Squad-Servers.com Blog Feed en https://squad-servers.com/ Thu, 22 Aug 2019 21:25 CEST Squad-Servers.com is a Squad servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Weekend Roundup, 8/22 https://squad-servers.com/blog/629/weekend-roundup-8-22/ https://squad-servers.com/blog/629/weekend-roundup-8-22/ Thu, 22 Aug 2019 21:25 CEST

Hey squaddies!

With just one more week left in August, it’s hard to believe the summer’s going by so fast. (Or maybe not fast enough, if you’re in the other hemisphere!) What’s not hard to believe is that we’ve got some action-packed Squad events for the weekend ahead!


August 22

5:30 PM PT (0030, 23/8 UTC)
Squad Ops: SOTT Basic[squadops.gg]

August 23

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

August 24

11:30 AM PT (1830 UTC)
Squad Ops: Operation Sentinel[squadops.gg]

5:30 PM PT (0030, 25/8 UTC)
Squad Ops: Hidden Flurry[squadops.gg]

August 25

11:00 AM PT (1800 UTC)
Official Squad Showdown: Royal Battalion vs Rogue[www.twitch.tv]

Signoff

Good luck to all the teams competing! Enjoy your weekend, squaddies!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
Squad Merch Now Available! https://squad-servers.com/blog/628/squad-merch-now-available/ https://squad-servers.com/blog/628/squad-merch-now-available/ Tue, 20 Aug 2019 20:17 CEST
It's been a while, but the merch store is finally back! It's better than ever, too. We've partnered with a new vendor to make sure we can offer faster shipping, better service, and more ways to show off your love of Squad!



You can show off your love of Sphere too, but that's going to be harder to explain.

All these goodies and more are now available at http://owi.gg/store!

Get fancy, squaddies.

Offworld Out.]]>
The Wrench -- August 2019 https://squad-servers.com/blog/627/the-wrench-august-2019/ https://squad-servers.com/blog/627/the-wrench-august-2019/ Fri, 16 Aug 2019 19:41 CEST
With modding back in full swing, the community has not disappointed in the slightest. There’s a whole heck of a lot of amazing work this month!

Join us on the Community Modding Discord[discord.me] where you can join discussions and meet the modding community. It’s a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.

Gulf of Finland by Hawken



If you’re surprised to learn that Gulf of Finland is set in, well, Finland, than Hawken also has a bridge to sell you. Which might come in handy, as the fresh new map features six islands with unique points of interest spread across them.



Designed with helicopters in mind, the hope is to see some intense island hopping action as players battle for locations ranging from a small town, an aerodrome, and an abandoned bunker complex. You might even get some Skorpo vibes if you scout out some locations, like the fishing village.




Adawia Park Trailer by Johan Sundkvist
Adawia Park by Johan Sundkvist

Featuring a dense urban area inspired by a real Syrian Park, Adawia aims to bring a hint of verticality to an already dangerous battlefield. The added threat of danger from any angle should definitely keep squaddies on their toes and looking for trouble.



Both Militia and Insurgent teams will need to make liberal use of rooftops and underground shelters to navigate their way to a win. Be sure to pick your path wisely and cover your squadmates: the enemy could be lurking anywhere.





Poly Land by Miha Prezelj



Appearing almost cel-shaded at times, Miha Prezelj is taking Squad back through time to an era with only a few polygons to spare. More than just channeling some classic aesthetics, the map offers some energetic, fun gameplay to match.



You could almost imagine a squad of plastic brick soldiers hiding behind all those trees. It should be interesting to see how this aesthetic plays out in Squad!



Black Gold by Noxxid3



Noxxid3 was recently able to reach out to OG mapper VapoMan, who spent time crafted some of the finest Project Reality maps. In this case, Black Gold is coming back to life (in an era with plenty of polygons to spare).



All of your favorite layers originally in PR should be supported on the update, as well as support for Territory Control. Noxxid3 notes that he’ll be streaming[www.twitch.tv] progress periodically if you’d like to tune in to chat, offer feedback, or learn a little bit about modding.



Iron Dawn by SPECTR_Eternal



Always a favorite entry in the Wrench, SPECTR_Eternal’s Iron Dawn is back with the latest updates. This month, we’re being treated to some improved lighting! Easily visible from the shots, the map still feels absolutely frigid.



In addition to that, work continues apace in the mountainous regions of the map. Special attention is being paid to roads, especially among the hills, to ensure even the thicc-est armored boi will make the trek.



Hopefully, some of Squad’s aspiring videographers will pick this one up, since it looks ready for a Hollywood debut.

Peacemaker by TicklishRocket



Woot! We’ve got a newcomer. Please welcome TicklishRocket to the Wrench with the early stages of Peacemaker.



The map is a chaotic urban sprawl replete with unforgiving streets, trenches, and rooftops winding through a Middle Eastern setting. Starting strong with new assets, there’s plenty more to come and we can’t wait to see it!

Australian Faction by Aussie Mod Team



It just wouldn’t feel like a Wrench if we didn’t have the latest from our favorite team in the Upsidedown. This month, they’re bringing their top game with the introduction of the MRH-90 helicopter! Designed primarily for transporting troops on real-life battlefields, the MRH-90 should find itself right at home among Squad’s burgeoning pilots.



Back on the ground, the Bushmaster Protected Mobility Vehicle is nearly ready to roll out, providing the Aussies with a quick, lightly armored way to get the troops to the battle before getting the heck out. Wise squad leads will be sure to remember the Bushy is NOT an APC.



It will be the perfect ride to tear off across Operation Anaconda’s mountainous areas, terraced villages, and farms. Ridge to ridge fighting is going to require all the mobility you can muster, and no shortage of marksmanship either.

If you’d like to see more, including a look at their second map, Operation Anvil, join the Aussie Mod Discord[discord.gg] server today!

29th ID Maps n’ Mods by Perez-Pantoja



The fine folks of the 29th ID are compiling and building some of their favorite mods and maps! Even better, they’re inviting you to play along. What sort of hijinks can you expect?



First, they’ve added Marine MARPAT camo to offer the same competitive edge as their Russian counterparts. In addition to that, their NVG mod is coming along nicely and, pending some testing, should be making an appearance soon. Of course, those are just features building on the success of being able to run 1-life events, allowing faster deployments, and pre-match setup as well.



Future goals include more content, the aforementioned NVG, assignable ranks, new maps, and more! The intent is to make the mod pack ready for any server owner who wants in on the action.

Be sure to follow them on the Workshop to get involved or just keep tabs on their progress, or head over to their Youtube channel.

Desert Environment (WIP) by CreativeRealms



Looking for a desert environment to work with, but don’t have the time, resources, or necessary experience to get it out the door? Enter the amazing generosity of CreativeRealms, who has set out to create a suitable level for everyone to get try their hand with. Featuring an 8130×8130 meter landscape, divided into four distinct map sections, so that all you need to do to is lay down some points of interest and flags to get rolling.



While the project is just getting started, there are plenty of big plans: live support via DIscord, documentation, and source files for anyone who wants to take their knowledge to the next level. For further updates, or a chance to get involved, hit up the Discord server[discord.gg] or tune in to watch CreativeRealms stream[www.twitch.tv]!



Want to be featured here? Submit your mod[www.wrike.com] now!

Squad Modding Hub Management Team Out.

Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
]]>
Weekend Roundup, 8/15 https://squad-servers.com/blog/626/weekend-roundup-8-15/ https://squad-servers.com/blog/626/weekend-roundup-8-15/ Thu, 15 Aug 2019 22:01 CEST

Hey squaddies!

This weekend is chockfull of competitive action courtesy of the Official Squad Showdown and you know your pals at Squad Ops will be holding it down like champions. Let’s see what’s going on in Squad!

August 16

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

August 17

11:00 AM PT (1800 UTC)
Official Squad Showdown: CNL vs FFO[www.twitch.tv]

11:30 AM PT (1830 UTC)
Squad Ops: Operation Rising Giant[squadops.gg]

2:30 PM PT (2130 UTC)
Squad Ops: SOTT Basic[squadops.gg]

On this date in 1982, the first commercial Compact Discs were sold in Germany. They were like memory cards, but worse.

August 18

8:00 AM PT (1500 UTC)
OSS: Lance vs Rogue[www.twitch.tv]

11:00 AM PT (1800 UTC)
OSS: North Wolves vs SPiT[www.twitch.tv]

11:00 AM PT (1800 UTC)
OSS: Raven vs Iron Guard[www.twitch.tv]

Signoff

Always a blast to see some of the best teams in Squad face off. Who are you rooting for?

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
Weekend Roundup, 8/8 Edition https://squad-servers.com/blog/625/weekend-roundup-8-8-edition/ https://squad-servers.com/blog/625/weekend-roundup-8-8-edition/ Thu, 08 Aug 2019 22:11 CEST

Hey squaddies!

Another week nearly in the books means another weekend to spend playing Squad! The community has a lot going on this weekend, including a mod test, and plenty of competitive play. Roundup time!

August 9

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

11:30 AM PT (1830 UTC)
Official Squad Showdown: Carolean Legion vs One Tap Wonders[discord.gg]

11:30 AM PT (1830 UTC)
OSS: Iron Guard vs Royal Battalion[www.twitch.tv]

5:30 PM PT (0030, 10/8 UTC)
Squad Ops: Showdown at Sundown, Part 3[squadops.gg]

6:00 PM PT (0100 10/8 UTC)
OSS: FFO vs Speaking in Tongues[www.twitch.tv]

August 10

11:30 AM PT (1830 UTC)
Squad Ops: Operation Knight[squadops.gg]

5:30 PM PT (0030 11/8 UTC)
Squad Ops: Operation Stalker[squadops.gg]

August 11

10:00 AM PT (1700 UTC)
OSS: Some Random Guys vs SNG[www.twitch.tv]

10:00 AM PT (1700 UTC)
OSS: Old Bones vs Blood Jaegers[discord.gg]

11:00 AM PT (1800 UTC)
OSS: RvN vs Rogue[discord.gg]

1:00 PM PT (2000 UTC)
ATHENA mod Testing

Signoff

Remember to speak up and thank your squad leader!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
Servers Unavaiable https://squad-servers.com/blog/624/servers-unavaiable/ https://squad-servers.com/blog/624/servers-unavaiable/ Wed, 07 Aug 2019 03:16 CEST
We're tracking an issue that's preventing players from accessing servers.

Early reports from the team are pointing to an issue with Steam-Unreal functionality related to the FOnlineAsyncTaskSteamFindServers queue. It appears to be an issue that will impact other games using the Epic Steam OSS will be unable to display servers.

We'll keep an eye on the situation and let you know more once we do.

Hang in there, squaddies.]]>
Alpha 15.4 Released https://squad-servers.com/blog/623/alpha-154-released/ https://squad-servers.com/blog/623/alpha-154-released/ Sat, 03 Aug 2019 01:47 CEST
We’ve got some slightly-unsual patch notes for you today.

But first, you can say goodbye to that annoying server filter bug! (The “show full servers” checkbox functionality was inverted. Whoops!)

Additionally, we’re introducing some experimental changes to the “dead dead” mechanic, as well as the way “instadeath” works. Let’s dig in a little.

Pre-Alpha 13

Prior to Alpha 13, the mechanics worked like this:

After dying and being revived, there was a 60-second time frame during which you were extra vulnerable. This meant that if you died again during these 60 seconds, you would become unrevivable (“dead dead”) and be instantly sent to the spawn screen. There was no UI indication of this vulnerability.

Taking a large caliber headshot (such as 50cal) would instantly make you unrevivable (instadeath).

This was a mechanic was originally added to convey some consequence of death, as well as a sense of tension and vulnerability to newly revived players. The goal was (hopefully) to encourage the vulnerable player to stick back with their squadmates.

We had some questions on whether the role of this mechanic was too punishing and negatively impacting the teamwork aspect, especially for new players to an already challenging game. It could be difficult to understand why the “instadeath” black screen occurred and the 60-second timer was not well-exposed.

Alpha 13

With Alpha 13, when dying and being revived, there was no longer a period of extra “vulnerability,” allowing a player to be revived indefinitely. (Or until your medic ran out of bandages, anyway.)

The caliber required to make you unrevivable was increased, meaning you could be revivable after a 50cal headshot, but not after a 30mm headshot.

After 3 months of evaluation with these new changes, including lots of feedback from our community, we’re introducing a new iteration of these mechanics.

As with the previous ones, the effects will be monitored and tweaked. Keep us updated with your feedback!

Alpha 15.4

As of this patch (Alpha 15.4), when you are incapacitated, you have a revive window (5 minutes by default). This revive window will be shortened based on the amount of damage you took as part of your death.

For example, if you got downed by minimal damage from a pistol, your revive timer will be very close to 5 minutes. If you got downed by a rifle headshot, your revive timer will be slightly less than 2 and a half minutes. A 50 caliber headshot will give you a short 30-second revive window. Lastly, anything from a close proximity IED blast to a 30mm headshot and beyond will cause your revive window to be 5 seconds – too short to get revived in, so you’re effectively dead.

On top of this mechanic, the revive window persists through revives until you have been healed by a medic.This means that if you get headshot by a rifle, revived without getting healed, and then headshot again, the remaining revive window will be too short for another revive.

If not getting healed, this “persistent revive window” will automatically slowly increase back to the full 5 minutes as long as you remain alive. If you died, were revived, and managed to stay alive for a few minutes, you would be nearing the five-minute timer again.

Anything that previously sent you instantly sent to spawn screen (“instadeath”) will now instead give you a 5-second revive timer, too short to be revived in. The hope is to give the player more feedback about what happened when he died, instead of instantly disappearing from the map and into the spawn screen.

In the future, we hope to include a 1-2 second ragdoll moment before entering the incapacitated state to provide better feedback about what just occurred in a more intuitive and immersive way.

Please note: there can and will be further tweaks and/or additions to this system. All in all, we hope it is a more flexible way to tune players’ revivability, as well as increase information available to the player.

Our goal is to balance between the game being too forgiving and too unforgiving. In this version, revive trains should be harder to maintain and most catastrophic damage (e.g., headshots, IED explosions) should be more effective as well. However, players will still get a second chance in most cases. We will keep tracking revive statistics as well as your feedback.

Buddy Rally

Finally, we would like to give you some information on our intended gameplay ideas in the future concerning the Buddy Rally system. For the time being, lacking a system to reclaim or reset abandoned vehicles in the field, we will be keeping the buddy rally mechanic.

In the future, we would like to see this replaced with a mechanic that deals with abandoned vehicles in the field, so that respawning at main is a more viable option. The buddy rally mechanic might still become a limited option available to the Commander, giving squads an extra option for situational redeployment. Another option is to make it available only to the Insurgents faction. Please keep your feedback coming on this as well.

Enjoy the patch! Let us know what you think!

Offworld out.
]]>
Weekend Roundup, 8/1 Edition https://squad-servers.com/blog/622/weekend-roundup-8-1-edition/ https://squad-servers.com/blog/622/weekend-roundup-8-1-edition/ Thu, 01 Aug 2019 19:33 CEST

Hey squaddies!

After a crazy weekend or two, the Roundup is back! A big ol’ welcome to all the new squaddies joining us after the free weekend. We’ve got some great weekend highlights to keep your Squad fix flowing!

August 1

5:30 PM PT (0030, 2/8 UTC)
Squad Ops: SOTT Basic[squadops.gg]

August 2

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

12:00 PM PT (1900 UTC)
Official Squad Showdown: Legio X vs Oneshot-Theory[www.twitch.tv] (Russian stream[WWW.TWITCH.TV])

August 3

11:00 AM PT (1800 UTC)
OSS: Royal Battalion vs Lance[discord.gg]

11:30 AM PT (1830 UTC)
Squad Ops: Operation Tarantula Hawk[squadops.gg]

11:30 AM PT (1830 UTC)
OSS: Polish Hungarian Coalition vs 100%[discord.gg]

2:30 PM PT (2130 UTC)
Squad Ops: SOTT Basic[squadops.gg]

5:30 PM PT (0030, 4/8 UTC)
Squad Ops: Derailment[squadops.gg]

Last Weekend

By the way, just in case you missed it, we’ve archived the stream from last Friday right here.

Shout outs to Matsimus, Space Crew, the CAF team, and the actual, factual Canadian Armed Forces members for joining us!

Signoff

Enjoy your weekend and thank you for playing Squad!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
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Canadian Armed Forces Deployed! https://squad-servers.com/blog/621/canadian-armed-forces-deployed/ https://squad-servers.com/blog/621/canadian-armed-forces-deployed/ Sat, 27 Jul 2019 01:40 CEST
We’ve got some fresh reinforcements incoming: The Canadian Armed Forces are now fully deployed! That’s right, there’s a brand new faction in Squad and it’s already yours, completely free.

Canadian Armed Forces Trailer

Originally known as CAFMOD, the team behind the new faction is straight from our modding community. We’re honored to be able to include them as official content for all players. What content is that, you ask?



So, what are you waiting for, soldier? Do it for The Great White North!

Offworld out.
]]>
Merch Store Relaunched https://squad-servers.com/blog/620/merch-store-relaunched/ https://squad-servers.com/blog/620/merch-store-relaunched/ Fri, 26 Jul 2019 21:10 CEST
You’ve been asking for it for some time and we’re happy to oblige: the Merch Store[owi.gg] is back and better than ever!



Shop Now![owi.gg]

After a long and harrowing search, we narrowed the choice down to one amazing vendor that can handle all your merch needs. Shirts? You bet. Posters? Absolutely. Stylish black mug to pledge your undying loyalty to the Sphere? You better believe it. There’s plenty more, including some bags to haul all your swag, so have at it!

Offworld out.
]]>
Modding 2.0: CAF, Space Crew, and Beyond https://squad-servers.com/blog/619/modding-20-caf-space-crew-and-beyond/ https://squad-servers.com/blog/619/modding-20-caf-space-crew-and-beyond/ Fri, 26 Jul 2019 19:07 CEST
We’re pretty excited by the release of Modding 2.0 and we wanted to share a little more about what that means.

First and foremost, it means that the Canadian Armed Forces mod is going to be released in the near future as free, official Squad DLC. That’s right: you will be getting a new faction soon, completely free of charge, no action required. O, Canada!

Canadian Armed Forces

Canadian Armed Forces Trailer

The arrival of CAF marks our first step towards including community-created content into Squad. This free expansion adds additional weapons, vehicles, and more, giving one of the world’s most well-known armies some well-deserved spotlight. Additionally, the update includes two Canadian maps, Quebec and Nanisivik, featuring snowy environments built for intense combined-arms combat.



Be sure to join us later today at 1 PM PDT on our Twitch channel for more information, featuring special guest host Matsimus: https://www.twitch.tv/joinsquad

Introducing Space Crew

To show off what Modding 2.0 can do, we’ll be showcasing a total conversion mod inspired by classic sci-fi thrillers: Space Crew. Players take the role of a Survivor who must work carefully with their team to solve puzzles and survive. Make a wrong move and they’ll become prey to a menacing creature known only as the Raptor. Space Crew is available to play later today by subscribing on the Steam Workshop or joining a server running the mod.

Space Crew Trailer

Modding 2.0 Features

We’ve added a variety of upgrades to our modding support to make building, finding, and playing mods a better experience.

  • In-game downloads. Just connect to your favorite modded server!
  • Whitelisted mods included in the official server list. (More information coming soon.)
  • User interface improvements, including filtering for modded servers.
  • Priority listing for whitelisted mods during the weekend. ("Stickied" servers.)



Offworld out.
]]>
Modding 2.0 Free Weekend https://squad-servers.com/blog/618/modding-20-free-weekend/ https://squad-servers.com/blog/618/modding-20-free-weekend/ Tue, 23 Jul 2019 23:02 CEST
We’re happy to announce an upcoming free weekend to celebrate the release of Modding 2.0! From July 25th, 10 AM PDT through July 28th, 1 PM PDT.

Squad will be 50% off, so those of you that have been telling us that you missed the Steam sale have another shot at a bargain too.

Modding Weekend Trailer



As part of the festivities, we’ll be highlighting these top-notch examples of what Squad modders can do. Look for them in the server browser with the rest of the licensed servers:

The Mods

Canadian Armed Forces MOD[www.cafmod.com]
by The CAFMOD Team[www.cafmod.net]

Defend the Dome
by Headshot13Vegas
and Archangel from
~!THUNDERDOME!~

Elvedalen
by Hangrath

Harju
by wunda

Helicopter Mod
by Heedicalking

Panjshir
by PuffDragon

Squad Ops[squadops.gg]
by The Squad Ops Mod Team

SquadZ
by Smed

Troopers
by Loki

We’ll also have some surprises along the way!

For Players

Alpha 15 Video Patch Notes

The above patch notes cover some of the most recent changes in Squad that are handy for new players and veterans alike!

One big part of Modding 2.0 is the ability to download mods while in-game. If you’re not sure if your favorite server is running a specific mod, go ahead and join — if they are, you’ll be prompted to install that mod by the game.

You can subscribe to mods through the Steam Workshop as usual, of course.

Should you want to uninstall a mod, you’ll want to visit the Workshop and “Unsubscribe” from that mod.

Helpful Resources

What is Squad? Video

We’ve also got some basics to help start you off right!

With the launch of Alpha 15[joinsquad.com], we’ve included the first set of Squad tutorials! Be sure to access those via the main menu, unless you prefer a true trial by fire.

Questions about gameplay, vehicles, and how to play Squad can often be answered by the Squad Wiki[squad.gamepedia.com].

If it’s not there, someone in the Official Community Discord server[discord.gg] will surely know!

If you’re a Redditor, you’ll want to join the subreddit: r/JoinSquad.

Feel free to browse our forums[forums.joinsquad.com] for discussions, tips, and squadmates.

Be sure to see what our creative partners[joinsquad.com] are up to as well. They’ve each been selected because they put a unique, entertaining spin on the world of Squad and you might even learn some tips!

Common issues can usually be addressed through the Squad support website[support.joinsquad.com], but we have a dedicated support team standing by to answer your emails: http://support@joinsquad.com

For Server Owners

Yup! You can run mods on your licensed server! If you use any of the above mods, you will appear as part of the default server list. (i.e., not a Custom Server.) There will also be an icon next to the server name to denote that it’s running modifications.

Naturally, this won’t impact the part of your agreement about running mods on a licensed server.

If you have any further questions, please feel free to reach us in the OWI Hosting Discord[discord.io] or email us at http://support@joinsquad.com]]>
Alpha 15.1 Released https://squad-servers.com/blog/617/alpha-151-released/ https://squad-servers.com/blog/617/alpha-151-released/ Tue, 23 Jul 2019 20:31 CEST
We’re rolling out a patch that has a variety of fixes for issues that cropped up in Alpha 15. There are some gameplay tweaks in there too, so be sure to read the entire patch notes below!

Alpha 15.1 Changelog

Maps
  • Belaya: Updated Minimap
  • Belaya: Fixed wheat crop fixes so they aren’t red.
  • Belaya: Fixed bridge on the western part of the map having collision issues.
  • Fools Road: Fixed terrain to prevent players from hiding under the surrounding terrain
  • Mestia: Fixed railroad duplicates and spacing.
  • Skorpo: Fixed rain effects.
  • Tallil: Fixed collisions on several buildings
  • Yehorivka: Fixed bridge southwest of Lower Petrivka collision issues.
  • Yehorivka: Fixed collision on new crops and smaller foliage that was preventing leaning.
Map Layers
  • Al Basrah TC_v2: Removed 3 hexes that were unused in the river.
  • Fool’s Road and Gorodok: Fixed deployable ghosts colored yellow instead of green.
  • Kohat TC v1: Fixed Staging timer.
  • Kohat RAAS v3: Fixed missing ammo crates in INS main.
  • Logar Valley & Sumari: Fixed Staging Phase Pain Volume. (No comment on going to 11.)
  • Narva TCv2: Fixed Reversed hexes and Anchor points.
  • Skorpo Skirmish v1: Fixed Main Supply Zone for US.
  • Skorpo AAS v1: Fixed map boundary around the US Main.
  • Tallil TC_v1: Fixed HUD name.
  • Tallil Skirmish v1: Fixed a Spawn point that was outside the staging zone.
Vehicles
  • Fixed doubled overheating speed on 30mm HE weapons.
  • Fixed bug that caused Spandrel to be able to launch multiple rockets in rapid succession (Salvo-fire).
  • Increased damage for Konkurs ATGM (Spandrel & BMP-2) up to the level of other ATGM systems, up to 1800 from the initial 1200.
  • Increased rearm cost for Spandrel to 400 ammo points per rocket, increased from 200.
  • Increased rearm time for Spandrel to 30 secs per rocket, increased from instant rearm.
  • Increased delay between consecutive shots for Spandrel to 7.5 seconds, increased from 5 seconds.
User Interface
  • Territory Control: Replaced Shield icons with Anchor-like icons.
  • Territory Control: Fixed ticket bleed values not displaying for clients
  • Fixed incorrect requirement for INS, MIL, and Radio Tooltips when deploying via Radial Menu.
Miscellaneous Fixes
  • Fixed the glass material on vehicles showing through fog, especially at a distance.
  • Optimized 25mm and 30mm HE impact VFX.
Known Issues
  • Occasionally the landscape renderer will not load correctly resulting in black foliage on a map. A fix is being investigated.
  • Client crash on map switch.
  • Players will occasionally spawn without ammunition on their first spawn on a server. (This occurs if you were in the match during map travel but did not spawn during the staging phase.)
  • Occasionally a player will not spawn at Rally Point when numerous players are spawning in at the same time.
  • Occasionally client crashes in various circumstances: we’re still looking into the crash reports. Detailed crash reports[offworldindustries.zendesk.com] help us fix this and we appreciate those that have filled out and sent crash reports.
  • Server performance may periodically dip when a server has a high population and high load. We’ll continue to work on performance and optimizations.
  • Occasionally Self-bandaging fails. Actively investigating the cause.
  • Mouse widgets (e.g. enter a vehicle, comm rose) can stop responding to clicks. A workaround is opening and closing the deploy screen.
  • Capture Zone (Flag) Icon will not show on a client’s HUD sometimes.
  • ATGM projectiles desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile.
  • Certain effects do not blend correctly with fog on some layers.
  • HAB Spawn is disabled if FOB Radio is unshovelled below 75%, currently other forms of damage to the FOB Radio (such as explosives) do not disable HAB Spawn. (Under active development.)
  • De-shovelling a friendly FOB Radio costs 10 tickets. (Fix in progress.)
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
Offworld out.
]]>
Squad Roadmap Release https://squad-servers.com/blog/616/squad-roadmap-release/ https://squad-servers.com/blog/616/squad-roadmap-release/ Sat, 20 Jul 2019 00:10 CEST
Just a quick update to let you know we've published a roadmap for Squad[joinsquad.com].

Head over to our site to check where for your favorites are on the path to release, see if there are any surprises, and let us know what you think.

We're on the way to 1.0 and hope you'll come along!

Offworld out.
]]>
Alpha 15 Released https://squad-servers.com/blog/615/alpha-15-released/ https://squad-servers.com/blog/615/alpha-15-released/ Tue, 16 Jul 2019 19:04 CEST
Alpha 15 is freshly deployed and ready for action. If you haven’t auto-downloaded the update, why not check out the patch video while it downloads?

Yep: they’re finally coming! The first iteration of tutorials! Here’s to all the squad leaders who braved the Summer Sale. Oh, and let’s not forget the 550RPM death machine that is the BMP-2.

Read on for the full list of changes:

Alpha 15 Patch Notes

Systems



  • Added an Infantry Tutorial orientated at teaching new players the basic ropes of Squad.
  • Added an Interface Tutorial that teaches the Deployment interface in a first-time event capacity.
  • Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies via one common menu now, from any seat or outside of the vehicle. This also allows multiple players to unload the vehicle faster than if it was just one player. Increased rate of loading/unloading to 100 points every 0.5 seconds, making the process a little less slow.
  • You will not be able to load or unload supplies from a vehicle while it is moving.
  • Removed old Left Click/Right Click system for loading and unloading supplies.
  • Removed Voice Command system temporarily pending further internal development.



Game Modes
  • Territory Control: Increased hex capture times from 40 seconds to 45 seconds.
  • Territory Control: Added a more dynamic ticket bleed system.
  • Territory Control: Added TC Layers to all maps.
  • New RAAS layers added to Belaya, Chora, Fools Road, Gorodok, Kamdesh, Kohat, Kokan, Skorpo, Sumari, and Yehorivka.
  • Invasion – added more Random Invasion layers.



Infantry Gameplay
  • Increased RPG7 HEAT penetration capability from 320mm RHA to 400mm RHA.
  • Increased RPG26 penetration capability from 320mm RHA to 440mm RHA.
  • Set all LAT rockets (British High Penetration AT4 included) to have a minimum arming distance of 25m.
  • Set all HAT rockets and ATGMs to have a minimum arming distance of 40m.
  • Added a visual effect and audio for when a UGL grenade or rocket impacts a surface before being armed, helping give feedback to the player that the target was too close.
  • Fixed British High Penetration AT4 variant not dealing more penetration and damage compared to its US Army counterpart.
  • Fixed the RPG7 Fragmentation round doing way more penetration than intended.
  • Decreased damage value of the US Army AT-4 (from 1400 to 1248).
  • Increased damage value of the M3 Carl Gustav HEAT round (from 960 to 1248).
  • Updated Militia kits to have less SKS rifles and more AK74 rifles.
  • Set all LAT kits to have 2 smoke grenades.
  • Added binoculars to all HAT kits that do not have rifle scopes.
  • Added binoculars to RU LAT kits that do not have rifle scopes.
  • Fixed 50m sight alignment on the L85A2 AG36 Grenade Launcher.
  • Fixed snapping in movement while going from Prone to Standing while you have your bipod deployed.
  • Fixed a bug where weapon accuracy parameters like sway and recoil are being reset by switching weapons.
  • Fixed a bug where it consumes a field dressing when bandaging already bandaged soldiers.
Vehicle Gameplay



  • Added the BMP-2 Infantry Fighting Vehicle. This is a second-generation Russian IFV, succeeding the BMP-1 from the 1980s. The BMP-2 has a 3-man crew and can hold up to 7 passengers. It is armed with a 30mm auto-cannon firing AP or HE ammunition at a blistering 550 rounds per minute. It comes with a turret-mounted Konkurs ATGM for dealing with heavily armored threats. Additionally, it has a standard PKT 7.62mm coaxial machine gun and smoke grenade launchers for smokescreening.
  • Added the BMP-1 ZU-23 Anti-Air Variant. This variant basically replaces the turret on the BMP-1 with an external, manually operated ZU-23 Anti-Air Autocannon.



  • Made vehicle radial menu accessible even if the vehicle is not claimed by your squad or you’re not a crewman if the vehicle is on your team.
  • Tweaked vehicle claiming system numbers:
    • 2 vehicles require 2 squad members
    • 3 vehicles require 4 squad members
    • 4 vehicles require 6 squad members.
  • Fixed an issue where vehicle ATGMs were not dealing damage beyond 500m.
  • Increased armor on the Challenger 2’s lower glacis to 300mm RHA.
  • Fixed a bug where the BMP-1 was not getting destroyed by ammo-cookoff.
  • Increased the amount of time to get into a truck or light vehicle from 0.75 seconds to 1 second.
  • Fixed firing sounds on the BMP-1’s coaxial machine gun.
  • Fixed Uparmored FV510 for missing an ammo compartment.
  • Improved handling on the MT-LB series vehicles.
  • Fixed issue that allowed BMP-1 to bypass reloading time near Vehicle Repair Depot.
  • Fixed modifier for HAT damage type on the BMP-1 (and BMP-2). For example, it will go down to 10% HP (and start burning) after getting hit by a TOW missile.
  • Resized and moved ammo rack component on BMP-1 & BMP-2 to be fully covered by the engine and no-penetration block to help minimize probability for vehicles to get cooked off by enemy fire from the front.
  • Enabled all unarmored vehicles (technicals, trucks etc) to receive indirect (AoE splash) fragmentation damage.

Deployables Gameplay
  • FOB Radios will disable spawning on HAB’s if the Radio has been damaged and its health has fallen below 75%.
  • All HASCO related deployables have had their visuals updated.
  • Mortar damage against deployable structures was increased.

User Interface
  • Re-Added Spawn Confirmation. This should reduce the chances of accidentally spawning in when you are trying to see the wait timers for each spawn location.
  • Added a global notification for when objectives are either met or lost. (E.g. Flag neutralizations, captures, cache objective destroyed, etc.)
  • Added a dynamic list of vehicles that are on the currently played map layer. The list is accessible as a button next to the map legends.
  • Added a Favorites filter in the Server Browser.
  • Added British Army, Insurgent, Russian Army, and Irregular Militia victory jingle.
  • Added 10 second delay before incap player can use Medic Callout button and increased the Medic Callout interval from every 5 seconds to every 30 seconds.
  • Improved the look of the Vehicle Repair Tooltip. If you have a Vehicle Repair Toolkit, the tooltip allows you to see how badly each individual component is damaged similar to the HUD when in a vehicle driver seat.
  • Reordered the items in the Key Bindings Window to be more logical.
  • Fixed Invasion Game Mode flags not having lock icons when they are actually not able to be recaptured by the defending side.
  • Grouped kit role request into its own sub-menu in the Vehicle Interaction Radial Menu.
  • Reordered Role variants to have Ironsight variants first, then Red-Dots then Optics.
  • Fixed Medic, LAT, and HAT kits showing up as unavailable (Red) in Role Loadout and Role Quick Select menu when they actually are available.
  • Changed label on the Deployment Menu for Team Selection to “Teams / Game Mode Info”.
  • Changed magazine image to show up as grey as opposed to jet black when empty for visibility when in vehicles.
  • Removed old First Time Event help prompts.
  • Modding UI changes.
Maps



  • Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps. Other maps, including Skorpo and Yehorivka, are being optimized and will continue to receive improvements in upcoming releases.
  • Visually updated Gorodok and Yehorivka.
  • Improved collisions on Tallil’s residential buildings and improved performance.
  • Updated foliage and landscape on Gorodok for improved, blended appearance.
  • Fools Road lighting & foliage updated.
  • Fixed Sumari staging zones to prevent players from jumping over. Don’t be AWOL, squaddie.
  • Changed collision on traffic signs so they don’t stop vehicles anymore.
Map Optimizations and Improvements

Kohat, Tallil, and Gorodok received substantial optimizations and some visual improvements to increase performance and to bring the visual quality of our maps up to our standards. This includes new assets replacing old ones, as well as some different methods being used on our landscapes.

Gorodok

System Specs:

  • Mobo: Asus Maximus VIII Ranger Intel Z170
  • CPU: Intel i7 6700K @ 4.5GHz
  • GPU: Asus ROG Strix GTX 1080
  • RAM: 16GB Corsair Vengeance LPX, 3000MHz
  • SSD: 512GB Samsung SM951 M.2 PCI-e (C:)
  • Resolution: 3840×2160. Disabled AA, High Settings
Main Comparison



Interactive Demo[imgsli.com]

In some areas of Gorodok we’ve managed to drop the number of Triangles by approximately 5m, Draw Calls by about 2k, and for GPU timings we’ve gone from ~20ms to ~14ms, totaling up to an increase of nearly 16 FPS on this particular system and configuration. These are substantial numbers and bring the map down towards our new standards derived from research and investigations related to Squad-specific maps.

While there are some guidelines and tips out there for creating well-optimized scenes, Squad is an entirely different kind of beast when it comes to levels in Unreal Engine 4, so we had to dig deep and come up with some numbers that suit our game.

Please note that the numbers you see on your systems and configurations will vary, but overall everyone should be seeing some gains in one form or another.

Layer Usage



Interactive Demo[imgsli.com]

This layer usage comparison shows the number of landscape layers used per component. We have seen some performance problems surface on components that had 8 or more layers in the past, so we decided that our new landscape shaders would have to contain fewer layers. This combined with removing minimally used layers, unused layers, and consolidating some layers into one allowed us to increase performance on the landscape. As you can see, we got the numbers down from 13/12/11 to 6/5/4 on the majority of components.

Layer Density



Interactive Demo[imgsli.com]

Here is a snippet of some of the changes we did across these maps:

Adjusted Landscape Components

After analysis, we found that some of our older landscapes weren’t as optimized in terms of their technical set up. We experimented with different values and found some that work well visually, retain the landscape silhouette and, most importantly, improve performance by reducing the number of draw calls required by our landscapes.

Adjusted Landscape LODs

The new landscape components allowed us to revise and improve the way our landscapes LOD down, this is something we managed to unify throughout the 3 maps and can apply to other maps.

Adjusted AO settings

Ambient Occlusion can become extremely expensive, especially at higher resolutions. We did some research and managed to standardise our AO settings across our maps, drastically improving performance at the higher resolutions. This is something that isn’t as noticeable unless you play at 1440p and above – but it’s a great change for all.

Created new Landscape Shaders

These new landscape shaders are cheaper for performance costs and they have been more streamlined as well as improved in visual quality. This will allow us to roll out upgrades much more easily and ensure we have consistency across different shaders which makes maintenance a lot faster and straightforward.

Removed unused Landscape Shader layers

New shaders also allowed us to analyse and reduce the number of layers we use on our landscape. After research and investigations, we found a sweet spot for the number of layers that allow flexibility for our Level Designers and Environment Artists but also ensured that we do not create a large performance impact. As a point of reference, there have been parts on maps like Fool’s Road and Yehorivka that drop players’ FPS and these have been confirmed to be a result of too many layers used on one component, increasing layer density.

Implemented Atmospheric Fog

This is a big step in preparation for helicopters as our old Exponential Height Fog was only visible at lower heights and ground level. Additionally, a fog that isn’t limited by height and is more physically accurate allows us to play with better lighting and colours, bringing more life into our levels.

Fixed LODs on Static Meshes

These general fixes provided a huge boost in performance in dense areas such as the villages in Tallil. On the system above it brought up the numbers from ~30 FPS to 60 FPS on High Settings.

Miscellaneous Bug Fixes
  • Fixed rocket engine motor effects still playing after the rocket has exploded.
  • Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned.
  • Fixed first person mesh oddities when exiting Admin Cam.
  • Attempted fix for ragdoll issues caused by origin rebasing
  • Fixed a bug where you bandage gets consumed after you patch already patched soldier.
  • Fixed couple of server and client crashes.



Known Issues
  • ATGMs projectile desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile.
  • Certain effects do not blend with fog on some layers.

Sign Off

As always, a huge thanks to all of you who helped tests this one and get it ready to roll. Enjoy the BMP-2, comrades! Alpha 16 when?
]]>
Weekend Roundup, 7/11 https://squad-servers.com/blog/614/weekend-roundup-7-11/ https://squad-servers.com/blog/614/weekend-roundup-7-11/ Thu, 11 Jul 2019 23:05 CEST

Hey squaddies!

Are you ready for another weekend? With Alpha 14.1[joinsquad.com] out, and Alpha 15[joinsquad.com] in testing, there’s plenty going on and that doesn’t even count what our community is up to — so let the counting begin!

July 11

5:30 PM PT (0030, 12/7 UTC)
Squad Ops: SOTT Basic[squadops.gg]

5:30 PM PT (0030, 12/7 UTC)
Squad Ops: Regular Event – King of Spades Mod Test[squadops.gg]

July 12

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

July 13

11:00 AM PT (1800 UTC)
Level.gg 40 vs 40[www.level.gg]

11:30 AM PT (1830 UTC)
Squad Ops: Operation Dark Trail[squadops.gg]

5:30 PM PT (0030, 14/7 UTC)
Squad Ops: Operation Road Rash[squadops.gg]

July 14

11:00 AM PT (1800 UTC)
Squad Charity League: The True Final – The Doctor’s Office vs RvN+ProG[scldonate.com]

Signoff

Enjoy your weekend!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
Now Testing Alpha 15 https://squad-servers.com/blog/613/now-testing-alpha-15/ https://squad-servers.com/blog/613/now-testing-alpha-15/ Thu, 11 Jul 2019 20:01 CEST
We’re taking Alpha 15 into testing and that means we need you! The update will be rolling out to the Squad – Public Testing Client shortly. You won’t need a password, simply install the testing app. (Note: It is a full, second Squad install — be sure you have enough space!)

The test does not have a set duration at this time — we’ll be running it as long as we need to collect as much data as possible.

Below is an abridged list of changes to get you up and running. A complete Alpha 15 changelog will accompany the full release.

Alpha 15 Pre-Release Changelog

Servers

As this is a pre-release test, we’ll be hosting a couple of servers ourselves. For the time being, servers will be limited to Offworld Industries hosted machines:

2 in Montreal, Canada
2 in Örebro, Sweden

Server #1 on each location is running newly optimized maps. (Yehorivka, Gorodok, Tallil, Kohat)

Server #2 on each location is running TC layers of all current existing maps.

If at any point the servers should crash, please contact [M] Nordic Socialist#5510 on our Community Discord server[discord.gg].

Systems
  • Added an Infantry Tutorial orientated putting players through basic.
  • Added an Interface Tutorial that teaches the Deployment interface.
  • Added the ability to load and unload supplies via the Vehicle Interaction Radial Menu. This allows players to load and unload supplies from a stationary vehicle via one common menu now, from inside or outside of the vehicle. This allows multiplayer players to coordinate resupplying.
  • Removed Left Click/Right Click system for loading and unloading supplies.
  • Removed Voice Command system temporarily pending further internal development.
Vehicle Gameplay
  • Added the BMP-2 Infantry Fighting Vehicle.
  • Tweaked vehicle claiming system numbers
    • 2 vehicles require 2 squad members
    • 3 vehicles require 4 squad members,
    • 4 vehicles require 6 squad members.
Deployables Gameplay
  • FOB Radios will disable spawning on HAB’s if the Radio’s been damaged and its health has fallen below 75%.
  • All HESCO related deployables have had their visuals updated.
Maps
  • Substantially improved performance on Kohat Toi River Valley, Tallil Outskirts, and Gorodok maps.
  • Visually updated Gorodok.
  • Improved collisions on Tallil’s residential buildings and improved performance.
  • Updated foliage and landscape on Gorodok for improved, blended appearance.
  • Fools Road lighting & foliage updated.
User Interface
  • Re-Added Spawn Confirmation.
  • Fixed some kits appearing unavailable.
  • Modding UI updates.
  • Added 10-second delay before an incapacitated player can use Medic Callout button, and increased the Medic Callout interval from every 5 seconds to every 30 seconds.
Miscellaneous Bug Fixes
  • Fixed rocket engine motor effects still playing after the rocket has exploded.
  • Fixed missing hat on one of the Insurgent soldiers as it LOD transitioned.
  • Fixed first person mesh oddities when exiting Admin Cam.
  • Fixed issue where vehicle ATGMs weren’t dealing damage after 500m+
  • Attempted fix for ragdoll issues caused by origin rebasing
  • Fixed a bug where you bandage gets consumed after you patch already patched soldier
  • Fixed couple of server and client crashes
Known Issues
  • ATGMs projectile desync for proxies (other clients that are not gunner)
  • Unable to switch seats inside a vehicle after opening and closing the ‘F’ menu
  • Vehicle icons disappear from the mini-map after some distance
  • Missing bullet impact effects on Yehorivka’s landscape
  • Enemy’s Faction theme may play and display their flag in Deployment Menu after team change

Sign-off

Have fun out there, squaddies! Be sure to let us know if you encounter bugs, oddities, or just have some feedback for us.

Offworld out.
]]>
Alpha 14.1 Released https://squad-servers.com/blog/612/alpha-141-released/ https://squad-servers.com/blog/612/alpha-141-released/ Tue, 09 Jul 2019 22:09 CEST
We’ve got a quick update to bring mods back to life! We’re throwing in some fixes too.

Alpha 14.1 Changelog
Systems
  • Added the ability to download required modifications from Steam while joining a server.
  • Added Mod details from Steam Workshop for the server-loaded mods
User Interface
  • Added Wrench icon for modded servers (grey for no mods, white for modded)
  • Added Mod names on the server details panel on the right side of the server browser
  • Added list of missing mods when trying to join a server
  • Added button to Exit or Download the missing mod
  • Added progress text for the download status
  • Added loading status in case it fails or is successful
  • Added button for canceling in-progress mod download

Additional UI improvements for modding will be coming with Alpha 15.

Maps
  • Fools Road TC_V1: Fixed RU Staging phase
  • Gorodok RAAS_v4: Fixed washed out minimap
  • Kohat Invasion_v1: Fixed INS resupply not giving supplies
  • Skorpo AAS_v1: Added Protection zone for RU & US
  • Skorpo Invasion_v1: Fixed Urals for Militia, fixed Map Camera Location
  • Skorpo RAAS_v2: Fixed a bug which was causing the russian main to break
  • Skorpo Skirmish_v1: Fixed leaning in Uskedalen Apartments cap
  • Skorpo TC_v2: Fixed US main not giving supplies
Sign-off

Mods! MODS! Get out there and start downloading, soldier!

(P.S.: This doesn’t count as the monthly patch before you ask. ;))

Offworld out.
]]>
Weekend Roundup, July 3 https://squad-servers.com/blog/611/weekend-roundup-july-3/ https://squad-servers.com/blog/611/weekend-roundup-july-3/ Wed, 03 Jul 2019 22:53 CEST

Hey squaddies!

We’re putting out the Roundup a little early this week because we wanted to make sure you got the word on a cool charity event this weekend! If you need a little more, we’ve got league finals too. Let’s roll!
 
July 4

9:00 AM PT (1600 UTC)
Squad Ops: SOTT Basic[squadops.gg]

11:30 AM PT (1830 UTC)
Squad Community Cup Final: Legio X vs FGB[www.twitch.tv]

11:30 AM PT (1830 UTC)
Squad Ops: Freedom Fjord, Part 2[squadops.gg]

July 5

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

5:30 PM PT (0030 5/7 UTC)
Squad Ops: Freedom Fjord, Part 3[squadops.gg]

July 6

11:00 AM PT (1800 UTC)



Charity Event: Here Come the Girls! benefiting Doctors Without Borders[discordapp.com]

11:00 AM PT (1800 UTC)
Level.gg 40 vs 40[www.level.gg]

11:00 AM PT (1800 UTC)
[RIP] Operation Urban Vanguard, 1-Life Event[www.rustyinplaces.org]

11:30 AM PT (1830 UTC)
Squad Ops: Operation Whirlwind[squadops.gg]

2:30 PM PT (2130 UTC)
Squad Ops: SOTT Basic[squadops.gg]

5:30 PM PT (0030, 7/7 UTC)
Squad Ops: Operation Knight[squadops.gg]

July 7

11:00 AM PT (1800 UTC)
Squad Charity League Final: The Doctor’s Office vs. RvN+ProG[scldonate.com]

12:30 PM PT (1930 8/7 UTC)
Squad Ops: SOTT Advanced[squadops.gg]

Signoff

Remember: Squad takes all of your fingers to play well. Practice fireworks safety!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.

P.S. We’re still 50% off!

 
]]>
Weekend Roundup, 6/27 https://squad-servers.com/blog/610/weekend-roundup-6-27/ https://squad-servers.com/blog/610/weekend-roundup-6-27/ Thu, 27 Jun 2019 20:47 CEST

Hey squaddies!

We’re inching ever so slowly toward another weekend and there’s plenty of Squad to help beat the heat. (Or generate some extra, if you’re in THAT hemisphere — just be careful with overclocking.)

June 27

5:30 PM PT (0030, 28/6 UTC)
Squad Ops: SOTT Basic[squadops.gg]

On this day in 1942, J. Edgar Hoover announced the capture of German saboteurs that had arrived in New York via U-boat as part of Operation Pastorius[en.wikipedia.org].

June 28

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

5:30 PM PT (0030 29/6 UTC)
Squad Ops: Regulars Event[squadops.gg]

The Treaty of Versailles[en.wikipedia.org] was signed on this date in 1919.

June 29

11:00 AM PT (1800 UTC)
Level.gg 40 vs 40[www.level.gg]

11:30 AM PT (1830 UTC)
Squad Ops: Operation Eagle peak[squadops.gg]

2:30 PM PT (2130 UTC)
Squad Ops: SOTT Basic[squadops.gg]

5:30 PM PT (0030 30/6 UTC)
Squad Ops: Operation Halberd[squadops.gg]

Signoff

The Sphere loves you. Enjoy your weekend!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.

P.S. We're 50% off!

]]>
Squad is 50% Off! https://squad-servers.com/blog/609/squad-is-50-off/ https://squad-servers.com/blog/609/squad-is-50-off/ Tue, 25 Jun 2019 22:37 CEST

Hey squaddies!

It's Summer Sale time! You can now snag Squad for 50% off through July 9th!

If you're a new recruit or planning on bringing in some fresh blood, we'd love to recommend some basics:
And be sure to join us on:

Discord[discord.gg]
Reddit
Our website[www.joinsquad.com]]]>
Weekend Roundup, 6/20 Edition https://squad-servers.com/blog/608/weekend-roundup-6-20-edition/ https://squad-servers.com/blog/608/weekend-roundup-6-20-edition/ Thu, 20 Jun 2019 21:20 CEST

Hey squaddies!

Midsummer! Solstice! Whatever you want to call it, the longest day of the year is here. Sure sounds like it’s time for some Squad. Skål!

June 21

General
The Official Squad Showdown[discord.gg] (OSS) has slots for four more teams. Don’t miss out!

Squad Charity League[www.squadcharityleague.com] finals have been delayed due to vacations. Stay tuned for more action soon.

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

5:30 PM PT (0030, 21/6 UTC)
Squad Ops: Showdown at Sundown, Part 2 (Campaign)[squadops.gg]

On this day in 1942, Winson Churchill received news that Tobruk had fallen. Three years later on the same day, the Battle of Okinawa drew to a close.

June 22
2:30 PM PT (2130 UTC)
Squad Ops: SOTT Basic[squadops.gg]

5:30 PM PT (0030 16/6 UTC)
Squad Ops: Operation Rook[squadops.gg]

June 23
12:30 PM PT (1930 UTC)
Squad Ops: SOTT Leadership Practical[squadops.gg]

Signoff

Enjoy your weekend, soldiers.

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
The Wrench, June 2019 https://squad-servers.com/blog/607/the-wrench-june-2019/ https://squad-servers.com/blog/607/the-wrench-june-2019/ Tue, 18 Jun 2019 21:57 CEST
Whether summer is nearly here or just a sweet memory (Sorry, Aussie Mod Team), there’s no better reason than The Wrench to close the blinds, fire up the gaming rig, and get into some sweet, sweet modding. Let’s roll!

Join us on the Community Modding Discord[discord.me] where you can join discussions and meet the modding community. It’s a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.

A Quick SDK Update by Phil



Everyone’s favorite UAV-developer hybrid has a quick update for us on the status of the SDK. “We’re testing the runtime components to get as good a picture as we can of the stability and edge cases. Renn [UI developer] is making a video to help our awesome modders update their creations for the new version of the SDK.” Stay tuned for more as we smash the last of the bugs.

Green Zone by Hawken



Hawken describes Green Zone as his “first proper map!” If that’s true, there’s a whole heck of a bright future to come! Designed to allow the Militia to engage in guerilla warfare against the U.S. Forces, they’ll still have to be cautious in the wide open areas where armor is sure to chew things up. Belts of thick vegetation and compounds should help them achieve just that.



Stressing gameplay and verticality, the smaller map (about 1 km^2) should be perfect for more intimate scrimmages or seeding. We’re looking forward to seeing this one in action!



Iron Dawn by SPECTR_Eternal



Clocking in on the opposite end of the size scale, SPECTR_Eternal brings us the latest shots from his masterpiece-in-progress.



Iron Dawn continues to grow more (sometimes) hidden military installations and civilian structures, creating a sharp contrast to the natural beauty of the map.



Frozen lakes, rivers, and deep forests may limit mobility, but you’re going to need to come heavy if you expect to clear out all those facilities. Better double-check that repair kit.

VDV Airborne Armour by moments_project

https://www.youtube.com/embed/p6_uI4hSDXQ

 moments_project has set out to recreate as many vehicles from the BMD family as they can, starting with the classic BMD-2 IFV, the BTR-D APC, and the BMD-4 family later on. The first two will also have variants developed to give as much realistic functionality to players as possible.



Version 0, featured here, is already being built and should surface as soon as the SDK is ready. In the meantime, moments_project would love your feedback on their first Wrench submission!

https://www.youtube.com/embed/3vU7nj0LK9A

Australian Faction by Aussie Mod Team

From the depths of Australian winter, the Aussie Mod Team has been keeping themselves warm with CPU heat. This time, they’ve sent along a first-look at some character models.



Just above, the Australian squad leader model is fully geared up and ready to show off his T-pose. Below, you’ll find the steadfast Rifleman as backup.



Lastly, they’ve animated [joinsquad.com] their EF88 and included some footage of it kicking ass left and right.

If you’d like more updates or want to get involved, be sure to visit the Aussie Mod Team Discord[discord.gg] and say hello! (Not everyone says g’day, ya know.)

Finnish Defense Forces by FDFMod Team



Always a welcome addition to The Wrench, the FDFMod Team has sent some care packages from Beyond the Wall. The team is currently getting heavy weapon models and textures ready, but they’ve got a little somethin’ else to blow you away too:



Inspired by previous photogrammetry experiments going well, they’re proceeding to use those techniques on some parts of the soldier model.



French Foreign Legion by French Foreign Legion Mod Team

https://www.youtube.com/embed/cf-T_mYR7iM

It’s been a few months since we’ve heard from the French Foreign Legion Mod Team, but that doesn’t mean they haven’t been quietly busy!



Here they’re showing off some steady progress on the Eotech 553 (with help from Fishman), vehicle improvements, and the FRF2. Can’t wait to see more, as always!



Pishchiv by Hangrath



Fans of his previous map, Elvedalen, will be super excited to see Hangrath sharing a new bit of work. Pishchiv is a fictional Ukrainian farmland setting that’s about to be ripped apart as British and Russian forces face off.



Numerous small villages and wide open opens provide the perfect arena to turn what was once a peaceful pastoral province into a terrifying modern battlefield.



Sign-off

What a great mix of old favorites and new faces! We don’t know about you folks, but we can’t wait to see these rolling out to live servers. Until the next time, may all your airs be conditioned.

Want to be featured here? Submit your mod![www.wrike.com]

Squad Modding Hub Management Team Out.

Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
]]>
Weekend Roundup, 6/7 https://squad-servers.com/blog/606/weekend-roundup-6-7/ https://squad-servers.com/blog/606/weekend-roundup-6-7/ Fri, 07 Jun 2019 18:44 CEST

Hey soldiers!

Alpha 14 has hit the streets and now the weekend is upon us. Does it qualify as rest and relaxation if you’re fragging all weekend?

June 7

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

June 8

11:00 AM PT (1800 UTC)
Level.gg 40v40 Tournament Kickoff[www.level.gg]

11:30 AM PT (1830 UTC)
Squad Ops: Operation Silent Snake[squadops.gg]

2:30 PM PT (2130 UTC)
Squad Ops: SOTT Basic[squadops.gg]

5:30 PM PT (0030 9/6 UTC)
Squad Ops: Operation Wicked Gardens[squadops.gg]

June 9

10:00 AM PT (1700 UTC)
Squad Charity League: RvN+ProG vs GRSW[tiltify.com]

11:00 AM PT (1800 UTC)
Take it (EASY) Company Sunday Funday[www.joineasysquad.com]

11:00 AM PT (1800 UTC)
Squad Charity League: The Doctor’s Office vs FAOB[www.squadcharityleague.com]

11:30 AM PM PT (1830 UTC)
SCL: Legio X vs The Doctor’s Office[tiltify.com]

Signoff

Enjoy the patch, folks! Have a great weekend!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
Alpha 14 Released https://squad-servers.com/blog/605/alpha-14-released/ https://squad-servers.com/blog/605/alpha-14-released/ Thu, 06 Jun 2019 19:59 CEST
Bet you didn’t expect to see Alpha 14 so soon! We’ve been working hard to get patches out more quickly and the results are paying off. If you're in a hurry, check out the Video Patch Notes, or read on for the complete list of changes. There's even a handy comic by TheFalcon, one of our community partners!

Alpha 14 Changelog

Systems

Overhauled the Player Ragdoll System

The ragdoll system has been updated to improve the overall look when a soldier goes into the ragdoll state, such as when incapacitated or run over by a vehicle. Soldiers getting hit by vehicles should look more realistic, and there should be less twitching of corpses in most cases. However, as this is still a work in progress, there may still be an occasional visual glitch.

Upgraded Unreal Engine version to 4.21.2

This upgrade introduces a variety of hotfixes implemented to the version implemented in Alpha 13. A full list of engine fixes can be found here[forums.unrealengine.com].

Game Modes

Added Territory Control Game Mode

This new game mode has two teams facing off to capture contiguous hex tiles across a map and will continue to evolve through the next few versions of Squad. Territory Control consists of a grid of hexagonal regions, which function like capture zones, anchored by a “key territory” hex for each team as the base of their grid. If a group of hexes is disconnected from this key territory, or the territory itself is contested, a team will need to recapture it before claiming any new territories. The status of a hex is hidden by the fog of war until a team controls an adjacent hex, cloaking enemy movements until conflict erupts.

This new game mode is in the early stages of development and will be evolving through the next few versions.

A few key rules for gameplay:
  • A neutral hex requires one player to capture. A contested hex must be neutralized and captured by at least three players.
  • An enemy hex takes 40 seconds to neutralized and a neutral hex takes 40 seconds to capture.
  • Capturing a hex unlocks all adjacent (bordering) hex zones for capture.
  • Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%.
  • When a team captures 95% of all hexes, that team instantly wins.
  • Losing all tickets will cause a team to lose the round.

Invasion Mode Changes
  • Defenders will win with a time-out even if they have fewer tickets than the Attackers. For the Attackers to win, they will need to either completely drain the Defenders tickets or fully capture all flags in the map.
  • Tweaked starting tickets: 150 for attackers and 600/700/800 for defenders on corresponding 4/5/6 flag layouts

New Infantry Weapons

Added M3 MAAWS Carl Gustaf

The M3 MAAWS (or Multi-Role Anti-Armor Anti-Personnel Weapon System) is the American adoption of the 84mm Carl Gustaf recoilless rifle developed in Sweden shortly after World War 2. The M3 can fire a variety of different ammunition, making it a very diverse weapon system. The optic mounted on the weapon system can either be used to calculate drop in 100m increments or be directly zeroed to the desired range. The M3 can fire High Explosive Anti Tank, Heavy Tandem HEAT, and Smoke rounds. This has replaced the AT4 as the US Army Heavy Anti Tank weapon.

Added AK74 Bayonet

Russian Ground Forces will now receive the AK74 Bayonet, which replaces the older AKM bayonet model.

Infantry Gameplay
  • Major overhaul of the M4 weapon series, updating it visually to modern art standards and details.
  • Improving ladder sight mount on the M4 M203, making it easier to aim with the ladder sight and giving it more ranging options.
  • Added a non-functioning cosmetic PEQ-15 laser module to all US Army primary weapons.
  • Added deployable bipods to the US Army M110 marksman rifle and the British L129A1 sharpshooter rifle.
  • Buffed British AT4 variant’s penetration capability to 600mm RHA, British are now using the ILAW High Penetration variant.
  • Debuffed the US AT4’s penetration capability to 420mm RHA, assigned it as a secondary US Army LAT.
  • Fixed zeroing text appearing incorrectly as 300m on the SA80 SUSATs (should be 100m)
  • Tweaked the sight picture for the RPG29, making it easier to aim with.
  • Fixed M72A7 LAW using incorrect ADS fire animation.
  • Fixed some US Army Squad Leader roles not having tracers on their M4s.

New Vehicles

FV4034 Challenger 2 Main Battle Tank.



The FV4034 Challenger 2 is the main battle tank of the British Army and holds a crew of 4 (Driver, Gunner, Commander, and Loader). This tank sports a stabilized 120mm rifled main gun capable of firing armor-piercing SABOT rounds, High Explosive, and Smoke rounds. In addition to its main cannon, the tank also has a 7.62mm coaxial machine gun and smoke launchers for self-defense. The commander has access to a high-powered optical periscope featuring hunter-killer functionality with the gunner. The loader’s position has a Remote Weapon Station with a 7.62mm GPMG slewed to it, allowing for additional anti-personnel firepower should the need arise.

For a list of layers featuring the FV4034, see below.

BMP-1 Infantry Fighting Vehicle.




This Soviet-made IFV was developed in the 1960s and is now featured in Militia and Insurgent arsenals. This vehicle seats 3 crew (Driver, Gunner, and Commander) and can hold up to 8 passengers, plus 4 riding on top. Putting public transit to shame, this vehicle has a 73mm smoothbore cannon capable of firing projectiles similar to that of the SPG9 recoilless rifle. As such it has access to High Explosive Anti-Tank and Fragmentation rounds for its main gun, as well as a PKT coaxial machine gun. An additional Malyutka-P missile adds a slow, but devastating wire-guided option for enemy armor.



For a list of layers featuring the BMP-1, see below.

Vehicle Gameplay



  • Added Loaders Cupola station to the T62 tank. This is a manually operated DsHK mounted onto an anti-aircraft style mount which allows for 360 traverse and high angle engagements and gives the T62 tank additional firepower by adding another station for the crew to go into.
  • Updated T72B3’s commander cupola station artwork.
  • Adjusted M2 Bradley, FV432, FV510, MTLB, T62, T72B3, and M1A2 Abrams front and rear wheel suspension to make it less likely to get stuck.
  • Fixed physics collision shapes on some vehicles that caused them to get easily stuck on terrain or objects.
  • Tweaked default physmat[api.unrealengine.com] friction values which were way too high and therefore causing vehicles to get stuck more easily.
  • Fixed T62 tank’s engine throttle being a bit inconsistent.
  • Fixed MTLB Insurgent variant track collision location being in the wrong place.
  • Added a range card to the Rocket Artillery Technical gunner HUD.
  • Added bullet drop compensator to the reticle for the BTR80/BRDM2’s KPVT machine gun and MTLB 6MB/BTR82A’s 30mm 2A72 cannon.
  • Fixed players that got shot off from gunner seat of the ZU23 AA Truck not being able to be revived.

Deployables Gameplay
  • All emplacement weapons now retain their rotations when the player has exited them. This includes mortars as well.

User Interface
  • Added a short introduction animation with voice-over upon joining a team.
  • Added an end of round card showing team ticket scores that includes music and voice-over to smooth the transition going from the end of the game to the scoreboard.
  • Added the first iteration of a voice command radial menu that allows players to give simple voice-over call-outs. At the moment, only American English is available but more voices will be added in later.
  • Added a “Medic” voice command call button for when you’re incapacitated on the ground.
  • Added a progress bar for when you are building deployables and repairing vehicles.
  • Added a key help list for players in a vehicle to show the available keys and features that are in that particular vehicle seat.
  • Added Game Mode help cards upon joining a server

New Map

Skorpo



Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks for any mechanized force. Keeping your supply lines open is also difficult given there not being much room to maneuver. Utilizing the varying elevation of the landscape and hidden forest roads will yield many advantages, but be aware that the enemy might also have the same idea.





Skorpo will feature AAS, RAAS, Invasion, Skirmish, and the brand new Territory Control game modes.



Map Updates
  • Chora: gameplay improvements for vehicles, including widening the driving lanes and bridges, widening holes in walls, removing some frustrating obstacles, adding rock cover in open areas, and smoothing some of the roughest bumps in the terrain.
  • Kokan: Updated foliage.
  • Fixed collisions on several map objects and rocks to prevent exploits.
  • Re-attached power lines on numerous maps.
  • Fixed some buildings on Narva that changed color at distance; a few more still to fix.
  • Fixed interiors on Sumari so objects have correct materials displayed]
  • Added new RAAS layers to Kohat Toi (RAASv2 and RAASv3).
  • Fixed Logar Insurgency v1 wrong location of INS main base flag.
  • Fixed Logar Insurgency v1 Night having the wrong team for INS protection zone.
  • Fixed Belaya AAS and Invasion layers RU vehicles at RU main to spawn flipped or upside down.
  • Fixed Tallil Invasion v2 having East/West Khidir named incorrectly.
  • Fixed Gorodok having a couple of floating metal beams on the train.]
  • Fixed some shipping containers on Logar switching colors as you moved nearer or further away from them.
  • Adjusted Belaya AASv1 tickets to 300/300 (from 250/250).
  • Kamdesh Invasion v3 set defenders to 700 tickets.
  • Kokan AAS_v1, AAS_v2 and RAAS_v1 updated tickets to 250/250.
  • Logar AAS_v1 and RAAS_v1 updated tickets to 250/250.
  • Mestia AAS_v1, AAS_v2 and RAAS_v1 set tickets to 250/250.
  • Sumari AAS_v2, AAS_v3 and RAAS_v1 increased tickets 250/250.
  • Tallil Outskirts RAAS_v3 set to 250/250 tickets.
  • Added BMP1 to the following layers:
    • AlBasrah_Invasion_v1
    • AlBasrah_Invasion_v2
    • AlBasrah_RAAS_v1
    • Belaya_AAS_v3
    • FoolsRoad_AAS_v4
    • FoolsRoad_AAS_v5
    • FoolsRoad_RAAS_v1
    • Gorodok_Invasion_v2
    • Jensens_Range_v1
    • Jensens_Range_v2
    • Jensens_Range_v3
    • Mestia_RAAS_v1
    • Kamdesh_Insurgency_v2
    • Kamdesh_Invasion_v2
    • Kohat_Insurgency_v1
    • Kohat_Invasion_v1
    • Kohat_Invasion_v2
    • Skorpo_Invasion_v1
    • Sumari_Insurgency_v1
    • Tallil_Outskirts_AAS_v3
    • Tallil_Outskirts_Invasion_v2
    • Yehorivka_Invasion_v1
  • Added FV4032 (Challenger) to the following layers:
    • AlBasrah_Invasion_v2
    • Belaya_AAS_v3
    • Belaya_Invasion_v3
    • FoolsRoad_AAS_v5
    • Gorodok_AAS_v3
    • Gorodok_RAAS_v2
    • Jensens_Range_v1
    • Kamdesh_Invasion_v2
    • Kamdesh_RAAS_v2
    • Narva_Invasion_v2
    • Tallil_Outskirts_RAAS_v4
    • Yehorivka_AAS_v3
    • Yehorivka_Invasion_v3
Bug Fixes and Miscellaneous
  • Fixed mortar, UGL grenades and rocket projectiles not dealing damage if the shooter was killed after launching the projectile.
  • Optimized certain aspects of the vehicle code dealing with closed turrets.
  • Optimized the way HUD UI is drawn and updated.
  • Fixed Insurgent/Militia Vehicle Repair station mesh having an overlapped US/GB repair station mesh on it
  • Fixed ambient smoke columns stopping emission of smoke randomly.
  • Fixed C4 explosions not displaying when detonated on asphalt and gravel.
  • Fixed a client crash when launching the Shooting Range.
Known Issues
  • Tracks, Wheels, and other components are not destructible while on a local server running Jensen’s Range.
Offworld out.
]]>
Alpha 13 Survey Review https://squad-servers.com/blog/604/alpha-13-survey-review/ https://squad-servers.com/blog/604/alpha-13-survey-review/ Wed, 05 Jun 2019 22:53 CEST
Starting with the test of Alpha 13, we put out a survey, and then followed it up as Alpha 13 went into broader distribution. We’ve been reviewing the data and wanted to share some of the things we’ve learned. A note before we big: due to our development schedule, there’s likely to be about (roughly) a patch delay between surveys and any changes implemented based on their results. We want to make sure we’re doing due diligence on analysis and planning. Without further ado, let’s look at some numbers!

Who’s participating?

It should come as no surprise that veteran squaddies put on a strong showing — nearly 90% of about 1200 respondents in the first survey had played over 100 hours, with about 33% having played more than 100 hours. The second survey had over 4000 responses with about 75% of them having played more than 100 hours. With that in mind, it’s safe to say there’s a lot of experience going into the feedback and we appreciate the experts and newcomers alike!

Is this a good patch?

While we’d love to think so, it’s probably better to go directly to the data before we start patting ourselves on the back. Fortunately, it looks like most of you are enjoying Alpha 13. While it’s not without its flaws, both surveys show about the same, generally positive ratings. A response of 8 out of 10 is the most common for both surveys, 36.9% and 35.6% respectively. If we look at only scores of 7 or better, 91.6% of the people responding to the first survey are represented; 89.3% of respondents rated Alpha 13 the same way in the second survey.



We’ve also seen this reflected in player counts, especially in successive weekend highs. It may be a matter of having fresh content, so we’re going to continue to monitor those trends as well. And keep releasing new content, of course.

Just in case you were curious, a total of 34 people across both surveys felt this was the WORST PATCH EVER. We’re sorry you’re not having a good time right now, but we are extremely grateful to you for providing your candid response. We’ll continue to work hard to bring the best possible experience for Squaddies.

Buddy Rally

A focus for vocal debate across all points of the community, we were extremely interested to see how people were feeling about the implementation of the buddy rally system. As an experimental feature, we really appreciate all of your thoughts and feedback. Even those of you that dislike it were by and large willing to suggest alternatives or tweaks in a constructive way. Let’s dig into the numbers again.

The first survey asked players to rate their satisfaction with the system and ended up with a pretty balanced split: 27.2% rated it a one, while 23.5% of responses gave it a five. Put another 19.4% smack dab in the middle. If you consider a 3 or better a “passing grade,” about 60% of players were okay with the system, especially with some tweaks.



Fast forward to the wider release, we rephrased the question a bit to ask, “Do you want this feature to stay in Squad?” The results came in with 45.8% voting Yes, I want it to stay, 20.7% Yes, but with modifications, and another 12.6% that voted from the Neutral Planet. While it’s not necessarily a direct comparison, these results put the buddy rally at about 79% at the “passing grade” level.

Here’s some sample feedback:

“No, I think it should be removed. With Helicopters coming, I prefer to make them the most efficient way of means of transportation rather relying on another squads rally. The rally should be a backup spawn. HABs are the main spawn points. If you lose the HAB and rally you should be punished by spawning on main.”

“I think the concept is great and has improved PUB games and even COMP games. The times you can place it is too much. I think the changes should be that it has a cooldown timer on the buddy rally system and a squad leader cannot pop it every time he dies. (E.g., a 5-minute timer before you can buddy rally.)”

“Buddy rally should be a comeback mechanic tied into commander.”

What about the 60-second instadeath penalty?

Alpha 13 introduced the removal of the penalty for being revived, meaning that players are no longer instantly dead when harmed after being revived. We wanted to know if players preferred being able to revive their squadmates from incapacitation, or if they preferred the previous “dead dead” scenario. (“Dead dead” is a technical term. Trust us.)



For the first survey, it seems folks weren’t especially enamored of it, but it was more of a mixed bag than anything. 45.4% didn’t like this change, 36.4% do, and those pesky neutrals clocked in at 13.3% again. Sounds like more than a few of you really want to see your squadmates down for good. What did they ever do to you?!

We did a little rewording again for the second survey because we hadn’t yet pioneered the neologism of dead dead. It may have made some difference: 57.8% decided that it was something to keep, though that includes the 21.6% that would like to see some changes. Some of the fence-sitters fell off, dropping indifferent responses to 11.5%.

Moving Right Along

Another hotly debated aspect of Alpha 13 is the increase to movement speed. Initially, it caused a lot of hubbub, but after some animation tweaks, we felt like most people were getting comfortable with the changes. Does the data agree?



The initial survey asked players to rate the changes to speed on a 1-10 scale, with 5 being “just right,” 1 hoping for a slower speed, and 10 looking for faster movement speed. The results turned out not too dissimilar from your standard bell curve with 36.4% of folks thinking it was just right. About 34% would like to see soldiers moving faster while, you guessed it, about 30% wanted it slower. Maybe it wasn’t the best wording, so let’s see how it went in the second survey.

The question was rephrased as, “Soldier moment speed has been increased in A13, what is your preference? 66.6% of you little devils prefer the speed as Alpha 13 introduced it, though only 4% wanted to see it faster. 20% of people responding wanted to see movement seen decreased to something in between Alpha 12 and Alpha 13. Less than 150 of you were indifferent, so we seem to have shaken off some of the neutral invaders from previous questions.

Momentum

Speed wasn’t the only change; momentum was tweaked as well. These two systems together play a fairly important role in how soldier movement feels, so asking one without the other wouldn’t provide an accurate picture. Let’s see if the numbers clear anything up a bit.

In the first survey, the results were some of the most evenly divided so far: About 37% of people responding liked the change, another 31% were indifferent, with the last 28%ish being against the changes. Players were often voicing concerns about “zig-zag” spam and a cartoony feel. On the positive side, some players felt it was performing better on their machines.

Skipping ahead a few weeks to the results of the second survey, some better wording in the question may have helped elucidate the answers. About 49% of responses preferred less momentum as offered by Alpha 13, with an additional (mere) 3.6% wanting even less. Players that prefer less momentum and players that are indifferent square off at 23.3% and 24.4% respectively, oddly enough!

Stamina

One more component to movement is, of course, player stamina. Managing your stamina pool is pretty key to getting around the battlefield, especially if you want to do so alive. In Alpha 13, stamina regenerates faster but is also consumed more quickly. We were extremely curious about how this change faired. Both surveys turned up the same results, with the only distinct difference being a drop in people who outright did not like it. About 57% of people were content with stamina in Alpha 13, and only 12-15% disliked it outright.

As you might guess, the folks that want changes want both regeneration and consumption to be faster… and slower. Interestingly, most people only suggested one or the other, not both!

Speaking of Stamina…

If we’re being honest, the results on this one were a bit of a surprise — we expected a lot more controversy. Adjusting the user interface is not taken lightly, as people come to rely on it. Still, we’re constantly looking for ways to make it more useful, make the game a little less stressful, and get the right information front and center. In this case, Alpha 13 moved the stamina bar to the center of the screen. Moving into the second survey, “Yes” votes gained an additional 20%, putting the total at 51.8%. Another 22.3% of people remained neutral — down from 23.9% in the first survey.

Signoff

A huge thank you to all of you who took the time to fill out either survey! We’re going to continue to try to improve our polling techniques, analysis, and reporting on them. We hope you’ll continue to participate as we really appreciate your help in shaping the future of Squad.

We know you’re going to have some feedback, so be sure to hit up the comments!

Offworld out.
]]>
Weekend Roundup, 5/30 Somewhere Edition https://squad-servers.com/blog/603/weekend-roundup-5-30-somewhere-edition/ https://squad-servers.com/blog/603/weekend-roundup-5-30-somewhere-edition/ Thu, 30 May 2019 20:39 CEST

Hey soldiers!

Another month down, another weekend full of Squad to enjoy!

May 30

5:30 PM PT (0030, 31/5 UTC)
Squad Ops: SOTT Basic[squadops.gg]

May 31

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

June 1

All Day
Level.gg 40v40 Draft Begins[level.gg]

11:30 AM PT (1830 UTC)
Squad Ops: Operation Power Surge[squadops.gg]

5:30 PM PT (0030, 2/6 UTC)
Squad Ops: Operation Corinthian Gaze[squadops.gg]

June 2

11:00 AM PT (1800 UTC)
Squad Charity League: The Doctor’s Office vs FAOB[www.squadcharityleague.com]

11:30 AM PM PT (1830 UTC)
SCL: Scorch vs Legio X[www.squadcharityleague.com]

Speaking of Squad Charity League[tiltify.com], they will be accepting donations for St. Jude Children’s Research Hospital until Thursday, June 6th. Give a little if you can!

Signoff

Enjoy your weekend, squaddies. We’ll see you in June!

Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
New Wallpaper https://squad-servers.com/blog/602/new-wallpaper/ https://squad-servers.com/blog/602/new-wallpaper/ Fri, 24 May 2019 20:33 CEST
Intel indicates a new armored threat is active in our AO. Stand by for follow-on images.



3840×2160[joinsquad.com] (32mb)

3440 × 1440[joinsquad.com] (19mb)

1920×1080[joinsquad.com] (8mb)




3840 x 2160 [joinsquad.com] (32mb)

3440 × 1440[joinsquad.com] (19mb)

1920×1080[joinsquad.com] (8mb)

Offworld out.
]]>
Weekend Roundup, 5/23 https://squad-servers.com/blog/601/weekend-roundup-5-23/ https://squad-servers.com/blog/601/weekend-roundup-5-23/ Thu, 23 May 2019 22:08 CEST

Hey soldiers!

May’s blowing by way too fast if you ask us, but times flies when you’re having fun! This weekend has plenty of that for you, so let’s see what’s going on in the Roundup:

May 23

5:30 PM PT (0030, 24/5 UTC)
Squad Ops: SOTT Basic[squadops.gg]

May 24

11:00 AM PT (1800 UTC)
[RIP] Rusty in Places vs. The World[www.rustyinplaces.org]

5:30 PM PT (0030, 25/5 UTC)
Squad Ops: Iron Will, Part 1[squadops.gg]

May 25

5:00 PM PT (0000, 26/5 UTC)
Squad Ops: Iron Will, Part 2 (Long Session)[squadops.gg]

5:00 PM PT (0000, 26/5 UTC)
Squad Charity League: Scorch vs. Fear and Terror[www.toornament.com]

5:30 PM PT (0030, 19/5 UTC)
Squad Ops: Iron Will, Part 3[squadops.gg]

May 26

11:00 AM PT (1800 UTC)
SCL: GRSW vs. Legio X[www.toornament.com]

11:00 AM PM PT (1800 UTC)
SCL: RvN+ProG vs. The Doctor’s Office[www.toornament.com]

11:00 AM PM PT (1800 UTC)
SCL: FAOB vs. Rogue Battalion[www.toornament.com]

11:30 AM PM PT (1830 UTC)
Squad Ops: Iron Will, Part 4 (Long Session)[squadops.gg]

Memorial Day (May 27th)

On Monday, May 27th, the United States of America pauses to honor those who died in service to their country. This year, stellar squaddie and community partner The Geeky Panda will be streaming for 12 hours straight[tiltify.com] to benefit https://stackup.org/. If you can, tune in and donate to a great cause!

Signoff

As always, stay staff out there, squaddies. Heck, call a friend and make sure they’re safe too.


Would you like to see your event here? Let us know.[www.wrike.com]

Offworld out.
]]>
Alpha 13 Survey Update https://squad-servers.com/blog/600/alpha-13-survey-update/ https://squad-servers.com/blog/600/alpha-13-survey-update/ Tue, 21 May 2019 20:48 CEST
As many of you noticed, we’ve been polling for feedback via the in-game announcements recently and we wanted to give you a quick update on how that’s going.

As of today, we’ve collected a few thousand responses and have disabled new entries — stay tuned for the next one if you missed your chance!

Our next steps are to review that data, analyze it, report back, and assimilate it into Squad where possible.

This process is still pretty new, so we appreciate your patience as we give it its shakedown run, and we REALLY appreciate your participation in the survey. Thank you all so much for helping shape the future of Squad!

OFFWORLD OUT.]]>