Squad - Chuc
Hi Squaddies,

As we're rushing to squash the last few bugs and tweak in some more optimisation improvements we want to get you, the player, as informed as possible on what to expect in Alpha 9.

New Vehicles




Insurgents



Motorbike

https://www.youtube.com/watch?v=ddSCwB5b5-0

Seats two people and is rather expendable. This tool will allow your scouts, spotters and ambushers to get to more places, quicker. With the highly anticipated mines and IEDs right around the corner, now is the time to practice how to get to the good spots before those pesky Americans or Russians do!These will also help facilitate Insurgents coming from every direction via Rally Points.

Flank! Don't let the hill campers pick you off from the same direction!

https://www.youtube.com/watch?v=TjITHPQsGQ0

MTLB armed with PKT turret

https://www.youtube.com/watch?v=1sz8g7Hnn9o

Looted from some old Soviet-era military bases and pushed back into service, it is now possible to see insurgents driving around in this lightly armed and armored personnel carrier. Do not attempt to take on any armored vehicles with this, as the PKT will not damage them. Use it for engaging exposed infantry and un-armed vehicles such as logistics and transport. The armour on this vehicle is rather thin, so at the most it will protect the occupants from light small arms fire and shrapnel.

BRDM-2

https://www.youtube.com/watch?v=Oy1AlDteuU0

The Insurgents have also managed to loot a few armored scout cars in form of the BRDM-2. As a scout car it only seats 3 people: a driver, co-driver and a gunner. The co-driver can see the world through a high powered 360-degree periscope to help spot targets and navigate. It features the same armament as the BTR-80, that is a 14.5mm KPVT heavy machine gun. It might even get some crafty insurgent improvements in the future.

While it may look like a tank, it is not nearly as thick skinned as something like the BTR-80. Remember that it is a scout car!

Militia



Militia has always been intended to be a paramilitary faction finding a middle ground between the scrappy Insurgents and the better funded and equipped American and Russian forces. With this patch this finally becomes apparent in the vehicle department.

MTLB armed with NSV

This variant of the MTLB is very much like the one the Insurgents has access to, only this one is armed with a turret mounted 12.7mm NSVT heavy machine gun. The high rate of fire and the capability to take on lightly armored vehicles makes this quite deadly. In almost all aspects this vehicle is comparable to a M1151 Enhanced Armament Carriers, with more passenger capability and better cross-country mobility.

MTLB armed with 30mm cannon

Militia finally got a heavy hitter. This is comparable to the 30mm cannon that the BTR-82A is armed with. While it currently only features armor-piercing ammunition, it is a very strong counter to any armoured vehicle the other factions can field. A glass cannon in the current ecosystem of Squad.

BRDM-2 and BTR-80

With Russia now having access to the BTR-82A, we could finally give Militia a few BTR-80s and still maintain the contrast in capability between the factions. The Russians will still feature BTR-80s so be sure to check your targets before you open up!Militia also have access to the BRDM-2 Scout Car. Now you don't have to feel bad when you want the firepower of the BTR-80 but want to provide fire support rather than hauling infantry around the battlefield.

Russia



BTR-82A

A heavier variant of the BTR-80, the 82A features the 2A72 30mm auto cannon and better crew survivability and blast protection. Its main gun will be loaded with 30mm Armor Piercing Discarding Sabot (APDS) rounds. While not overly effective against dug in infantry, we promise you that this will make very short work of any vehicles on the battlefield. It also has the highest penetration value of any form of ammunition in the game. So if in doubt, just keep shooting those walls!

We are actively working to expand the array of weapons you can use in vehicles in future versions. So expect in the future different ammunition types, coaxial machine guns and smoke launchers. The crew survivability will also be more apparent when we also work on localized damage for future versions.

As MTLB armed with NSVT or 30mm cannon

No longer a front line vehicle by any means, the MTLB can be seen on the Russian side in Squad when missions involve non front-line scenarios, as well as functioning as an intermediate set of vehicles on light maps where BTR's are too high profile.

Ural 4320

The Russian faction has had its truck fleet updated to the 4320 variant of the Ural. While nearly identical in appearance, this variant features a slightly different front end, markedly different interior and a better performing engine.

US Army



Stryker ICV

https://www.youtube.com/watch?v=a23ZLvs7LgU

A highly protected, highly mobile troop carrier, this vehicle is highly resistant to .50 caliber and 14.5mm fire. Comes equipped with a .50cal M2a1 Browning mounted on a Remote Weapon System (CROWS). Do not attempt to take this on unless you are wielding a really big gun or are coordinating your attack with other ground forces.

Forward Operating Bases Update



Big changes has arrived to how Forward Operating Bases function. We are finally moving towards the intended vision of the FOB. The Radio is still the hub of the FOB, but no longer a spawn point.

You will have to now construct a spawn point near the radio. This spawn point offers limited protection and the ability to be put in a different place than the FOB radio.

These spawn points, "HABs" (short for HESCO Accommodation Bunkers) or "Hideouts", will be quite visible and have a large footprint. It will be substantially harder to hide a FOB in a bush, and it will need to be defended and fortified to ensure that your team can be reinforced. A FOB is now, more than ever, a legitimate objective on the map.



Even though it is more visible, a single enemy will not as easily be able to take down an entire enemy FOB as he cannot kill every new spawn while also taking down the radio, unless the defenders have really poor placement of course.

US and Russian "HABs" are 500 construction points, where the Insurgents smaller and lightly protected hideout is 350 construction points to construct. Militia's improvised bunker is 400 construction points.

Currently spawn points are limited to 1 per FOB.

Like all other "smart" deployables, the spawn point will disappear upon destroying the FOB Radio.

It will be harder to rush with an offensive FOB deployment, and we encourage you to fortify the ground you take, using FOBs as a way to secure gained land without stretching the supply lines too thin. Speaking of supply lines, they are now more vital than ever to protect, as well as ambush. Consider using some of the lighter vehicles to escort or hunt down supply trucks.

New Scoreboard



A new scoreboard has been designed and implemented for V9! Now your scores can be broken down on a more accurate level amongst a variety of different metrics (in addition to also looking much nicer overall visually). Kit roles as well as a check for whether a player is in a vehicle or not also can be seen, giving players a quick glance at the overall game in one screen.

Gorodok 4K Expansion

https://www.youtube.com/watch?v=vDtlYz2fDgw



Gorodok has joined the ranks along side Kohat and Yehorivka as a 4k map and there are now many new areas and objectives to contend for including industrial areas and an apartment complex. With the addition of new vehicles, a lot of the forests have been cleared and hills flattened to allow for more mechanized warfare.






Yehorivka Improvements

https://www.youtube.com/watch?v=eTmW0yJfsfM



The landscape of Yehorivka has been filled out to include more and larger villages, an airstrip, an industrial park, and many more new assets from our environment team. We also gave Yehorivka a visual refresh as well, including some new lighting and autumn foliage.





Changelog

Gameplay

  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. You'll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! An improved version of the closed hatch is available on the MTLB series of vehicles. (Thanks Mumble!)
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case.
  • 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13.
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set possible friendly FOB locations through the SL's map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
Systems
  • Vehicle handling has been dramatically improved with the addition of N-Wheel. The ability for vehicles to climb obstacles has also been improved by having better traction on a per-wheel basis and also the ability to engage an off road mode (Default: Left-SHIFT while driving) which is useful for situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where the driver of a logistics vehicle wasn't receiving score for resupply events.
  • Fixed a bug where "Use Inventory Switch Timer" config setting didn't persist across game restarts
  • Added an admin-only notification for when a developer or privileged QA member joins a server
UI
  • Added direct Squad-Leader to Squad-Leader radio communication via the Number Pad. Numbers correspond to the appropriate Squad number. (ie. Numpad 1 for Squad 1)
  • Added new Kit Role icons, replacing the old set.


  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Re-styled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
Audio
  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullet-hit impact sounds and flyby bullet sounds
  • Added burning vehicle sounds
  • Added UI interaction sounds
Modding
  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<USQVehicleSeatComponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray<FTransform>& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!


While we all eagerly await the arrival of two highly anticipated systems; the Animation System update and Inventory/Weapon system overhaul, we hope that you enjoy this content focused patch.

Offworld Out.
Squad - Chuc
Hi Squaddies,

As we're rushing to squash the last few bugs and tweak in some more optimisation improvements we want to get you, the player, as informed as possible on what to expect in Alpha 9.

New Vehicles




Insurgents



Motorbike

https://www.youtube.com/watch?v=ddSCwB5b5-0

Seats two people and is rather expendable. This tool will allow your scouts, spotters and ambushers to get to more places, quicker. With the highly anticipated mines and IEDs right around the corner, now is the time to practice how to get to the good spots before those pesky Americans or Russians do!These will also help facilitate Insurgents coming from every direction via Rally Points.

Flank! Don't let the hill campers pick you off from the same direction!

https://www.youtube.com/watch?v=TjITHPQsGQ0

MTLB armed with PKT turret

https://www.youtube.com/watch?v=1sz8g7Hnn9o

Looted from some old Soviet-era military bases and pushed back into service, it is now possible to see insurgents driving around in this lightly armed and armored personnel carrier. Do not attempt to take on any armored vehicles with this, as the PKT will not damage them. Use it for engaging exposed infantry and un-armed vehicles such as logistics and transport. The armour on this vehicle is rather thin, so at the most it will protect the occupants from light small arms fire and shrapnel.

BRDM-2

https://www.youtube.com/watch?v=Oy1AlDteuU0

The Insurgents have also managed to loot a few armored scout cars in form of the BRDM-2. As a scout car it only seats 3 people: a driver, co-driver and a gunner. The co-driver can see the world through a high powered 360-degree periscope to help spot targets and navigate. It features the same armament as the BTR-80, that is a 14.5mm KPVT heavy machine gun. It might even get some crafty insurgent improvements in the future.

While it may look like a tank, it is not nearly as thick skinned as something like the BTR-80. Remember that it is a scout car!

Militia



Militia has always been intended to be a paramilitary faction finding a middle ground between the scrappy Insurgents and the better funded and equipped American and Russian forces. With this patch this finally becomes apparent in the vehicle department.

MTLB armed with NSV

This variant of the MTLB is very much like the one the Insurgents has access to, only this one is armed with a turret mounted 12.7mm NSVT heavy machine gun. The high rate of fire and the capability to take on lightly armored vehicles makes this quite deadly. In almost all aspects this vehicle is comparable to a M1151 Enhanced Armament Carriers, with more passenger capability and better cross-country mobility.

MTLB armed with 30mm cannon

Militia finally got a heavy hitter. This is comparable to the 30mm cannon that the BTR-82A is armed with. While it currently only features armor-piercing ammunition, it is a very strong counter to any armoured vehicle the other factions can field. A glass cannon in the current ecosystem of Squad.

BRDM-2 and BTR-80

With Russia now having access to the BTR-82A, we could finally give Militia a few BTR-80s and still maintain the contrast in capability between the factions. The Russians will still feature BTR-80s so be sure to check your targets before you open up!Militia also have access to the BRDM-2 Scout Car. Now you don't have to feel bad when you want the firepower of the BTR-80 but want to provide fire support rather than hauling infantry around the battlefield.

Russia



BTR-82A

A heavier variant of the BTR-80, the 82A features the 2A72 30mm auto cannon and better crew survivability and blast protection. Its main gun will be loaded with 30mm Armor Piercing Discarding Sabot (APDS) rounds. While not overly effective against dug in infantry, we promise you that this will make very short work of any vehicles on the battlefield. It also has the highest penetration value of any form of ammunition in the game. So if in doubt, just keep shooting those walls!

We are actively working to expand the array of weapons you can use in vehicles in future versions. So expect in the future different ammunition types, coaxial machine guns and smoke launchers. The crew survivability will also be more apparent when we also work on localized damage for future versions.

As MTLB armed with NSVT or 30mm cannon

No longer a front line vehicle by any means, the MTLB can be seen on the Russian side in Squad when missions involve non front-line scenarios, as well as functioning as an intermediate set of vehicles on light maps where BTR's are too high profile.

Ural 4320

The Russian faction has had its truck fleet updated to the 4320 variant of the Ural. While nearly identical in appearance, this variant features a slightly different front end, markedly different interior and a better performing engine.

US Army



Stryker ICV

https://www.youtube.com/watch?v=a23ZLvs7LgU

A highly protected, highly mobile troop carrier, this vehicle is highly resistant to .50 caliber and 14.5mm fire. Comes equipped with a .50cal M2a1 Browning mounted on a Remote Weapon System (CROWS). Do not attempt to take this on unless you are wielding a really big gun or are coordinating your attack with other ground forces.

Forward Operating Bases Update



Big changes has arrived to how Forward Operating Bases function. We are finally moving towards the intended vision of the FOB. The Radio is still the hub of the FOB, but no longer a spawn point.

You will have to now construct a spawn point near the radio. This spawn point offers limited protection and the ability to be put in a different place than the FOB radio.

These spawn points, "HABs" (short for HESCO Accommodation Bunkers) or "Hideouts", will be quite visible and have a large footprint. It will be substantially harder to hide a FOB in a bush, and it will need to be defended and fortified to ensure that your team can be reinforced. A FOB is now, more than ever, a legitimate objective on the map.



Even though it is more visible, a single enemy will not as easily be able to take down an entire enemy FOB as he cannot kill every new spawn while also taking down the radio, unless the defenders have really poor placement of course.

US and Russian "HABs" are 500 construction points, where the Insurgents smaller and lightly protected hideout is 350 construction points to construct. Militia's improvised bunker is 400 construction points.

Currently spawn points are limited to 1 per FOB.

Like all other "smart" deployables, the spawn point will disappear upon destroying the FOB Radio.

It will be harder to rush with an offensive FOB deployment, and we encourage you to fortify the ground you take, using FOBs as a way to secure gained land without stretching the supply lines too thin. Speaking of supply lines, they are now more vital than ever to protect, as well as ambush. Consider using some of the lighter vehicles to escort or hunt down supply trucks.

New Scoreboard



A new scoreboard has been designed and implemented for V9! Now your scores can be broken down on a more accurate level amongst a variety of different metrics (in addition to also looking much nicer overall visually). Kit roles as well as a check for whether a player is in a vehicle or not also can be seen, giving players a quick glance at the overall game in one screen.

Gorodok 4K Expansion

https://www.youtube.com/watch?v=vDtlYz2fDgw



Gorodok has joined the ranks along side Kohat and Yehorivka as a 4k map and there are now many new areas and objectives to contend for including industrial areas and an apartment complex. With the addition of new vehicles, a lot of the forests have been cleared and hills flattened to allow for more mechanized warfare.






Yehorivka Improvements

https://www.youtube.com/watch?v=eTmW0yJfsfM



The landscape of Yehorivka has been filled out to include more and larger villages, an airstrip, an industrial park, and many more new assets from our environment team. We also gave Yehorivka a visual refresh as well, including some new lighting and autumn foliage.





Changelog

Gameplay

  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. You'll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! An improved version of the closed hatch is available on the MTLB series of vehicles. (Thanks Mumble!)
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case.
  • 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13.
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set possible friendly FOB locations through the SL's map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
Systems
  • Vehicle handling has been dramatically improved with the addition of N-Wheel. The ability for vehicles to climb obstacles has also been improved by having better traction on a per-wheel basis and also the ability to engage an off road mode (Default: Left-SHIFT while driving) which is useful for situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where the driver of a logistics vehicle wasn't receiving score for resupply events.
  • Fixed a bug where "Use Inventory Switch Timer" config setting didn't persist across game restarts
  • Added an admin-only notification for when a developer or privileged QA member joins a server
UI
  • Added direct Squad-Leader to Squad-Leader radio communication via the Number Pad. Numbers correspond to the appropriate Squad number. (ie. Numpad 1 for Squad 1)
  • Added new Kit Role icons, replacing the old set.


  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Re-styled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
Audio
  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullet-hit impact sounds and flyby bullet sounds
  • Added burning vehicle sounds
  • Added UI interaction sounds
Modding
  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<USQVehicleSeatComponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray<FTransform>& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!


While we all eagerly await the arrival of two highly anticipated systems; the Animation System update and Inventory/Weapon system overhaul, we hope that you enjoy this content focused patch.

Offworld Out.
Squad - Chuc


Hi Squaddies, Happy 2017!

In December we worked hard to release Alpha 8.9 as a special patch on Squads first Steam birthday. We were happy to celebrate the anniversary by streaming CCFN and Squad Ops, and releasing a new patch that included a brand new map for you to play in was our gift to you for the holidays.

The real celebration for our team was having time off over the holidays to focus on our own well-being - a break that had been months in the making. We came back refreshed in January to venture to PAX South and work on all the goodies we wanted to pack into upcoming releases and this recap.



Systems




Tracked and N-Wheeled Vehicles

https://www.youtube.com/watch?v=PvLLWGjlmQ8

In a combined effort Drav, Trancer, Norby, Z-Trooper and others have been working on bringing you many new vehicle types and overhauling the existing ones.

Code support for tracked and n-wheeled Vehicles (standing for vehicles that have any number of wheels) has been added, which allows for a whole new spectrum of ground vehicles. In Alpha 7 and 8 all of our vehicles are hard-coded to only four physical wheels, but with n-wheeled and tracked support we'll be able to accurately simulate more of the unique wheel configurations seen in all of the different military vehicles we add, such as the Stryker and MTLB. Or even two wheeled vehicles like motorcycles.

Further adjustments have been made to address the issues of vehicles getting stuck. Vehicles equipped with systems like locking differentials in reality are now also much more capable in the game.





New Inventory System - Progress Update

CoreInventory, introduced in our last recap, has been making incredibly steady progress. Since our last update, we've removed all of the old inventory and weapon code from our Soldier and replaced it with the new Core Inventory code.

We've also cleaned out our old animation code in preparation for the new Animation System. As one of the primary goals for CoreInventory is to allow modders to create amazing things, we've also been spending time creating a large number of expandable features and examples for modders to dig into. For example, we've done a pass on our Zooming system, generalizing it and exposing a good amount of it to Blueprint to allow modders to easily add a Zoom functionality into any item, weapon, or vehicle seat.

We've also put together a system for UMG full screen overlays, which can be used for dynamic and updating screens (like a more interactive CROWS UI, for example), as well as an easy Post-Process modifier. This is only a very small sample of the things that can be done with CoreInventory.



New Animation System - Progress Update

We've been busy over the December and January period continuing to experiment and refine the new Animation System that we showed off back in November last year. In addition we've begun the process of integration which involves a lot of removal of old code and components, to make way for a lot of new stuff. One being the shift to a split first and third person system that would make a lot more player actions simpler and more elegant. But at the same time we're still able to initiate a true first person style of movement and interaction on certain actions if need be. A lot of this will become clearer the more we begin putting our new system through its paces.

https://www.youtube.com/watch?v=LbfRO2svLTw

One system we're excited to see make strides on is Free-Look. What we're testing at the moment relies on a button-press system (other control methods will be looked into later) where once activated, your mouse look will be unslaved from your weapon, and you're free to look around. However you are still limited by how far you can turn your head without moving your entire body. When you exit out of Free-Look, your character will reorient his weapon to where you are looking at. This means you can look for targets, then if you spot something, you can train your weapon onto there really quickly. We're still testing this system out and ironing out the kinks but we hope it'll make it into the final game in one form or another.

We've also worked more on the Climbing System, and are trying to refine the way your character registers obstacles and also checking for different heights. Based on the height of the obstacle, you will perform a different kind of climb or vault action. Naturally the lower the obstacle the faster it will be for you to negotiate it.



Server Queue & Server Browser Improvements

We've begun work on probably the single most requested feature for Squad - a Server Queue!

Currently, Unreal Engine must make a full server join attempt before being rejected due to the server being full, invalid password, or any other possible fail conditions. This actually makes a Server Queue quite difficult, as we don't want players waiting in Queue to be stuck in a loading screen. So, rather than make extensive engine changes to improve this behavior, we are building a system off of Unreal Engine's OnlineBeacon system that will handle a number of pre-connect tasks from the Main Menu, including checking if the server is full, having a valid password, valid game version, and in the future ensuring that the proper mods are installed before making a full connection attempt to the server.

With this system we can also build a First-In First-Out Server Queue! Also, for those of you with Reserved Slots on your favorite server, we'll be sure to put you in front of everyone else :)



Art




British Army Soldier Update

The Soldier models for the new British faction are making steady progress behind the scenes, with the texturing process complete and about to enter rigging for animation and final implementation. The unique helmet profile and liberal use of camouflage netting will help them differentiate themselves from the Americans once they begin to see action in-game.



Stryker ICV

It's a long time coming with this vehicle, and we're just as itching as you are to see this piece of kit in action. We've just finished a texture pass on this bad boy and are preparing the N-Wheel piece of supporting code to give this vehicle the in-game handling and maneuverability it deserves.



Oshkosh M-ATV

One vehicle we've yet to reveal is the M-ATV (MRAP All Terrain Vehicle), set for the American forces. Designed to defend against mine and RPG attacks, this kind of vehicle offers much better protection compared to the more common Humvees. We cant reveal much about its ingame details, but it's an asset that we're excited to put through the pipeline.





Mapping




New Eastern European Map Progress Update

Squad's first urban eastern European map is in full development. Fantastic new environment statics, buildings and set dressing from our Environment Art team is being finished up and the the map is taking on its own distinctive look. The gameplay areas will include multi-story apartment buildings, urban commercial areas, large industrial factories, and so much more!



Gorodok Expansion Update

The update we have all been waiting for, 4k Gorodok and it is awesome! With this expansion comes several new locations including an industrial train station, a small apartment complex, and several small areas that really bring this rural zone to life, not to mention some tweaks to the existing areas we all know and love. With this expansion I would not expect the same map layers as before. Get those engines warmed up because you have a lot more ground to cover soldier!



Yehorivka Update

We're adding a couple more sections to Yehorivka, some spread out residential and some industrial orientated with more complex structures for you and your squaddies to fight in. Please look forward to it!Several updates are coming to Yehorivka that we think you'll like. A large industrial complex has been added, the airport is finally getting a facelift, and several existing areas have been touched up with some new buildings to fight in.





That's been our 2017 so far, and now that the team has rested and are back in the swing of things we have some big plans and are looking forward to a very productive February. Expect lots of new and fun developments coming soon!

Offworld Out.
Squad - Chuc


Hi Squaddies, Happy 2017!

In December we worked hard to release Alpha 8.9 as a special patch on Squads first Steam birthday. We were happy to celebrate the anniversary by streaming CCFN and Squad Ops, and releasing a new patch that included a brand new map for you to play in was our gift to you for the holidays.

The real celebration for our team was having time off over the holidays to focus on our own well-being - a break that had been months in the making. We came back refreshed in January to venture to PAX South and work on all the goodies we wanted to pack into upcoming releases and this recap.



Systems




Tracked and N-Wheeled Vehicles

https://www.youtube.com/watch?v=PvLLWGjlmQ8

In a combined effort Drav, Trancer, Norby, Z-Trooper and others have been working on bringing you many new vehicle types and overhauling the existing ones.

Code support for tracked and n-wheeled Vehicles (standing for vehicles that have any number of wheels) has been added, which allows for a whole new spectrum of ground vehicles. In Alpha 7 and 8 all of our vehicles are hard-coded to only four physical wheels, but with n-wheeled and tracked support we'll be able to accurately simulate more of the unique wheel configurations seen in all of the different military vehicles we add, such as the Stryker and MTLB. Or even two wheeled vehicles like motorcycles.

Further adjustments have been made to address the issues of vehicles getting stuck. Vehicles equipped with systems like locking differentials in reality are now also much more capable in the game.





New Inventory System - Progress Update

CoreInventory, introduced in our last recap, has been making incredibly steady progress. Since our last update, we've removed all of the old inventory and weapon code from our Soldier and replaced it with the new Core Inventory code.

We've also cleaned out our old animation code in preparation for the new Animation System. As one of the primary goals for CoreInventory is to allow modders to create amazing things, we've also been spending time creating a large number of expandable features and examples for modders to dig into. For example, we've done a pass on our Zooming system, generalizing it and exposing a good amount of it to Blueprint to allow modders to easily add a Zoom functionality into any item, weapon, or vehicle seat.

We've also put together a system for UMG full screen overlays, which can be used for dynamic and updating screens (like a more interactive CROWS UI, for example), as well as an easy Post-Process modifier. This is only a very small sample of the things that can be done with CoreInventory.



New Animation System - Progress Update

We've been busy over the December and January period continuing to experiment and refine the new Animation System that we showed off back in November last year. In addition we've begun the process of integration which involves a lot of removal of old code and components, to make way for a lot of new stuff. One being the shift to a split first and third person system that would make a lot more player actions simpler and more elegant. But at the same time we're still able to initiate a true first person style of movement and interaction on certain actions if need be. A lot of this will become clearer the more we begin putting our new system through its paces.

https://www.youtube.com/watch?v=LbfRO2svLTw

One system we're excited to see make strides on is Free-Look. What we're testing at the moment relies on a button-press system (other control methods will be looked into later) where once activated, your mouse look will be unslaved from your weapon, and you're free to look around. However you are still limited by how far you can turn your head without moving your entire body. When you exit out of Free-Look, your character will reorient his weapon to where you are looking at. This means you can look for targets, then if you spot something, you can train your weapon onto there really quickly. We're still testing this system out and ironing out the kinks but we hope it'll make it into the final game in one form or another.

We've also worked more on the Climbing System, and are trying to refine the way your character registers obstacles and also checking for different heights. Based on the height of the obstacle, you will perform a different kind of climb or vault action. Naturally the lower the obstacle the faster it will be for you to negotiate it.



Server Queue & Server Browser Improvements

We've begun work on probably the single most requested feature for Squad - a Server Queue!

Currently, Unreal Engine must make a full server join attempt before being rejected due to the server being full, invalid password, or any other possible fail conditions. This actually makes a Server Queue quite difficult, as we don't want players waiting in Queue to be stuck in a loading screen. So, rather than make extensive engine changes to improve this behavior, we are building a system off of Unreal Engine's OnlineBeacon system that will handle a number of pre-connect tasks from the Main Menu, including checking if the server is full, having a valid password, valid game version, and in the future ensuring that the proper mods are installed before making a full connection attempt to the server.

With this system we can also build a First-In First-Out Server Queue! Also, for those of you with Reserved Slots on your favorite server, we'll be sure to put you in front of everyone else :)



Art




British Army Soldier Update

The Soldier models for the new British faction are making steady progress behind the scenes, with the texturing process complete and about to enter rigging for animation and final implementation. The unique helmet profile and liberal use of camouflage netting will help them differentiate themselves from the Americans once they begin to see action in-game.



Stryker ICV

It's a long time coming with this vehicle, and we're just as itching as you are to see this piece of kit in action. We've just finished a texture pass on this bad boy and are preparing the N-Wheel piece of supporting code to give this vehicle the in-game handling and maneuverability it deserves.



Oshkosh M-ATV

One vehicle we've yet to reveal is the M-ATV (MRAP All Terrain Vehicle), set for the American forces. Designed to defend against mine and RPG attacks, this kind of vehicle offers much better protection compared to the more common Humvees. We cant reveal much about its ingame details, but it's an asset that we're excited to put through the pipeline.





Mapping




New Eastern European Map Progress Update

Squad's first urban eastern European map is in full development. Fantastic new environment statics, buildings and set dressing from our Environment Art team is being finished up and the the map is taking on its own distinctive look. The gameplay areas will include multi-story apartment buildings, urban commercial areas, large industrial factories, and so much more!



Gorodok Expansion Update

The update we have all been waiting for, 4k Gorodok and it is awesome! With this expansion comes several new locations including an industrial train station, a small apartment complex, and several small areas that really bring this rural zone to life, not to mention some tweaks to the existing areas we all know and love. With this expansion I would not expect the same map layers as before. Get those engines warmed up because you have a lot more ground to cover soldier!



Yehorivka Update

We're adding a couple more sections to Yehorivka, some spread out residential and some industrial orientated with more complex structures for you and your squaddies to fight in. Please look forward to it!Several updates are coming to Yehorivka that we think you'll like. A large industrial complex has been added, the airport is finally getting a facelift, and several existing areas have been touched up with some new buildings to fight in.





That's been our 2017 so far, and now that the team has rested and are back in the swing of things we have some big plans and are looking forward to a very productive February. Expect lots of new and fun developments coming soon!

Offworld Out.
Squad - Norby
Reintroducing the "disconnect" and "exit game" buttons for everyone!

  • In the last hotfix the "disconnect" and "exit game" buttons in the main menu were moved to improve compatibility with localization. Unfortunately this introduced an issue on certain screen ratios which has been fixed now
  • Fixed some vehicles not costing any tickets when destroyed on certain map layers
Squad - Norby
Reintroducing the "disconnect" and "exit game" buttons for everyone!

  • In the last hotfix the "disconnect" and "exit game" buttons in the main menu were moved to improve compatibility with localization. Unfortunately this introduced an issue on certain screen ratios which has been fixed now
  • Fixed some vehicles not costing any tickets when destroyed on certain map layers
Squad - Norby
Yesterday an exploit in the RCON implementation allowing attackers to crash servers has been found. This exploit is fixed now and RCON can be used again. Here are all changes:

  • Moved "exit" and "disconnect" buttons in the main menu to the lower right corner since the top bar was too small for some localizations
  • Changed collision settings on some bushes on Kokan that were causing vehicles to go airborne
  • Fixed US/RU razor wires not slowing players
  • Added check to RCON authentication to prevent malicious packets from crashing it
Squad - Norby
Yesterday an exploit in the RCON implementation allowing attackers to crash servers has been found. This exploit is fixed now and RCON can be used again. Here are all changes:

  • Moved "exit" and "disconnect" buttons in the main menu to the lower right corner since the top bar was too small for some localizations
  • Changed collision settings on some bushes on Kokan that were causing vehicles to go airborne
  • Fixed US/RU razor wires not slowing players
  • Added check to RCON authentication to prevent malicious packets from crashing it
Squad - Chuc


Hi Squaddies,

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



Localization



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

Big thanks to our community for coming together and helping to translate and input text for Squad in their native languages.

Simply go into Properties when launching Squad from Steam and select the Language setting!



SPG-9 Kopye Recoilless Gun

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



Veterans Day Items



Due to technical difficulties, the Veterans Day event items did not drop as intended during the November 11th event. As compensation for that, we're running the drop event again for these items until January 2nd.

So to get these all you gotta do is jump into Squad and play for an hour to get these special weapon skins! Note that these are non-transferable or tradable.


80 Player Servers

The hardcoded limit for maximum player count per game server has been lifted to 80 players. This is because there are many servers out there on powerful hardware that can very well handle 80 players.

The minimum CPU clock speed for servers wanting to get licensed for 80 players is 4 Ghz base clock. Servers not meeting this requirement will stay at 72 players or less depending on their hardware. Setting an inappropriately high player count on weak/old hardware may result in OWI revoking that license.






Changelog

Assets

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

Gameplay Changes

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




Map Changes

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







Bug Fixes

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

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



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



Offworld Out.
Squad - Chuc


Hi Squaddies,

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



Localization



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

Big thanks to our community for coming together and helping to translate and input text for Squad in their native languages.

Simply go into Properties when launching Squad from Steam and select the Language setting!



SPG-9 Kopye Recoilless Gun

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



Veterans Day Items



Due to technical difficulties, the Veterans Day event items did not drop as intended during the November 11th event. As compensation for that, we're running the drop event again for these items until January 2nd.

So to get these all you gotta do is jump into Squad and play for an hour to get these special weapon skins! Note that these are non-transferable or tradable.


80 Player Servers

The hardcoded limit for maximum player count per game server has been lifted to 80 players. This is because there are many servers out there on powerful hardware that can very well handle 80 players.

The minimum CPU clock speed for servers wanting to get licensed for 80 players is 4 Ghz base clock. Servers not meeting this requirement will stay at 72 players or less depending on their hardware. Setting an inappropriately high player count on weak/old hardware may result in OWI revoking that license.






Changelog

Assets

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

Gameplay Changes

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




Map Changes

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







Bug Fixes

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

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



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



Offworld Out.
...