 3rd party VoIP with a few friends then you're really handicapping your squad/team. Most people only use in game VoIP.

Players are able to open the map and ping a location every few seconds however but it's certainly not like Apex Legends.
 
ALPHA 13 PUBLIC TESTING, ROUND 1

Hey squaddies!

The time has come! We’re proud to announce the very first Alpha 13 Public Test. Now, since this is a fairly complex patch, there are a few things you should know before the download completes and you visit the Custom Server tab.

First, there will be bugs, including known crashes. This is the first public testing build. We need you to make sure you use the crash reporter to send us logs. (Press “Send and Close” when it appears.)

Secondly, the test may end at any time depending on how things go. This is also the reason there are no community servers. If all goes well, we’ll expand testing to include more servers.

Thirdly, your feedback is crucial. Please share your thoughts in Discord, on the forums, on reddit, or anywhere you can get it to us!

Fourthly, the patch isn’t done. This is a work in progress that will continue to be optimized and change, especially with your help.

Those are the major points, folks — if you can handle those, it’s time to get your A13 on. If you need a little more detail, we’ve included some patch notes below.

GETTING THE TEST
1. Open up your Steam client
2. Click on LIBRARY -> Games
3. Type ‘Squad’ in the search bar.
4. Click on Squad – Public Testing and then on ‘Install’
5. After the installation is complete launch the game

Simply navigate to the Custom Servers tab after that to find a server!

Note: You may need to clear your cache if you’ve had a previous test installed.

ALPHA 13 TEST NOTES
  • This is our first public test of A-13.
  • Games will be hosted on our servers in the Custom Servers tab, no community servers (yet).
  • We’ll run this test for a limited period of time, and may shut it down abruptly if it’s not providing value.
  • The purpose of this public test is to receive early feedback from you on the gameplay in A-13. As we approach releasing A-13 this feedback is valuable in reducing the delay between public testing and release.
  • We are by no means done with optimization for A-13, but we feel the game is reasonably playable at the moment, enough to get a satisfying play session with minimal hindrances, and to experience the spirit of A-13’s changes in a meaningful way.
  • There’s a known crash during map change. We’re tracking this and additional crash reports will help us nail it. If you get the crash reporter dialog, please choose “Send and Close.”
  • VOIP issues occur when the player talking Txing is in an emplacement or vehicle, causing distortion of voice. In our internal testing we found this issue wasn’t a huge problem in general play. It’ll be fixed in 3 weeks(™).
  • Please join in, have fun, get an early look at what A-13 will deliver on. Then share your experiences with each other and with us, give us (constructive!) feedback, so we can make smart decisions on what remains to be done before we ship this mother.
  • A more in-depth list of the changes made in A-13, and the context behind them, is coming next week from Design Squad.


ALPHA 13 TEST GAMEPLAY CHANGES
PURPOSE
We hope to achieve an increased level of transparency in the development process, for those features/mechanics that will be affecting the gameplay experience in a major way.

Each new feature we want to explain clearly and answer all these questions you may have:

  1. What is the new/modified feature or mechanic is?
  2. What issue we had in the previous version, why we think a mechanic was not working?
  3. Why did we decide to add/change a mechanic in that way?
  4. How will the new/modified feature work now?
  5. What do we want to achieve with this new change? X, Y, Z.
RAAS FOG OF WAR
A Fog-of-War element has been added to all RAAS layers.

The first Capture Point is known, and the next Capture point in the lattice is revealed once your team has fully captured your current objective.

This mechanic has been added to increase variability in gameplay. (Especially at the beginning of a round.) We believe this will further help differentiate RAAS from AAS.

In A12 we noticed the RAAS was not as distinguished from normal AAS as we would like, especially regarding the initial movement period “rush”. With Fog of War we hope to increase a deeper variety of tactics, encouraging fallback positions, overwatch positions, the need for reconnaissance and the maneuvering of heavy assets.

We expect rushing to become more a tactical maneuver for gaining initial control on the territory of the map and scouting routes of enemy advancement, than a way to guarantee a victory in the fight for objective.

RAAS LANES
Random AAS now has Lanes added to all RAAS_v1 map layers.

RAAS Lanes breaks up the Capture Zones into 2 or 3 lanes per layer. Each Lane will have 5 to 8 Capture Zone groups. Each Capture Zone group still has only 1 CP selected per round, out of a potential up to 5 Capture Zones.

In A12 we have layers with Capture Zones that can be quite distant across the map, which can cause transportation problems and needlessly extend round length times. RAAS Lanes will help group up the flow of each Capture Zone to be relatively close to each other. This should prevent instances where Capture Zones are located far away from each other, which will help general flow of gameplay.

AAS/RAAS TICKET BLEED
Ticket bleed has been added back to all AAS and RAAS gameplay layers.

This should give back a little more incentive to push to the next enemy point.

Why it was removed? In past ticket bleed was too powerful, and also was triggering on the central flags, resulting in King of the Hill style of gameplay, and also incentivizing players to rush from the start to the central objective that was providing a ticket bleed bonus. In the end, it led to the repetitive gameplay experience, rounds were played in almost exactly the same way, which clearly wasn’t our goal & intention.

In addition, ticket bleed was not a very transparent mechanic, it didn’t have any UI representation.

So now we are reintroducing ticket bleed mechanics into AAS/RAAS game modes, with improvements, based on our previous experience.

TICKET BLEED UI INDICATOR
The opposing team will start bleeding tickets if you will successfully capture at least one objective on the enemy side of the flag lattice. For each objective on the enemy part of the map, controlled by your team, the enemy will lose 1 ticket per minute.

On map layers with an odd number of objectives, central objectives are considered a middle ground, and therefore do not trigger ticket bleed to avoid causing King-of-the-Hill style fighting for it.

On such layers, your team will need to capture at least one more flag past the central point for the enemy to start bleeding tickets.

And for map layers with even number of objectives, your team will need to capture more than half of them, to trigger ticket bleed on the enemy team.

One more important detail, that in the case of “double-neutral” stalemate situation, all ticket bleed mechanics will be paused until stalemate will be solved.

A12 mercy bleed has not changed in A13: if one team manages to successfully capture all flags on the map, the opposing team will suffer a catastrophic ticket bleed of 60 tickets per minute, to help bring an end to the round.

SL BUDDY RALLY FEATURE
Added the ability for Squad Leaders to place rally points remotely next to other squad’s Rally Points.

This request is only available when the squad leader of the placing squad is dead.

This is intended to allow Squads to have the flexibility to reinforce friendly Squads separate to FOBs.

This is an experimental feature requiring feedback.

REMOVAL OF THE INSTA-DEATH PENALTY TIMER ON REVIVE
  • When a player is sent to the incapacitated state, they will now not enter the Insta-death if they reach 0 HP within a certain time of being revived
  • In A12, If an incapacitated Player is revived, then sent to 0 HP within 1 minute of being revived, they will be sent to Death screen with no chance of revive
  • In A13, we have removed this mechanic, so you will always be revivable regardless of the time between revives.
  • We noticed this Insta-death mechanic was a very common occurence, and distracted from the gameplay flow.
  • We decided to change this mechanic to see how it will affect the gameplay flow and if it makes it a more enjoyable experience without becoming overbearing / overpowering. We think the combination of the following will keep this change from having and adverse effect:
  • The abundance of area effect weapons, limited bandages on non medic kits, penalties and low hp on revive from incap.
  • We hope this new change has a positive effect on game flow, and proximity based teamwork within squads (and intra squad as well).
FIRETEAM LEADER MARKER RANGEFINDER REMOVAL
The FTL markers will have their Rangefinding function removed.

We felt that this range finding feature became the most prominent reason why Squad Leaders were assigning Fireteams, rather than their intended purpose which was to organize the Squad to use effective fire and maneuver tactics. Often SL would only assign one unit to a Fireteam (commonly the LAT/HAT/UGL/Marksman), and in fact, Squadmates in those roles would ask/demand for them to be assigned that role, without ever taking any leadership role responsibility.

This change will likely lessen the amount of long-range mobility kills on tracked vehicles, so armored vehicles will be encouraged to engage targets at longer ranges. Experienced LAT users with excellent eyeballing/map reading / binocular ranging skillsets will be encouraged due to this change. Teamwork within squads to triangulate positions of enemy armor with the help of recon/spotters will also be more prevalent with this change.

From our perspective, the main negative impact of removing the FTL Rangefinder will be for the Mortar operators. Mortar effectiveness increased with the FTL rangefinding feature in A12, but squad communication decreased.

For A13, mortars will still be quite deadly (even more so with the HE radius increased). Removing the FTL Rangefinder will likely increase the need for teamwork and communication in order to have effective use of the Mortars.

Most effective use of the mortar will likely come when used in a small purposeful squad with the SL placing markers the SL Marker on targets (the SL Marker still retains a Rangefinder). External Mortar Calc apps will still be used to be very effective at pinpoint target accuracy.

In a future update, we would like to implement additional functionality for the “Fire Mission: Mortar” request marker that SL can place on the map. When occupying a Mortar Tube, all friendly “Fire Mission: Mortar” icons would show their bearing and range on the Mortar players compass. We also have a few other ideas to increase Mortar useability in lieu of the FTL Marker, which could include allowing Mortar Tube operators to place their own single “Fire Mission: Mortar” map marker, so they can gauge range even without any SL’s placing Request for Mortar or any other markers.

In a future update, we would also like to add a rangefinder to a handheld binoculars item for the SL. This may be connected to other gameplay elements and may be subject to change.

MAP “PINGS” REMOVAL
Note: This feature is intended, but was not merged into the test. If you’re still seeing pings, you’re not crazy. =)

  • Removed the ‘Map Pinging’ feature that squad mates could use to send their SL a ping by right clicking on the map
  • This feature was not the intended route we wanted for player communication, we did feel this was not the right approach for squad comms.
  • We may re-evaluate this approach, and try something different such as a limited use of enemy map markers for FTL’s for example
MORTAR / 30MM / 120MM HE DAMAGE RANGE INCREASE
  • Mortar, 30mm and 120mm High Explosive area effect weapons have an increased wounding radius.
  • Insta-kill radius for these weapons remains relatively similar to A12 levels, but wounding radius has been expanded
  • In A12, we did feel the HE weapons did not produce enough area effect for them to suppress targets.
  • We will evaluate the effect this increase damage radius has on these weapon systems, and may continue to modify their ranges in the future.
VEHICLE BALANCE CHANGES
BTR-82A & BTR-80
Our observations showed that standard APC of Russian Ground Forces currently has way too low survivability rate in engagements with enemy armor. One of the reasons behind it we think is its lower level of armor and interacting with the armor penetration system functionality. Most of the time, BTRs have no chance to escape an unexpected frontal engagement due to the fact that it suffers heavy damage on the engine because high caliber weapons piercing through it’s hull like a hot knife through butter.

So now we upgraded all BTR models with engine protection plate, that should prevent it from suffering an instant mobility kill from a frontal fire.

Also, we have increased the damage output of Russian 2A72 30mm autocannon, equipped on BTR-82A and MTLB 6MB by 20% and increased it’s overheating time up to 10 seconds. That should increase Russian Ground Forces offensive capabilities to help them to deal with better-armored enemy counterparts, like the M1126 Combat Vehicle.

But make no mistake, BTR primary role is still transporting and supporting infantry, and it generally is not supposed to be engaging superior Infantry Fighting Vehicles like US M2A3 face to face. In future updates, we plan to add a proper IFV to Russian Ground Forces, in the form of well known BMP family vehicles.

PLAYER MOVEMENT SPEED INCREASED BALANCE CHANGES
  • Increased non-ADS standing movement speeds by 10%.
  • Experimental.
PLAYER STAMINA CHANGES
  • Decreased stamina costs
  • Tweaked how ADS movement speeds work, so no matter which direction you go now you move at the same speed.
  • Shortened acceleration and deceleration speeds to make player movement a bit more responsive.
  • Increased Prone Sprint stamina cost from 16 to 24 – prone player can still quickly get into a ditch or cover, but cannot be used to quickly traverse vast areas.
WEAPON HANDLING CHANGES
  • Increased visual ‘z-axis’ recoil animation, increasing the visual kick back towards the camera.
 
Yup the new 4.21 engine upgrade and on top of other optimisations are really showing it has been time well spent.

I'm not a fan of the +10% movement speed. I think 5% would be better number to test with. Also not a fan of the new incap system but thankfully this test is proving to be a step in the right direction.
 
A13 just dropped. Big change list!:

ALPHA 13 PATCH NOTES

Hey soldiers!

It’s been a while coming, but we have the full list of changes coming to Alpha 13! This patch grew to be a mighty one, having started at upgrading our Unreal Engine from 4.16 to 4.21 — no small jump! With it comes all sorts of new tools and updates to the engine that’ll benefit Squad, but there’s plenty of content landing in this update as well. We’re introducing new vehicles (and components!), a brand new role, new and enhanced modes, and all sorts of changes to systems and mechanics — including the return of ticket bleed.

Please note, you will need to uninstall mods to prevent crashing.

ALPHA 13 CHANGELOG
SYSTEMS
DESTRUCTIBLE TRACKS AND WHEELS


Tracks and Wheels are now fully destroyable which enables players to inflict more granular damage to vehicles. For wheels, depending on the vehicle, they can be taken down by small arms fire, while tracks and APC wheels require .50 cal or greater. With each wheel that gets destroyed, more friction is applied, reducing the vehicle’s maximum top speed. The destroyed wheel’s rim still functions at reduced drive effectiveness. In addition, the vehicle will lean over as the supporting wheel is now gone. With tracks, as each gets destroyed, drive input from that track no longer functions. That means that if both tracks get destroyed, the vehicle is completely immobilized.

Combat Engineer Role

We’re introducing a new specialist role focused on demolitions, sabotage, and construction. The previous infantry deployables that were associated with some Riflemen roles to the Combat Engineer role, as well as outfitting them with anti-tank mines, and small demolition charges. The intent for this role is to perform quick demolitions on deployables and light vehicles, as well as ambushing vehicles and enforcing set no-go zones with their anti-tank mines. Combat Engineers can also build and destroy deployables faster compared to other roles.

For the Militia and Insurgents, the role that the Scout previously played will now be given to the ‘Sapper’. In addition to the normal combat engineer loadout and abilities, Sappers will be able to lay IEDs and decoy rocks. Note: Scout role will return in a future update with new inventory items.

ADDITIONAL CHANGES
  • Vehicle Wrecks are now destructible. You need to call your Combat Engineers in to demolish the wrecks with their explosive charges.
  • Added ability to rearm individual magazines, grenades, and inventory items. You’ll have the ability to rearm exactly what you need when you need it, as opposed to previously where you were completely unable to rearm if your ammo requirements exceeded what was available.


  • Added ability to request kit roles from Vehicles. APCs & IFVs will allow all roles to be requested just like FOB Ammo Crates. The ammo contained within the vehicle will be consumed when that new role is requested. Light Vehicles and Tanks will allow only crewman roles to be obtained. Note: this now enables all vehicles fast access to field repairs via the Crewman kit role’s repair tools.
  • Added visual hand signals for Squad Leader and Fireteam orders.
  • Added a hand action for when Squad Leaders are talking over command broadcast VOIP and direct SL-to-SL VOIP, allowing people to see when the Squad Leader is talking over those important channels.
  • Added head turning for vehicle passengers.
  • Added moving mouths while talking over VOIP.


  • Added more immersive animations when operating open turret and emplaced weapons.
  • Added idle and fidget animations for handheld weapons.
  • Added secondary animation on vehicles such as antenna and mud-flaps, and improved visual suspension on some vehicles.
  • Upgraded Unreal Engine version to 4.21.
GAME MODES
DESTRUCTION MODE ADDED


This the initial release of a new objective-based cache hunt game mode where Attackers have to destroy caches in multiple phases. Layers can have either 2 or 3 phases with 2 caches in each phase. There is a 3-minute delay between each phase to minimize rushing potential.

Cache locations are randomized within specified zones, requiring attacking teams to search the zone to locate the objective before destroying it.

Attackers get a 50 ticket bonus for each objective destroyed, as well as the round timer being extended. Defenders get a -10 Ticket penalty upon objective loss.

Defenders win the round if the Attackers do not complete all phases within the time limit, or run out of tickets.

Expect continued balancing and tweaks for future Destruction-layers based on gameplay feedback.

INVASION MODE UPDATED
  • Each flag capture now gives +100 for attackers.
  • Starting tickets tweaked on several layers, expect continued ticket balancing for Invasion layers based on gameplay feedback.
  • Reduced the max number of Capture Points on Invasion layers to 6.
  • Added a variant of Invasion where the flag path is randomized, dubbed “Random Invasion” to some Invasion layers.
INSURGENCY MODE UPDATED
  • Objective Cache destruction gets 50 tickets for the attacking side, -10 for the defending side.
  • Attacking team starts with 200 tickets, and 600 for the Defending team.
  • Caches now also can be destroyed by Combat Engineer’s explosives.
  • Spawning on Caches is now disabled after 5 minutes since Cache spawn.
AAS/RAAS TICKET BLEED UPDATED
Ticket bleed has been added back to all AAS and RAAS gameplay layers. This should give back a little more incentive to push to the next enemy point.

Why it was removed?

In past ticket bleed was too powerful, and also was triggering on the central flags, resulting in King of the Hill style of gameplay, and also incentivizing players to rush from the start to the central objective that was providing a ticket bleed bonus. In the end, it led to the repetitive gameplay experience, rounds were played in almost exactly the same way, which clearly wasn’t our goal & intention.

In addition, ticket bleed was not a very transparent mechanic, as it didn’t have any UI representation. We are reintroducing ticket bleed mechanics into AAS/RAAS game modes, with improvements, based on our previous experience:



  • Ticket bleed indication was added into UI.
  • The enemy team will start bleeding tickets if you will successfully capture at least one objective on the enemy side of the flag lattice. For each objective on the enemy part of the map, controlled by your team, the enemy will lose 1 ticket per minute.
  • On map layers with an odd number of objectives, central objectives are considered a middle ground, and therefore do not trigger ticket bleed, to avoid causing King of the Hill fight for it. On such layers, your team will need to capture at least one more flag past central, for the enemy to start bleeding tickets.
  • For map layers with even number of objectives, your team will need to capture more than half of them to trigger ticket bleed on the enemy team.
  • In the case of “double-neutral” stalemate situation, all ticket bleed mechanics will be paused until the stalemate is resolved.
  • A12 mercy bleed has not changed in A13: if one team manages to successfully capture all flags on the map, the opposing team will suffer a catastrophic ticket bleed of 60 tickets per minute to bring about the end of the round more quickly.
RAAS (RANDOM AAS) UPDATED
The Fog of War has been added to all RAAS layers. Under the Fog of War, the first Capture Point is known and the next point is revealed once your team has fully captured the current objective. We believe this should help mechanically increase variability in gameplay, especially at the beginning of a round, as well as help differentiate between Random AAS and standard AAS.

Additionally, Random AAS now has Lanes added to all RAAS_V1 Map Layers. RAAS Lanes break up the Capture Zones into 2 or 3 lanes per layer. Each Lane will have 5 to 8 Capture Zone groups. Each Capture Zone group still has only 1 CP selected per round out of a potential up to 5 Capture Zones.

In A12 we have layers with Capture Zones that can be quite distant across the map, which can cause transportation problems and extended round times. RAAS Lanes will help group up the flow of each Capture Zone to be relatively close to each other, allowing a more natural flow to gameplay.

SKIRMISH MODE UPDATED
  • Capture Zones capture tickets changed to +20 / -20 ticket gain/loss. (+10 tickets for the first-time capture.)
  • Added new Skirmish layers for Belaya, Basrah & Mestia.
INFANTRY GAMEPLAY SYSTEMS
SQUAD LEADER BUDDY RALLY POINT
Added the ability for Squad Leaders to place rally points remotely next to other Squad’s Rally Points. This request is only available when the Squad Leader is dead. This is intended to allow Squads to have the flexibility to reinforce friendly Squads separate to FOBs. This is experimental.

REMOVAL OF THE REVIVE INSTA-DEATH PENALTY TIMER
When a player is sent to incapacitated state, they will now not be put into the Insta-death state if they reach 0 HP within a certain time of being revived. Previously (Alpha 12), if an incapacitated player was revived, then sent to 0 HP within one minute of being revived, they were sent to the Death screen with no chance of reviving. In Alpha 13, players can now be revived regardless of the duration since the last revival.

We noticed this Insta-death mechanic was a very common occurrence and distracted players from the gameplay flow. As a result, we have decided to change the mechanic with the goal of creating a more enjoyable experience that is not overpowering. We believe the abundance of area effect weapons, limiting bandages from non-Medic kits, as well as the penalties and low health resulting from reviving from an incapacitated state will prevent the changes from having an adverse effect.

We hope this new change has a positive effect on game flow and proximity-based teamwork within squads, as well as the team at large.

INFANTRY GAMEPLAY
  • Increased non-ADS standing movement speeds by 10%.
  • Adjusted 3P animation for movement speed.
  • Tweaked how ADS movement speeds work, so no matter which direction you go now you move at the same speed.
  • Shortened acceleration and deceleration speeds to make player movement a bit more responsive.
  • Increased visual ‘z-axis’ recoil animation, increasing the visual kick back towards the camera.
  • Increased Prone Sprint stamina cost from 16 to 24 – prone player can still quickly get into a ditch or cover, but cannot be used to quickly traverse vast areas.
  • Decreased Player Bleed Rate from 0.5 HP per second to 0.3 HP per second. This will Increase the time to bleed out so the player has more time before death prior to bandaging
INFANTRY ROLE LOADOUT CHANGES
  • Medic and Light Anti-Tank roles now have an optics variant available.
  • Grenadier role now has an optic.
  • Medic role now receives 9 bandages, increased from 8.
  • Non-Optics Riflemen, Medics & Light Anti Tank now have Binoculars.
HAT KIT LOADOUT CHANGES
  • US HAT Primary – M4 M68, 1x M136-AT4, 1x M72A7, 1x M67-Frag
  • US HAT Alternate – M4A1 Foregrip Irons, 1x AT4, 1x M72A7
  • GB HAT Primary – L85 Irons, 1x ILAW-AT4, 1x M72A7, 1x L109-Frag
  • GB HAT Alternate – L85 SUSAT, 1x ILAW-AT4, 1x M72A7
  • RU HAT Primary – AK74M Iron, 1x RPG7v2-Tandem, 1x RPG7v2-HEAT, 2x RPG7v2-Frag
  • RU HAT Alternate – AK74M 1P78, 1x RPG7v2-Tandem, 1x RPG7v2-HEAT
  • MIL HAT Primary – SKS, 1x RPG7-Tandem, 1x RPG7-HEAT, 2x RPG7-Frag
  • MIL HAT Alternate – SKS, 2x RPG29-PG29V
  • INS HAT Primary – SKS, 1x RPG7-Tandem, 1x RPG7-HEAT, 2x RPG7-Frag
  • INS HAT Alternate – SKS, 2x RPG29-PG29V
RIFLEMAN LAT LOADOUT CHANGES
  • US LAT Primary: M4 M150, 1x M72, 1x M18-Smoke
  • US LAT Secondary: M4 M68, 1x M72, 2x M67-Frag, 2x M18-Smoke, Binoculars
  • RU LAT Primary: AK-74M 1P78, 1x RPG-26, 1x RDG2-Smoke
  • RU LAT Secondary: AK-74M, 1x RPG7-HEAT, 2x RPG7-Frag, 2x RDG2-Smoke
  • GB LAT Primary: L85A2 ACOG, 1x M72, 1x L132-Smoke
  • GB LAT Secondary: L85A2 SUSAT, 1x M72, 1x L109-Frag, 2x L132-Smoke
  • Militia LAT Primary: AKS-74 1P29, 1x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke
  • Militia LAT Secondary: AK-74, 1x RPG-7 HEAT, 3x RPG-7 Frag, 2x RDG2-Smoke, Binoculars
  • Insurgent LAT Primary: SKS Optic, 1x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke
  • Insurgent LAT Secondary: Vz61, 2x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke, Binoculars
INFANTRY ROLE LIMIT CHANGES
Specialist Roles

  • Heavy Anti-Tank (Iron Sights): max 1 per team. (Unlock @ 15 players.)
  • Heavy Anti-Tank (Optics): max 1 per team. (Unlock @ 20 players.)
  • Heavy Anti-Tank (Iron Sights) & Heavy AT (Optics) requires a squad of 3. (Max 1 per squad.)
  • Combat Engineer & Machine Gunner: max 2 per team. (1st unlock @ 15 players, 2nd unlock @ 20 players.)
  • Combat Engineer & Machine Gunner requires a squad of 3. (Max 2 per squad.)
Fire Support Roles

  • Marksman & Grenadier: max 4 per team. (1st unlock @ 5 players, 2nd unlock @ 15 players, 3rd unlock @ 25 players, 4th unlock @ 35 players.)
  • Light AT (Iron Sights): max 4 per team. (1st unlock @ 3 players, 2nd unlock @ 6 players, 3rd unlock @ 9 players, 4th unlock @ 12 players.)
  • Light AT (Optics): max 4 per team. (1st unlock @ 6 players, 2nd unlock @ 12 players, 3rd unlock @ 18 players, 4th unlock @ 24 players.)
  • Light AT (Iron Sights), Grenadier requires a squad of 3. (Max 1 per squad.)
  • Marksman requires a squad of 5. (Max 1 per squad.)
  • AR (Optics) & Light AT (Optics) requires a squad of 6. (Max 1 per squad.)
  • GB Marksman (L86) requires a squad of 6. (Max 1 per squad.)
  • GB Marksman (L129A1) requires a squad of 8. (Max 1 per squad / 2 per team – 1st unlock @ 20 players, 2nd unlock @ 30 players.)
Command Support Roles

  • Squad Leader (Optics) requires a squad of 2. (Max 1 per squad.)
Direct Combat Roles

  • Rifleman (Optics) requires a squad of 2. (Max 3 Rifleman Optics per squad.)
  • AR (Iron Sights) requires a squad of 3. (Max 1 per squad.)
WEAPONS AND EQUIPMENT


  • Added the Vz61. Škorpion Machine Pistol. The Škorpion is a select-fire, straight blowback weapon that operates from a closed bolt for additional accuracy, while still maintaining a very high rate of fire. Its extremely compact nature (even with the extended wire stock) makes this machine pistol a favorite as a personal defense weapon for vehicle crews. This weapon will be issued to Militia and Insurgent crewmen, as well as the Insurgent LAT kit.
  • Added the M15 Anti-Tank Mine. The M-15 Anti-Tank blast mine is an American design originating in World War 2 and is activated via a mechanical pressure switch. When sufficient downward pressure is applied, it will activate the fuze and trigger detonation. Containing about 10.3kg of Composition B explosive, the M15 is capable inflicting mobility kills on heavy armor or dealing critical damage to lighter vehicles. This will be available to the US Army and British Combat Engineers.


  • Tweaked Anti-Tank mine damage. It now requires 1 Anti-Tank mine to destroy light vehicles outright like technicals and bikes. MATV and Logistics Trucks will be heavily damaged and have their wheels destroyed. APCs will take severe damage and have their wheels/tracks blown, while Tanks will have their tracks destroyed and moderate damage taken.
  • Increased Land Mines max deployed in world limit at one time to 10 (previously 3) per role.
  • Added an audible “trigger” sound and a slight detonation delay when a vehicle drives over the mine to provide better mine feedback to players. (Knowing is half the battle.)
  • Added the SA80 Bayonet for all British roles, replacing the placeholder M9 Bayonet.
  • Added varied set of Timed Explosives. Set with a 30-second fuse, these explosives are designed to destroy emplacements, deployables, and tech structures like HABs and FOB Radios. These explosives can also be used to sabotage vehicles by destroying tracks and wheels, destroy vehicle wrecks, as well as other planted explosives like Mines and IEDs. Explosives can be defused by your shovel before they explode. These explosives are available to Combat Engineers and Sappers.
  • Increased IED max deployed in world limit at one time to 5 (previously 3) per role.
  • Updated IEDs to now play a very audible chiptune ringtone before exploding.
  • Updated Phone detonators so they can no longer be triggered if there is no active IED in the field.
  • Increased random delay duration for IEDs from 2-4 to 3-6 seconds.
  • Land mines, explosives, and IEDs are no longer blocked from being deployed on other deployables.
  • Decoy rocks now cover a much larger area and no longer collide with mines and IEDs. You can use multiple rocks now to form a relatively inconspicuous rock pile hiding any IED or mines under it.
  • Tightened the deviation on the RPG-7 and RPG-7V2 rockets, making them more accurate at longer ranges.
  • Tweaked the 1p78 Optic reticle so the reticle is more usable against distant targets up to 400m.
  • Added a “Surrender” role-play kit that has no weapons, that can be requested via Ammo Crates and Vehicles. They have the ability to put their hands up with Right Mouse Button.
  • Added a unique animation and sound for when shovels are destroying a deployable or defusing explosives vs. building them.
  • Tweaked shovel destroy damage to be less effective than building
  • Shifted L85A2 iron-sights ADS position slightly further away from the camera.
  • Reduced minimum arming time on the 40mm UGL smoke grenades dramatically.
  • Increased smoke size of the 40mm UGL smoke grenades.
  • Reduced time to switch between primary weapon and loaded HE 40mm UGL by excluding the UGL loading & unloading animations from the process.


VEHICLE ADDITIONS AND UPDATES
T-62 MAIN BATTLE TANK


  • 3-man crew and carrying capacity for 4 riders for Militia and Insurgents.
  • T-62 fires armor penetrating sabot, high explosive anti-tank and fragmentation rounds, in addition to its coaxial 7.62x54mmR PKT machine gun. While this armament might not perform as well as its more modern counterparts, still do not underestimate its ability to deal death at range. The commander seat has access to a simple cupola mounted periscope with high magnification optics.
BRDM-2 SPANDREL


  • Anti-tank guided missile variant of the BRDM-2 scout car for Russian, Insurgent, and Militia forces.
  • Armed with five wire-guided ‘Konkurs’ missiles which can be fired in relatively quick succession, dealing a devastating amount of damage against heavy armor at range.
  • Vehicles strengths are mobility combined with its anti-tank firepower, making it a potent battlefield tool, weaknesses are its light armor, so it won’t fare well in head-on engagements against enemy Armor or AT Infantry.
MATV TOW VARIANT
  • Basically a TOW with wheels for US Forces.
  • The same level of mobility and armor as a conventional MATV.
  • Carries 5 spare TOW missiles.
  • Definitely packs a punch, but light on protection.
TECHNICAL UB32 (ROCKET ARTILLERY) UPDATED
  • Changed the location of the Gunner camera to be on the rocket pod.
  • Added an angle indicator.
  • Added a very small amount of yaw adjustment.
  • Updated the gunner seat to always preserve the angle orientation of the rocket pod even if the gunner leaves the seat.
  • Reduced the minimum arming distance on the S5 rockets a very close range.
BTR-82A & BTR-80 UPDATED
Our observations showed that standard APC of Russian Ground Forces currently had too low of a survivability rate in engagements with enemy armor. One reason we suspect is the lower level of armor and how that interacts armor penetration system works. Most of the time BTR have no chance to escape unexpected frontal engagement due to the fact that it suffers heavy damage on the engine due to the penetration of high caliber rounds to the engine.

  • Upgraded all BTR models with an engine protection plate, that should prevent it from suffering an instant mobility kill from frontal fire.
  • Reduced BTR-82A Spawn time from 12 minutes to 10 minutes.
  • Increased Autocannon HE Splash damage & blast radius
  • Increased 30mm splash radius to 7.5 meters (from 5.5 meters).
  • Increased BTR82A / MTLB 30mm AP cannon damage output by 20%.
  • Increased the damage output of Russian 2A72 30mm autocannon, equipped on BTR-82A and MTLB 6MA by 20%. (250 to 300)
  • Increased the BTR82A/MTLB 30mm autocannon overheating time, which will allow a continuous fire to be outputted for up to 10 seconds. (Previously 5 seconds.)
  • These changes should increase the Russian Ground Forces offensive capabilities to help them to deal with the better-armored enemy counterparts like M1126s. But make no mistake, the BTR80 & BTR82A primary role is still transporting and supporting infantry and should only be engaging superior Infantry Fighting Vehicles like the US M2A3 as a last resort.
  • In a future update, we plan to add the proper IFV for the Russian Ground Forces, in the form of well known BMP family of vehicles.
VEHICLE GAMEPLAY
  • Removed all main cannon overheating on the FV510.
  • Increased 120mm HEAT splash radius to 25 meters from 21 meters.
  • Increased 125mm HEAT splash radius to 21 meters from 17 meters.
  • Increased 125mm FRAG splash radius to 35 meters from 30 meters.
  • Decreased rate of fire of the FV510 coaxial machine gun.
  • Tweaked Insurgent Technical skins to use less conspicuous paint jobs. (No more “Shoot Me! Red”.)
  • Increased hull strength for Armored Technicals and Ural 375 ZSU by 25%.
  • Increased armor thickness by 33% on all open turret shields (including DshK shield) and Armored Technical armor making them more resistant to 7.62mm fire.
  • Added armored glass material to MATV, BRDM-2, BTR-80 and all open top turret windows making them resistant up to 7.62mm rounds.
  • Added turret turning sounds to all open top and closed armored turrets.
  • Updated Glass Material on all Trucks and Technicals to respond to gun-fire with the proper glass effect.
  • Added a camera-spring effect to the driver to help increase immersion.
  • Reverted back to the proper model of CROWS turret on the M1126 APCs
  • Added open-top turret and CROW MATV variants equipped with M240B.
  • Added M1126 APC variant equipped with CROW M240B.
  • Removed majority of post-processing color effects on all turret optics.
  • Added a no-penetration protection panel to the far side of all APC, IFV, and Tank engine components. This means you won’t be able to disable the engine in the rear by shooting the vehicle from the front and vice versa.
  • Increased the percentage which vehicle repair tools can repair engines from 50% to 100% for Light Vehicles, up to 80% for APCs or higher.
  • Updated all vehicle engines to absorb a large amount of damage after a projectile has penetrated through it.
  • Adjusted Environment Physmats for vehicle tires and tracks – sand, snow, dirt, grass, wet asphalt all have a less severe penalty for impeding driving
DEPLOYABLES GAMEPLAY
  • Updated HAB deployment rules specific to the Insurgent Faction. The Insurgent team can now build 2 separate HABs at each FOB Radio. This change gives the advantage of more plentiful spawn locations for Insurgents.
  • Increased mortar HE splash damage & range from 15m to 22m.
  • Improved mortar explosion effects on sand and snow.
  • Added ability to rotate deployables while in placement mode by holding the lean keys or the left and right arrow keys.
  • Updated deployables to have looser placement bounds, allowing items like razor wire can more easily connect without gaps.
  • Increased width of razor wire deployable to match that of the sandbags.
  • Tweaked visuals and look of the deployable Ladder, adding a metal variant for the US Army, British, and Russians.
  • Reworked the look of the Vehicle Repair Depot to provide a unique look for the Russians and Militia/Insurgents.
  • Added a running generator with audio to the Vehicle Repair Depot to lightly discourage players from camping.
  • Updated tracking on the Russian-style ATGMs (Kornet, Konkurs, Refleks) to be tighter.
  • Decreased deviation on the SPG-9 HEAT and Frag rockets.
  • Tightened the spiral trajectory on the Kornet ATGMs, making them easier to handle.
  • Increased the number of rounds you can fire from the ZU-23 before it overheats.
  • Increased interactable radius on emplacements to make them easier to enter.
  • Increased penetration power of TOW & Kornet ATGMs, to increase the effectiveness of those weapons against highly armored targets at certain angles of attack.
USER INTERFACE SYSTEMS
MAP “PINGS” REMOVAL
We have removed the Map Pinging feature that squadmates could use to send their Squad Leader a ping by right-clicking on the map. This feature was not the intended route we wanted for player communication and we did feel this was not the right approach for squad comms. We may re-evaluate this and try something different, such as limited use of enemy map markers for FTLs, for example.

FIRETEAM LEADER MARKER RANGEFINDER REMOVAL
The FTL markers will have their rangefinding function removed. We felt that this rangefinding feature became the most prominent reason why Squad Leaders were assigning Fireteams rather than their intended purpose. (To organize the squad to use effective fire and maneuver tactics.) Often the squad leader would only assign one unit to a Fireteam (commonly the LAT/HAT/UGL/Marksman), and in fact, squadmates in those roles would ask/demand for them to be assigned that role without ever taking any leadership role responsibility.

This change will likely lessen the amount of long-range mobility kills on tracked vehicles, so armored vehicles will be encouraged to engage targets at longer ranges. Experienced LAT users with excellent eyeballing/map reading/binocular ranging skillsets will be encouraged due to this change. Teamwork within squads to triangulate positions of enemy armor with the help of recon/spotters should also become more prevalent with this change.

From our perspective, the main negative impact of removing the FTL rangefinder will be for the mortar operators. Mortar effectiveness increased with the FTL rangefinding feature in A12, but squad communication decreased. Mortars will still be quite deadly, however, even more so with the HE radius increased.

More effective use of the mortar will likely come when used in a small purposeful squad with the squad leader placing markers the SL Marker on targets. (The SL Marker still retains a rangefinder.) External Mortar Calc apps may still be used to be very effective at pinpoint target accuracy.

In a future update, we would like to implement additional functionality for the “Fire Mission: Mortar” request marker that a Squad Leader can place on the map. When occupying a Mortar Tube, all friendly “Fire Mission: Mortar” icons would show their bearing and range on the Mortar players compass. We also have a few other ideas to increase Mortar useability in lieu of the FTL Marker, which could include allowing Mortar Tube operators to place their own single “Fire Mission: Mortar” map marker, allowing them to gauge range even without requiring a marker from their squad leader.

Additionally, we would also like to add a rangefinder to a handheld binoculars item for the Squad Leader kit. This may be connected to other gameplay elements and may be subject to change.

USER INTERFACE
  • Updated Squad Leader Order Marker so it can now be placed through windows and other tight spots using the T-Menu. If you have line-of-sight, you can place the marker. Previously, many static objects would block you from placing down the marker.
  • Added contextual interactable tooltips for interacting with deployables, vehicles, and emplacements. This is to promote identification of interactable objects in the game world.
  • Added a more detailed Vehicle Status widget to show which components are taking damage viewable by the driver.
  • Added a line that draws from yourself to the Squad Leader Order Marker on your map to better orientate yourself to the direction of the marker.
  • Added the ability to drop a “direction” line + arrow marker. This is intended to have many uses, such as illustrating movements of friendly or enemy forces, showing directions of approach for orders, etc.
  • Cleaned up a lot of server-side messaging so the normal player doesn’t see them as often.
  • Improved the look and functionality of the Vehicle Seat indicator to allow you to see the squad assignment and role of the player in that seat.
  • Tweaked the spawn select flow requiring fewer button presses and confirmations.
  • Updated all the map option/filter buttons into a consolidated drop-down menu to declutter the Deployment and Command Menus.
  • Added a notification for Players that attempt to spawn in with a role that has already been claimed – “Your previously selected role has become locked.”
  • Tweaked the look of the on-screen HUD chat.
  • Updated Team Select by removing the live soldier and replaced them with a high-resolution posed team image for each faction.
  • Added vehicle occupancy [+1] to name tags for players in vehicles.
  • Increased Point of Interest marker limit from 4 to 6.
  • Reverted Squad VOIP Text (in the bottom left) to be always green regardless of Fireteam.
  • Updated artwork of the magazine counter to look like banana magazines.
  • Added a tooltip to help players know what the controls are for loading and unloading supplies.
MAP CHANGES


  • Updated Tallil Outskirts to v2. Changes mostly focused on increasing infantry survivability and the ability to move between flags. These changes include: adding more detail microvariations to terrain in open areas, adding villages along the river, adding fighting positions and tunnels at the Iraqi Destroyed Hangars, including more rocks and wadis, and adding a new air traffic control complex between the runways.
  • Added several “Medium”-sized RAAS, AAS, and Invasion layers. These layers to assist with populating servers (seeding) or to increase variety in map rotations.
  • Tweaked some flag names to make them more distinct.
  • Fixed flipped vehicles in Main Bases on Kokan.
  • Fixed some sharp landscape edges on the Lakay Ridge bypass road on Kohat.
  • Fixed foliage growing in places it shouldn’t be on all maps. (Compost will be used to grow tomatoes.)
  • Improved landscape blending, so rocks and roads should no longer appear black.
  • Updated Logar, Mestia, and Sumari to remove static Technical vehicle props and replaced them with different static props, to prevent confusion between actual drivable Technicals and static props.
  • Updated Gorodok tree trunks and some Kohat trees to prevent undesirable collisions. (Don’t you dare desire them again.)
  • Fixed bushes and crops from preventing player lean and ability to dig emplacements
BUG FIXES AND MISCELLANEOUS
  • Fixed exploit where all Open Turret Vehicles being able to rearm from FOBs and have infinite mags
  • Fixed Anti-Tank projectile not dealing damage if the shooting player dies before the projectile hits its target. In certain circumstances (when an AT player fully dies before the AT projectile hits its target), the AT projectile did no damage. This has been fixed and will now do damage even if the player was killed.
  • Fixed Mortar Bug. In certain circumstances (when a player leaves a mortar before the projectile lands), the mortar did no damage.
  • Fixed hidden Flag Capture UI while inside a Vehicle – this now correctly displays the Flag status
  • Fixed unable to vault temporarily after packing up your ammo bag.
  • Fixed pressing number 5 key results in changing your primary weapon fire mode instead of switching to your field dressing.
  • Fixed a bug where the SPG-9 needed to be ‘reloaded’ twice before it would be ready to fire.
  • Fixed the double mesh bug on the SPG-9.
  • Fixed zeroing on the SPG-9 fragmentation rocket.
  • Fixed US Crewmen soldiers having incorrect bullet impact effects.
  • Fixed mines being able to be placed so deep into some bridge statics that they disappear completely.
  • Fixed zeroing on the RPG7v2 Tandem and the RPG-29.
  • Fixed effect impacts on flesh and sandbags to make them more visible.
  • Optimized large smoke column effects on Tallil and Jensen’s Range.
  • Fixed grenade spoon ejections not being properly visible when you throw grenades.
  • Fixed Soviet Binoculars having sway while the other binoculars do not.
  • Fixed markers being set offset to the crosshair on all Binoculars.
  • Fixed Insurgent MTLB having green colored turret/wreck.
  • Fixed missing turning animations when using the phone detonator and vehicle repair tools.
  • Fixed “Kit Role Selected No Longer Available” notification spam when changing teams. When a selected kit role is unavailable, the kit will now default back to Rifleman Iron Sights and give that player the appropriate notification message.
  • Fixed clipping that occurs when using the Music Player.
  • Fixed open-top turrets not returning to origin during a reload.
  • Fixed rigging on the L85A2 AG36 ACOG rifle.
  • Fixed vehicle components like Engines and Ammo racks being damaged by melee or small caliber weapons.
  • Fixed Fireteam markers being seen from enemy Squad.
  • Fixed Emplaced Kornet having larger than normal bullet collisions, causing players to be very hard to shoot off.
  • Fixed Insurgent SL Crewman having wrong first person mesh.
  • Fixed vehicle occupants being counted towards HAB blocking mechanic.
LOCALIZATION
Unfortunately, the Unreal Engine 4.21 upgrade changed the way localization is managed. As a consequence, a lot of the translations have been broken going into Alpha 13. Our plan to address this is to actually push a full localization pass to a later date in the year when we are much closer to full release and are locking down all the text that will need to be translated for the game.

LINUX SERVER RCON
RCON functionality for Linux server is temporarily non-functional in Alpha 13. This is a known issue and we’ll continue to work to resolve this. We apologize for any inconvenience.

MODDING
Due to significant updates to our Unreal Engine implementation (4.16 -> 4.21) and modding framework, existing mods will need to be uninstalled. Mods will need to be recooked to ensure compatibility with Modding 2.0 — more information will be made available soon.
 
Finally treated myself to this game, Been watching a lot of videos of it and couldn't resist anymore... Its gonna take me a while to learn the controls and be a good player but it seems very good from my first game....
If you need any tips/help then let me know. On holiday at the moment and looking forward to getting back into v13.
 
Hey. Not played Squad in probably a year or so and have some questions about where the game is currently at, if someone could take time to answer some of them it would appreciate.

1. Has the movement/running etc been reworked yet ? Running always felt kinda broken and sluggish and almost felt like you were made of paper for lack of a better description... There's was no feeling of weight or motion like there is in Arma for example.

2. Do we have choppers yet ? If not is there are kind of estimated time frame when we might see them ? If Choppers do exist will it just be transport choppers or will we have attack choppers as well ?

3. How many maps are there now and is there more visual consistency between the maps ? For example some maps looked quite nice and detailed but then there were maps like Fallujah that to be blunt kinda looked like half arsed mod content and were graphically well below the standards of certain other maps.

4. Can you lock squads yet ? I know some people are funny about this subject as it kinda goes against teamwork but sometimes you just want to join a server and play with a few of your mates without randoms dropping into your squad and asking/expecting orders when all you're trying to do is to get to grips with the game.

5. Has freelook been improved ? Last time I checked it had just been added and it worked but was kinda ropey looking, for example when you looked past a certain angle to the left or right it felt like you were almost floating across the environment and that your head was almost detached from your body.

1. Latest movement changes:
  • Increased non-ADS standing movement speeds by 10%.
  • Adjusted 3P animation for movement speed.
  • Tweaked how ADS movement speeds work, so no matter which direction you go now you move at the same speed.
  • Shortened acceleration and deceleration speeds to make player movement a bit more responsive.
2. No, not yet. Transport helis will come first then attack helis later.

3. Currently 15 with more in development. Maps are continually receiving upgrades. Al Basrah (and Kokan) were originally made by modders and brought into the main game hence why they are not up to currently level of details. I believe Al Basrah is due a pass relatively soon.

4. Yes.

5. The floating when using freelook is still there. Much more important things to do before that gets touched again :)
 
Yup it's not really a drop in game. No where near as fast paced as the two you mentioned even with the v13 movement changes. Are you squad leading? That normally solves the issue of being stuck in a squad who just want to super fob things and not get stuck in.

The best way is to find a server that suits you best and get to know their community and play regularly with them.

I'm personally in the other boat. V13 has brought me back to Squad more.
 
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