Squad - OWI_Wedge


Attention Squaddies,

Tomorrow we are releasing Squad v2.16. This continues a series of more frequent updates, some of which are smaller in scope, to allow us to continually improve the Squad experience for our players.

V2.16 will be the fourth update to Squad this year (not including Hotfixes).

While there are dozens of improvements, fixes, and other changes in v2.16, the most prominent are the addition of three new vehicles for the Canadian Armed Forces faction, a INS emplacement Hell Cannon for the Insurgent faction, and the new Seeding Mode that will help Server Owners better populate Squad servers.

We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.

Squad v2.16 will be released on Wednesday, May 18th at 18:00 UTC.

At ease,

- Offworld Industries


CHANGELOG


CANADIAN ARMED FORCES VEHICLES
  • M113A3 APC (3 variants) - This is an older vehicle which saw some service in Afghanistan. This fills the gap for CAF in terms of a tracked troop transport.
  • M113A3 C6 Open Turret
  • M113A3 M2 Open Turret
  • M113A3 TLAV Enclosed Turret
  • LUVW Light Jeep (4 variants): - This light jeep is outfitted with an armour kit, giving it slightly more protection against small arms than for example an un-armoured logistics truck, but less armour than for example a MAT-V.
  • LUVW Transport Jeep
  • LUVW Logistics Jeep
  • LUVW C6 Jeep
  • LUVW M2 Jeep
  • CH-178 Transport Helicopter - Mi-17V5s were acquired by Canada during the Afghanistan War, used as a stopgap medium-lift helicopter while the RCAF sourced alternatives. This historical oddity is featured on a handful of layers set in Afghanistan.

SEEDING MODE & HELL CANNON
  • Added a new INS emplacement – The Hell Cannon. This terrifying, home-made insurgent weapon launches an explosive-filled propane tank to devastate enemy positions.
  • Overhauled the Seed Game Mode.
  • Updated all Seed map layers to now have pre-placed forward FOBs and HABs. Pre-placed FOBs will have 10,000 ammo and 2000 construction points.
  • Removed weaponized emplacements for all seed map layers (exception for INS on Sumari Seed v2 and Tallil Seed v2 having access to the new Hell Cannon emplacement).
  • Updated the Seed Game Mode to start in a “Seeding Phase” ruleset and transition to a “Live Phase” ruleset when sufficient players have joined the server. See our blog post for more details on the new Seed Game Mode [[url=https://joinsquad.com/2022/05/16/introducing-squad-seeding/]LINK URL
[/url]]
[/list]


ADDITIONAL GAMEPLAY IMPROVEMENTS
  • Updated FOB Radio to have an increased ticket loss penalty of 20 tickets (was 10). Design Intention: to increase the incentive to defend FOBs, and attempt to address FOB spam, which is currently the predominant tactic for winning games.
  • Adjusted the INS Tire Fire deployable to now have an additional movement impairment directly in the center of the deployable, which should prevent infantry being able to run all the way through the blockade. Design Intention: Increase the viability of this barrier to impede enemy traversal.
  • Adjusted the INS Sapper Kit Role’s main weapon from the Mosin Carbine Bolt Action Rifle to the PPSH41 submachine gun. Design Intention: to give the INS Sapper an effective close and medium range weapon while relying on team members for longer range engagements.
  • Updated all CAF Kit Roles with a new, more authentic L83A1 smoke grenade, which is the CAF equivalent to M18 smoke grenade.
  • Updated AUS & CAF 3rd-person character model to remove the pistol model from Kit Roles that aren’t equipped with them, and added the missing 3rd-person pistol model on the Engineer 2 and Crewman Kit Roles.
  • Updated all AK family rifle reload SFX, to now use correct bolt moving SFX and improved mag in / mag out SFX.
  • Updated the AUS EF88 / F88 Rifle reloads to now use unique SFX.
  • Adjusted the AUS Maximi to be slightly louder when fired in close proximity.
  • Reduced the max audible range of the AUS ASLAV IFV’s engine SFX.
  • Adjusted the layout and text of Game Mode descriptions to be clearer for new players.
  • Adjusted the AUS MRH90 Helicopter collision model to now include the middle seats section.
  • Adjusted the HUD name for all factions’ Combat Engineer E-tool/Spade to include “Engineer” or “Sapper”. Design Intention: To give a clear indication that this shovel has unique properties vs normal shovels (can build / dig down deployables faster).
  • Adjusted the text for AUS weapon descriptions.
  • Updated the loading box splash screen artwork.

BUG FIXES
  • Fix attempt for the crash that gives an error regarding ASQTeamState.
  • Fix attempt for the crash related to the muted players cache.
  • Fix attempt for the issue where some players would see thick fog after swapping layers.
  • Fixed an issue with missing destruction SFX for light vehicle engines.
  • Updated the deployable camo netting to add a fallback colour, which should fix issues with the Landscape Renderer breaking camo netting under certain circumstances, like with the Fools Road black camo nets.
  • Fixed a legacy issue with infantry bipods, where deploying your bipod while simultaneously crouching could get you stuck in a permanent bipod state.
  • Fixed a visual issue with ADS peripheral blur, which was not getting removed when a player entered a vehicle or emplacement while in ADS.
  • Fixed a visual issue with some vehicle windows (ie. M-ATV) not showing RPG impact effects.
  • Fixed an issue with the AUS Observation Tower deployable’s camo netting collision unintentionally blocking projectiles.
  • Fixed a collision issue with the AUS PMV Armored Car, where the rear hatches passed damage to the hull – impacts to those hatches no longer pass damage to the hull, in line with other similar vehicle hatches.
  • Fixed AUS Squad Leaders missing Incendiary Grenades necessary for destroying Caches in the Insurgency Game Mode.
  • Fixed an issue with the AUS pistol costing 10 ammo points to rearm; it now costs 1 ammo point per mag, in line with other pistols.
  • Fixed an audio issue with the AUS MRH90 Helicopter’s exterior rotor SFX after exiting the pilot seat.
  • Fixed an issue with the AUS M1A1 MBT’s ammo not being removed when the ammo rack component was destroyed.
  • Fixed an audio issue with the AUS EF88 SL40 Rifle Smoke rounds having incorrect impact SFX.
  • Fixed a legacy UI issue with SPG-9 emplacements not having a map icon when unmanned.
  • Fixed a legacy visual issue where the arms visually broke when dry reloading the M240H Helicopter Door Gun.
  • Fixed a legacy visual issue with low texture quality on character models in the Role Loadout menu.
  • Fixed a visual issue with the GB SA330 Helicopter’s instrument panel flickering.
  • Fixed a visual issue with the AUS MRH90 Helicopter’s cockpit display not updating correctly on ultra-wide monitors.
  • Fixed a visual issue with AUS ASLAV APC’s wheel collision meshes when destroyed.
  • Fixed a visual issue with the AUS EF88 SL40 Rifle (Grenadier Kit Role) having rounds visible in the magazine during a “dry” reload animation.
  • Fixed an audio issue with MG shell casing SFX not being affected by the volume slider.
  • Fixed an issue for some special weapon skins icons (Veteran RPG7, Veteran RPG7v2, and Desert M4) so they now show the correct variants.
  • Fixed an issue with Kickstarter uniform patches not displaying correctly on 3p models of AUS and specific Woodland CAF soldiers.
  • Fixed a visual issue where some MEA and RU fortifications (HASCO blocks / walls) were filled with brown dirt instead of sand for desert biome assets.
  • Fixed a UI issue where the AUS PMV M2 RWS Armored Car used the incorrect map icon (“light jeep”). it now uses the correct map icon (“heavy jeep”).
  • Fixed a UI issue for the AUS EF88 Rifle’s description; it no longer lists the stats twice, and also shows the correct zeroing distance for the Spectre optic.
  • Fixed a typo with RUS and MEA artillery strike title and tooltip text so it correctly refers to it as being a 152mm caliber strike.
  • Fixed an issue with Discord rich presence not supporting CAF assets correctly, this affected Goose Bay, Manic-5 and the CAF faction flag.
  • Fixed an issue with Discord rich presence, where AUS & RUS factions were displayed as US.
  • Fixed an issue with Discord rich presence, so the Anvil map will now display correctly.
  • Fixed an issue where the Anisotropic Filtering level was being misreported in the log file.

MAP UPDATES & BUG FIXES
[/url]]
  • Updated all CAF map layers to include new vehicle distribution.
  • Added new map layer – Kohat RAAS v9.
  • Added new map layer – Goose Bay RAAS v2.
  • Updated Fallujah Seed v1 layout to now have 3 capture points.
  • Updated Tallil Seed v2 – Team 2 is now INS (was RUS), and CAF now gets LUVW jeeps (transport + logistics).
  • Updated Sumari Seed v2 – Team 2 is now INS (was RUS).
  • Updated all INS map layers to now include the Tire Fire deployable – each INS FOB can deploy up to 2 Tire Fire deployables.
  • Updated several INS map layers to include INS Ural 375 Transport Truck variant.
  • Al Basrah Seed v1 – Fixed MEA main base no-deploy zone being offset by around 80m to the south.
  • Al Basrah AAS v3 – Fixed Helicopters not being able to resupply at the AUS main base.
  • Fallujah Seed v1 & Tallil Seed v2 – Fixed map layer name not showing up correctly on the deploy screen / server browser.
  • Jensen’s Range v4 (CAF vs RUS) – Fixed RUS not having a MI8 Helicopter spawn and fixed RUS using INS HAB mesh.
  • Kohat RAAS v8 – Fix attempt for the AUS MRH90 helicopter exploding on the helipad.
  • [/list]

    SDK UPDATES
    • Added a configurable variable to vehicle turrets, to set the health level required for stabilizer to function. Default value is 0.5.
    • Added a system for Level Design to allow for ambient Jetovers on maps. JetFlyBy will spawn ambient planes that fly overhead of the geo map.
    • Made initial ammo & construction values on FOBs editable on instances, to allow customizing the amount of resources on pre-placed FOBs without additional components.
    • Adjusted the AUS PMV Mag58 Armored Car to include a LowCaliber tag.
    • Moved CAF faction setups to single use folder and updated them with standard delays & counts, deleted old legacy faction tables, counts & delays for these layers.
    • Added bRulesetEnabled flag and setters/getters for it into SQGameRuleset to allow for rulesets logic to be notified to enable or disable itself.
    • Added implementable events BPRulesetEnabled & BPRulesetDisabled to SQGameRuleSet, to allow blueprint child classes to react on being enabled or disabled in event-based fashion.
    • Modified GraphTicketComponent and GraphNodeBasedBleedComponent, allowing their logic to be turned on/off.
    • Modified Ruleset_Vehicle, to allow the ticket subtraction logic to be enabled/disabled using new ruleset enable/disable functionality.
    • Events OnPlayerJoined and OnPlayerRemoved on SQGameState exposed to blueprints
    • Added a TryGetDefaultObjectFor() helper function to SQBlueprintLibrary to get the default object for a certain class, with dynamic output type, to save some casting in blueprints.
    • Added TryGetRulesetsOfClass() helper function to SQGameMode, to get an array of currently active rulesets of a specified class, with dynamic output type to save some casting in blueprints.
    • Exposed RuleSets array in SQGameMode to blueprints as a read-only property
    • Made GetCustomServerSetting() helper function in SQBlueprintLibrary compatible with In-Editor server settings, accessible in Editor Preferences -> Play Squad -> Custom Options.
    • Added server-side helper functions to SQBlueprintLibrary to expand the ability to work with CustomOptions.cfg contents in blueprints:
    • GetCustomServerSettingAsInt()
    • GetCustomServerSettingAsFloat()
    • GetCustomServerSettingAsBool()
    • DoesCustomServerSettingExist()
    • Added new INS Ural 375 Transport Truck variant.
    • Reminder: Make sure your vehicles, turrets, vehicle weapons, and emplacements are using the new SQArmourMesh Component added in v2.15, or they may not receive damage properly.


    CLEAR CACHE TO RESOLVE RESIDUAL ISSUES
    If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.

    May 17, 2022
    FIREFIGHT RELOADED - Bitl Development Studios
    Hi, this is a short announcement that the Workshop finally has tags! These aren't usable with the Workshop Uploader, but they should be apply to already uploaded Workshop items. I plan on going through and tagging each item myself, so every addon will work with this system. Some tags were added in preparation for next month's ENDGAME beta.

    UPDATE: They may not be visible on the Workshop yet. I am trying to figure out the issue. They should show up within an hour.
    Robber Knight - Altaros
    Historical background, story and how realistic the game is:

    We start in a valley on a virtual Polish-German border. So you will feel like on a medieval border, but don't try to establish where it really is, because it does not exist. We took this path – so nothing could block our ideas and to make it logically into an open world, but closed by the borders of the valley environment.

    The game takes place in the spring/summer, year 1303. It is a very complicated time for our region. We have a Czech King on the throne of Poland, and he is not liked neither by the Pope, nor by the Polish prince Vladislav the short or the German Holy Emperor Albrecht I Habsburg. And you are placed in the middle of it.




    Polish prince - Vladislav the short



    Our hero is a noble man. On purpose, we do not state if he is Polish, German, English, Czech etc. So you can choose it for yourself.

    He decided not to banish his younger brother, and for that he repaid him with a stab in the back. Only a loyal servant rescues us and evacuates us to the earlier mentioned Polish – German border. So except surviving, the main quest is to reclaim your homeland, for which we have a small story line prepared. How you can achieve the goal you will learn in the game. But there are at least 4 ways to „finish” the game.

    So how realistic is the game.

    Armors and swords – We were trying to keep it as historical accurate as possible, but we made exceptions to give the game a little more variety.

    So you can find a helmet called the dog's face which is a XIV century helmet, but you can find also a helmet called armet which appeared on the battlefield at least 100 years later.



    But no black ebony, master giant sword etc.

    Food in game

    Food and „potion brewing” is pretty realistic. You can think – WTF how potion brewing can be realistic. So we based the system on real plants and their real properties. Of course, for game purposes, we made them much stronger, so you don't have to drink them for 3 months to get better. But if you know real life herbs you will fast figure out what to use to get better, if not, the game will try to tell you that in stories or books.

    According to food, we made sure there will be no food in game that is not medieval – like things we all good know, but they were not here. For example potatoes. Our alcohol is made of honey etc. The food rots overtime. But you can prepare rations (dry meat) that will not decay.

    The survival aspect of the game

    There are so many games of this survival type, almost all of them pretty decent. But we wanted to approach the survival aspect from a different angle.

    As we are in medieval Europe, and we are knights. Surviving alone – a place to sleep, getting food and water are not really a problem. Clean Rivers are everywhere, there are plenty of forests and animals. So this part should be pretty easy for you – especially if you played this type of games before.

    We decided to center the survival part on the combat itself. So bears and packs of wolves are deadly opponents. The forest is full of other robber knights that want your stuff and life.

    You have to care for your equipment like oil it, sharpen the sword, clear it from rust etc. (The graphic of rust on the weapons will come later for now it is just a % value in the inventory)




    Steel and iron sword

    Every combat you decide to take part in may lead to your death. Not only because the enemy can kill you, but not treated wounds may lead to an infection, bleeding. You can get poisoned or sick.

    So it is important to be always prepared and learn to fight. Especially blocking.

    The fighting system

    In the final version, it is meant to be something like chivalry 2. For now, it is pretty close. So thrust, upper hit, left right. We should be able to finish the kick before Steam festival on 13 June.

    But a lot of work left on the accuracy of the blade move and the block. But still I think it is pretty fun already, I hope you will share my opinion on it.

    There are of course crossbows, bows, and spears. Just for now it is a slow AK-47 riffle there is no gravitation for the arrows, but this will be fixed soon.

    We also plan to add cutting of heads, hands, etc. But this to be fun we have to first fix the accuracy on the blade and that might take some time.

    You can upgrade your weapons from iron to steel, you can sharpen them, or you can poison them.

    The rest of things regarding the fighting system we left for you – our EA fans, to figure out. But we will not go into Witcher style, or any fantasy styles, the only ideas we will accept must be strictly medieval. So, for example, make blunt weapons better against full armors than swords – No problem, done.

    Make a knight in full armor roll two Times and then a powerful hit to the ground making the earth shake. - Sorry, No way.



    Just so you know. What you can expect from the Ea. We are very open for ideas. But we also want to keep it as medieval as possible, but without spoiling the fun.

    So the main rule FUN comes first, but let's try to make it as realistic as possible.

    And here you can see a little from the game word and buildings


    May 17, 2022
    AquaPhobia - Max-Style


    Netherguild - David [Netherguild Dev]
    Change log 3/17/2022 | Version 0.187



    Big Changes:
    • Added ambient occlusion effect in most places and "depth of field" effect in main menu and overworld. If you dislike them, you may turn them off in the settings! Do note that it's disabled by default on the lowest graphical settings.
    • Big balancing changes (detailed below)
    Balancing:
    • Rebalanced most existing equipment items to be more exciting and fun (and powerful). Applies for chests and armory.
    • Simplified existing equipment hover text
    • Added "assault armor" (heavy armor) and "hardboiled leather armor" (light armor).
    • Removed stealthy dagger
    Minifixes:
    • Outlined "enemy turn"
    • Equipment hover items are in top left
    • Fixed extremely red tiles with "rain of arrows" skill (fixed an update or few back I believe)
    Bugfixes:
    • Fixed error with inspecting characters in demo end area





    What do you think about the new ambient occlusion stuff? Do you dig it or feel like it's too much of a change? let me know. I might post a bigger update about it to ask for your opinion (:
    Pro Wrestling Sim - ProWresSim
    • Added stable drag and drop to booking page
    • Added skin options for confirmation boxes
    • Added Wage Matching contract clause logic
    • Added talking and interview story beats
    • Style fix for negotiate modal
    • Fixed bug where tag teams wouldnt drag and drop if one had ever been released and re-hired
    • Fixed bug where all contracts could expire if a worker had recently renewed a contract
    Vecter - taranasus


    Have a Steam Deck? Nothing to play?

    Nonsense... if you have a Steam Deck your steam library probably looks like a graveyard of untouched games. DON'T LIE I KNOW IT DOES!

    However, should you want to scratch an itch so fast-paced it's quickly spreading through your body like that rash you keep putting off going to the doctor's for (Seriously, go get that checked!) whyyyy not give Vecter a try?

    It's full of F's, it has the best F's, you've never seen F's this good:
    - Fast
    - Fun!
    - FREE
    - Foreveeeeeer
    - Focaccia?

    Everything's going up these days: cost of living, inflation, gas, power, heartrate whenever you see the news, corruption. But no matter how much these things go up by, 43132423% of 0 is still 0 so you too can race to your heart's content.

    Common, you know you want to ;) Download a Vecter, disconnect and have a fun little race.

    Promise I'll join you on the Steam Deck as soon as mine arrives, sometime between now and the heat death of the universe.
    May 17, 2022
    One More Island - keking26
    Hey everyone!
    Thank you all for such an amazing launch so far 🎉It has been awesome seeing such an amazing response from the community. We do have a larger patch in progress that we plan to have out soon, but wanted to go ahead and put out a hotfix for a problem happening with save games.

    Please keep the feedback coming! If you do find any bugs that would be most unpleasing to the Queen, please join our Discord, go to #take-a-ticket and report your bug there. Also please consider leaving us a review if you haven't already; it really helps us out.

    Fixes
    • Savegames that contain an edge case where a single Job is written to their savegame twice, are no longer prevented from loading the game.
    Ignis Corruption - Anderson
    Hi all,
    Update based on community feedback.

    • 🛠️ Adjusted the hunting house tooltip, which was previously requesting a villager worker instead of a warrior.
    • 🐛 Fixed bug that disabled camera controls after a few days of gameplay.
    • 🐛 Fixed bug that added food only for the first unit that interacted with the farm.
    • 🎁 Added tooltip with current amount of workers on workstations.
    • 🎁 Added unit creation queue. It will now be possible to request the creation of multiple units at once.
    The game will continue to receive updates based on community feedback, if you have any suggestions or encounter any issues, just let me know.

    Many thanks to everyone who contributed by reporting bugs and suggesting improvements.

    Thanks.
    May 17, 2022
    Jabroni Brawl: Episode 3 - Zero
    HELLO! IT'S TIME! Let's talk about our RELEASE PLANS! And also look at all the other wild stuff we've been up to.

    https://www.moddb.com/games/jabroni-brawl-episode-3/news/jabroni-brawl-ep-3-revival-media-update-10

    And reminder that we're on Twitter, YouTube, and, of course, Discord:
    https://twitter.com/jabronibrawl
    https://www.youtube.com/c/JabroniBrawl
    https://jabronibrawl.com/discord
    ...