(For the media-rich version of this post, please visit our website)
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.
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.
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.
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.
We're proud to announce we've joined the era of modern web design! Please welcome the brand new http://JoinSquad.com! It's been redesigned feature more news, more community events, and look a whole lot more modern.
It just launched, so head on over to http://joinsquad.com and let us know what you think.
Just a quick note to let you know the last Wrench of 2018 has dropped on the official blog!
We've got updates from of your favorite teams, a couple of beloved maps revived, and we're pretty sure Alac is suffering from ergot poisoning again, as there's a short stop on Rainbow Road.
We've been working on getting the most heinous issues beaten in Alpha 12 and we're happy to present the patch notes for the 12.1 patch! This update addresses a number of issues, but first and foremost would be the slow/no load issues that popped up with Alpha 12. That's not all, though: there's plenty of tweaks and fixes for everyone. Let's check 'em out:
Patch Notes
Systems
Large number of optimisations to foliage and UI texture sizes and streaming in of textures.
Optimised audio assets and sound cue variations in order to have a much lower memory profile.
Reduced individual .PAK file sizes by breaking the large content .PAK files apart into smaller chunks, which speeds up loading into the game as well as installing updates from Steam. As the file structure has been changed, this patch will be quite large.
Performance optimisations to the Squad Leader order widget.
Performance optimisations to the main menu map.
Removed player collision interaction on infantry ammo bags.
Tweaked the first person offset to closer match where the head and eyes are in third person when leaning left and right.
Unified the sub role drop-down interaction style across all role selection modes.
Increased Steam connection timeout from 60 sec. to 120 sec.
Updated layering of icons on the map. (Top to bottom: Spawn Points, Infantry, Vehicles, View cone, FOB Radio, Capture zone flag, Deployables, HABs, other Map Markers)
Vehicle Gameplay
Turret damage has been implemented to all closed turrets. Should a turret take damage, the damage will be passed on to its parent vehicle. In addition, if a turret is below 50% health the turret will begin to suffer a penalty in its maximum turn speed. The more damage taken, the more severe the penalty. Stabilised turrets also suffer by having its stabilisation disabled below 50% health. A cracked screen will appear when turret health is below 50%. Repair tools will be able to repair its health up to 25%, requiring vehicle crews to take their vehicles back to a repair station to restore full turret functionality. Open turrets like MAT-V .50cal turrets or Technical DSHK are not affected by this change.
WSAD keyboard controls now can control traverse and pitch of all vehicle turrets with the exception of the KPVT, NSV-T, PKT turrets, and open turrets.
Fixed an issue in the physics code gear mapping preventing the 6th forward gear on vehicles to work correctly and made sure RPM thresholds for shifting out of neutral gear are being respected, making driving up slopes in first gear much more manageable.
AT-4 HEAT projectile set to use Heavy Anti-Tank type damage. Increased AT-4 HEAT armor penetration capability from 350mm to 500mm. This is a temporary placeholder change to the AT-4 to give the US and GB factions an infantry HAT weapon system. When the actual GB and US HAT weapons are implemented, the AT-4 projectile specs will return to their original "light/medium" AT role.
Damage tweaks to guided missiles and rockets:
Trucks: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burning
MATV/BRDM-2: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burning
BTR, MTLB: 1 TOW to burning, 1 HAT + 1 LAT to burning
IFVs: 1 TOW to burning
Slightly decreased .50cal's armor penetration capability at medium (100-800m) ranges.
Made unarmored vehicles slightly more resistant to 25mm/30mm Autocannon High Explosive ammunition.
Increased Heavy Anti-Tank rocket armor penetration capability from 630mm to 900mm RHA penetration.
Light Anti-Tank standardised to 320mm RHA penetration.
Simplified armor distribution on the BRDM-2.
Tweaked camouflage netting on the M1A2 Abrams woodland cannon to not be as visually obtrusive from the gunners point of view.
Reduced armor thickness on the M1126 Stryker.
Increased carrying capacity of Logistics Technical to 1400 points.
Simplified the collision mesh and distribution of armor on the T72-B3 hull slightly.
Increased coverage of heavy front turret armor on the T72-B3, but added a weak spot where the base of the gun attaches to the turret.
Tweaked BTR82As 30mm turret armor, introducing a weak spot where the gun connects to the turret, but buffing its overall frontal armor.
Removed physics kickback on all 25mm/30mm autocannons and the KPVT when firing.
Decreased overheat penalty on BTR/MTLB 30mm and ZU-23.
Infantry Gameplay
Narrowed L85A2/L22A2 and M4 series ironsight front post for better target visibility.
Lowered ammo point cost of LAT weapons (M72A7, RPG7 HEAT, RPG7-V2 HEAT and RPG-26) from 50 to 40.
US and British HAT roles have been set to 2 per team, one frag grenade added to their inventories.
Reduced deviation on the RPG-29.
Unique Identity: Continued from the A12.0 release, weapon behaviour and handling has been tweaked in several ways to improve response and give each weapon family a more unique identity, as well as improving the effects of attachments like foregrips and UGLs.
Unique Identity: All weapons have received a pass based on their caliber and barrel lengths. E.g., the AK-74 and L85A2 families now have less recoil than the M4 family.
Focus Sway (ADS, focused) has been reduced.
Weapon Sway (ADS, non-focused) has been reduced.
Foregrips now decrease vertical recoil but increase horizontal recoil.
Underbarrel Grenade Launchers now decrease vertical recoil but increase Weapon Sway (ADS, non-focused).
Light Machine Guns and General Purpose Machine Guns have received a recoil and sway pass similar to Rifles in A12.0.
Fixed some issues related to bipod deployment.
Removed suppression ability from knives and pistols.
Reduced all types of Sway on Binoculars - they should be more accurate and easier to use now.
Map Tweaks & Fixes
RAAS/AAS ticket gain/loss for flag changed: When a flag is capture, capturing team gains +30 tickets and losing team loses -30 tickets (was +20 and -40). This change is in combination with the reduction of overall ticket counts, so overall rounds will be slightly shorter, but rounds that have a lot of movement along flags wont end as suddenly.
Reduced Counts on all AAS/RAAS map layers:
Tallil, Yehorivka - 350 Tickets.
Basrah, Belaya, Chora, Gorodok, Kamdesh, Kohat, Narva - 300 Tickets.
Fools Road, Kokan - 200 Tickets.
Logar, Mestia, Sumari - 150 Tickets.
Reduced ticket count for Skirmish map layers to 100 Tickets (from 150).
Reduced ticket count for Invasion map layers to 150 Tickets for Attackers/600 Tickets for Defenders.
Fixed various Maps having incorrect map descriptions on team select screen.
Fixed floating road segments in the north-west part of Mestia.
Fixed lighting on Mestia AAS v2.
Fixed Staging Zone boundary issues on Mestia Invasion v1 and Invasion v2.
Fixed ambient visual effects on Tallil Skirmish v1 and v2.
Fixed ambient wind audio not playing on Tallil Skirmish v1.
Fixed map naming on Tallil Skirmish v2.
Fixed US Main Base resource pool on Tallil Skirmish v2.
Fixed Insurgents DShK Technical not being accessible on Al Basrah RAAS v1.
Fixed missing materials for several assets on Chora.
Fixed floating house forcing players to vault to get to the staircase on Kamdesh.
Fixed Aircraft Bunkers culling too early on Tallil.
Fixed incorrect collision setting in Protection Zone preventing players from leaning in Main Bases after the Staging Phase ends on all Tallil layers.
Fixed trees and other foliage on roads, smoothed out areas with jagged terrain and tall lumps on Gorodok.
Fixed collision and scaling issues by removing offending assets on Yehorivka
Bug Fixes
Fixed a crash when a Squad Leader attempts to invite a player who has disconnected.
Fixed damage issues on several vehicles (including both tanks) caused by bugs in turret setup, mesh collisions and decoration configuration
Fixed being unable to move the camera in the FV510 commander seat.
Fixed missing turret turning sounds on a majority of vehicle based turrets.
Fixed T72-B3 fragmentation rounds dealing no damage to infantry on non-direct hits.
Fixed low-health/bleeding post-processing screen effects not playing during ADS.
Fixed UB-32 Rocket Technical's ammunition being treated as if it was an emplacement.
Fixed dead players not showing as dead in the Squad list UI.
Added a check for 'foliage.LODDistanceScale', to force exit the game if players modify this value to hide the foliage similar to the other .INI checks.
Fixed extra apostrophe in the deployment confirmation message when spawning on rallies.
Fixed mines not playing an explosion effect or sound when a vehicle drives over them.
Fixed some team based mismatch issues relating to Roles and force revert of your role to default when it becomes unavailable.
Fix emplaced weapons not usable by other team when a player is shot out of it.
Fix emplaced weapons having incorrect bounds leading to weapon models disappearing occasionally.
Fixed main menu music not looping.
Fixed zeroing on the 300m and 400m settings for the RPG-29.
Fixed zeroing on the M4 series Red dot sight and M150 Optic.
Fixed Neutral Technical DShK spawned near Village on Al Basrah RAAS v1 cannot be entered by either team.
Fixed a number of statics either having missing collisions or missing textures.
Fixed stationary SPG-9 doing slightly more damage than technical-mounted variant.
Fixed some vehicle explosions showing broken explosion animation effect.
Fixed vehicle wreck collisions being desynced from their visual wreck model.
Fixed the FV510 Desert variant having a non-charred wreck model.
Fixed snow on Belaya not producing snow related interaction sounds.
(For the media-rich version of this post, please visit our website.)
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.
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.
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.
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...
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.
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.
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.
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.
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!
There will be a PUBLIC PLAYTEST for the A12.1 patch tomorrow (Wednesday, December 5) around 19UTC / 20CET.
The patch includes a bunch of memory optimizations and should hopefully relieve some of the loading issues players have been facing.
On top of that, there are quite a few balance and handling changes, so we encourage everyone to give it a good spin. We'll have plenty of servers for everyone! Bring your friends! (And enemies!)
If you have been impacted by the slow/no loading issues in Alpha 12, this is the test for you.
Please note that the Squad - Public Testing app is a full installation of Squad for testing purposes and can be found in your Steam Library already.
We just pushed live a hotfix for Alpha 12. The biggest changes are:
- Added a feature that allows for automatic deleting / resetting of all players game settings following an update. This will be used only on major releases in the future. Doing this on each major update is important while the game is in Alpha, given how substantially the game and graphics configurations change with each update. We have added this so players no longer need to manually delete their config files to get the settings from the latest patch to avoid major bugs / issues.
- Fix to ensure the "fully load textures" setting is off by default.
- Improvement to texture streaming.
- A few minor fixes to gameplay layers.
NOTE: This hotfix will trigger the settings reset to ensure players settings have been reset with Alpha 12. People who have custom user settings such as a custom resolution, keybinds, etc, will have to reconfigure those settings. Please forgive the hassle.
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!) 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!
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-72, 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!
As some of you may have noticed, we've implemented an alternative testing installation in Steam for Squad, known as Squad - Public testing. There are three important things to know:
This is a separate, additional installation of Squad for testing purpose. It will require a full download if you choose to join the test.
Alpha 12 will be available to everyone via this method! Community servers! Slightly smaller queues! More tanks than you can shake a HAT at!
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!