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While we have been hard at work getting our big systems integrated for the upcoming v10 release, we just couldn't let you sit around for months and not get some cool stuff in the meantime. So some of us decided you guys need some juicy new toys for all factions including mortars, mines, IEDs and a few new vehicles to boot. Additionally, we have made some gameplay changes and balance tweaks to further improve upon what we did with v9.
















New animation system? Check. Bipods? Check. Climbing and vaulting? Check. ALPHA TEN IS FINALLY HERE FOR GOOD? A BIG OLD CHECK! It's time! It's here! The wait is over and we're exceedingly proud to announce the release of Squad Alpha 10 -- and ready to get back on the machineguns. Catch up on the notes while you download!
Full Changelog
Gameplay
- Vaulting and Climbing (Default: Spacebar) have been added as a new feature to the game. Vaulting will allow you to more quickly jump over small walls. Climbing will allow you to get over higher walls than was previously possible as infantry. This changes the playing field, as a simple rifleman's sandbag may be enough to scale a wall previously only accessible with a ladder. Another trick would be to use a vehicle or even another player as a booster which would allow you to climb over higher obstacles.
- "Free-Look" (Default: LEFT-ALT) has been added to all infantry weapons and equipment; as well as emplacements and open-top turret based weapons. This allows for the player to decouple their camera view from their weapon and look around without moving the entire player's body. There are options to configure this feature, including Hold/Toggle to activate; and whether to recenter the camera on to weapon or vice-versa upon exiting Free-Look.
- Crouch Sprinting is added to the game, meaning that you will be able to traverse distances with a lower profile, albeit at a slower pace than you would if you were standing up fully exposed.
- Transitions to and from prone have been lengthened to much more realistic levels. This is intended to make going to prone not the ideal movement option for engaging the enemy at extreme close range.
- You can now lean while in prone. This kind of lean involves moving your entire upper body to the side, so naturally you would lean out further.
- When deploying a FOB Radio it now starts with 0 construction points and 0 ammo points. The cap for ammo points has been increased to 2000 (was previously 1000).
- Logistics trucks works slightly differently and comes with some new functionality. The driver of the truck can now decide what he wants to carry, and how much (up to the vehicle's capacity). A conventional army logistics truck can carry a combined 2000 resources and a logistics technical can carry a total of 1000 resources. This means that a traditional logistics truck can carry 2000 construction points and 0 ammo points if it wanted to. You could just as easily carry 1500 ammo points and 500 construction points, it really depends on what the situation calls for.
- To drop off supplies, use (Default: LEFT MOUSE BUTTON); and to pick up supplies use (Default: RIGHT MOUSE BUTTON).
- Furthermore, logistics trucks now has the flexibility to load up supplies from a FOB and redistribute it elsewhere, making it possible to salvage some resources from an obsolete FOB or run strategies where you create a supply hub FOB that other logi trucks pick up from. Rest assured that there will be more development on this feature in the future.
- Due to the above changes, a number of deployable assets has received a reduction in construction costs such as HABs, Emplaced HMGs and Ammo Resupply Crates, as they relied heavily on assistance from those initial resources to get a FOB going.
- Changes to AAS flag capture mechanics, where non-capturable flags will no longer be blockable by the enemy. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.
- A new 3-minute "Staging Period" has been added before matches. During this time, you can spawn in at your team's Main Base or forward spawns, organize your squads, roles, get to your vehicles and prepare to move out. However, you are unable to leave the Main Base and spawn area until the timer has fully elapsed. To prevent griefing issues, you cannot fire your weapons during the staging period.
Kits and Weapons
- All animations for weapons and equipment in both first and third person have been remade from scratch for this new version.
- Weapons handling in general has been completely overhauled, including the way recoil, sway and weapons movement is done. We recommend spending some time on the Shooting Range to get used to the new feeling behind each weapon.
- Inventory changes allow for you to cancel the equipping/reloading of a weapon and to select another weapon extremely quickly. This gives players much more freedom and responsiveness when using their inventory.
- The length of your weapon also now plays a factor in how you maneuver through tight spaces and fire from cover. When you are too close to an obstacle or a surface, your weapon will be forcibly lowered and you will be prevented from firing and aiming down the sights. This naturally depends on the weapon in question, so bringing a long marksman rifle into small spaces is ill advised, whereas pistols will have a natural advantage in these tight spaces.
- The ADS (Aim-Down-Sights) zoom mechanic for ironsights has changed slightly in that you get half of the "Zoom" for when you ADS, and the rest of the zoom and sway stabilization when you hold "Focus" (Default: LEFT-SHIFT). The Focus should also feel more responsive with the transition into full focus being much shorter.
- Certain weapons now have the ability to transition seamlessly between one another. This includes switching ammunition types for Underbarrel Grenade Launchers and the RPG7, and transitioning between rifles and UGLs.
- Scopes have been redone to improve the visuals and fidelity of looking through an optic. This includes adding a pseudo-tunnel effect when looking around.
- All scope reticles' bullet drop compensators are now functional, we recommend doing some practice shooting on the Shooting Range to get acquainted.
- A vast majority of weapons now have the ability to adjust their sights to shoot at different ranges. (Default: X + Scroll Wheel) This includes grenade launchers, rocket launchers and rifles. Certain optics as well have the ability to be adjusted, like the M110 SASS' scope, and the SVD's PSO-1 scope.
- Deployable Bipods have been added to all Light Machine Guns (LMGs) and General Purpose Machine Guns (GPMGs) (Default: C). Bipods will allow machine gunners to set up on positions and put down a large volume of fire with terrifying accuracy. Bipod can be deployed on virtually any surface, including other players! (so as long as they don't move)
- Added TT-33 pistol to Insurgents and Militia Squad Leader, Medic and Marksman roles, replacing the Makarov.
- Added the RPG-26 to the first Russian Light Anti-tank role that unlocks.
- Russia's Light Anti-tank roles are now split into two. The first kit still unlocks at 4 squad members and contains 2 RPG-26's. These are comparable to the M72. The second LAT kit still unlocks at 8 squad members and has the RPG-7, but it now has 2 fragmentation rockets.
- The US Army Squad Leader role now feature the M17 MHS pistol instead of the M9A1 Beretta. All other US Army role that has a pistol still uses the M9A1.
- All US Army kits, with a few exceptions, now use the M4 rather than the M4A1. This replaces the fully automatic capability with a 3 round burst. This change is made to reflect the fact that not all units currently have the A1 as well as give them a distinct faction identity where they want to keep the fights at range for the most part.
- US Army SL with front grip and Red Dot, Rifleman with Red Dot and Rifleman with Ironsight and front grip retains the M4A1, making them ideal for close quarters engagements in your squad load out. A kit should always be a choice depending on the needs of the mission.
- All factions now has access to a Machine Gunner kit that is a Fire Support role and unlocks at 5 Squad Members. It is limited to a total of 4 per team and unlocks one kit per 10 team members. Machine gunner kits costs 50 ammo points to rearm at a FOB.
- Machine Gunner kits are best suited as a support weapon in a static position. The kit has about 500 rounds of ammo appropriate for the weapon, as well as the standard sidearm for the faction, 1 white smoke grenade, 2 field dressings and a shovel. Combining the machine gunner kit with a rifleman's sandbags to deploy your bipods on and a Squad leader or Marksman to direct fire is a good setup, flavor your fire support squad with whatever other weapons systems you would want to provide overwatch with.
- Added binoculars to all Marksman kits.
- All binoculars now have a proper reticle with a stadiametric rangefinder which shows how tall a player is at those respective ranges in meters, aiding in judging distances.
- The Insurgents have had their Automatic Rifleman kits reorganized. The RPK-74 has been replaced with the RPK in its classic configuration using 40 round mags. Additionally the 40 round version now unlocks before the 75 round drum mag version does.
- The US Army now has a new Automatic Rifleman kit with the M249 using a M145 3.4x scope.
- All factions now have their first unlocking Automatic Rifleman kit moved to the "Squad Roles" section. This should allow us to see more LMGs on the field without compromising what your squad role is supposed to be. The more powerful Automatic Rifleman kits of each faction is still a Fire Support Role that you will have to compromise other kits in favor of.
- Replaced the AKS-74U with the AKS-74 as the Militia Light Anti-Tank kit's primary weapon to bring it in line with the other factions loadouts.
- Makarov and TT-33 pistols now have double the amount of magazines as they normally would to bring them to roughly the same amount of rounds as the double stack pistols. Note that the Scout kit no longer gets extra mags for his pistol beyond what other Makarov kits get.
- Decreased the killing radius on the 40mm high explosive grenades significantly. You will have to be accurate with it to give you a kill. It is still just as potent for dislodging entrenched enemies. In addition to this change we feel like we can up the ammo carried from 6 to 10 40MM HE/HEDP rounds for all grenadier kits.
- Militia Grenadier kit now uses an AK-74 with GP-25 (was previously using AKM with GP25).
- Insurgents get a Grenadier kit. This kit uses the AKM with GP25. This kit is limited to 3 per team, with one unlocking every 10 players on the team. The limit is there to symbolize the rarity of the usage. The faction as a whole should still be heavily RPG reliant.
- US Grenadier kit has iron sights instead of red dot. This is a temporary 'downgrade' because of the sight adjustment obstructions on the M203.
- The M110 SASS has had its 4x scope replaced with the appropriate optic. It is currently set at a fixed magnification of 6x for the time being.
- The Insurgent Raider kit now features 2 additional 71 round drum mags that you can equip instead of your usual stick mags for those last stand or breaching moments.
- All infantry rifles with up to 30 round magazines has had an additional magazine added to the loadouts.
- US Army M68 Red Dot sight has been rescaled to accurate proportions, and changed its sight alignment to full co-witness with the front ironsight.
- All non-scoped Rifleman now carry a deployable length of razor wire, in addition to their sandbag walls.
- All belt-fed weapons (machine guns, emplacements included) visually have a properly disintegrating belt now as you run out of ammunition.
Vehicles
- Entering or exiting vehicles and switching seats inside vehicles is no longer instant. The duration depends on the vehicle and the type of seat. This greatly reduces the effectiveness of soloing vehicles when a vehicle is flanked or ambushed. Either it will not be able to drive away or it won't be able to return fire instantly.
- BTR-80, BTR-82A, MT-LBM 6MB, MT-LBM 6MA, BRDM-2 now has a coaxial PKT machine gun to better deal with infantry threats and general suppression of suspected enemy positions. Coaxial machine guns are available on the '2/3' inventory slots on applicable vehicles.
- MT-LBM 6MB and BTR-82A now also has access to high explosive rounds for their main guns, these are very effective at dealing with infantry behind cover and in buildings. HE is still effective vs most of the vehicles currently in game but if you are fighting an armored vehicle especially IFVs it is still most effective to use AP rounds. For the time being, the ammo capacity for each round type has been lowered to 100 rounds of AP and 100 rounds of HE to limit its staying power on the field. This will go back up when more assets are in game.
- BTR-80, BTR-82A, MT-LBM 6MB, MT-LBM 6MA, BRDM-2 and Strykers now have smoke launchers. A vehicle with smoke launchers carries 2 launches worth of smoke. It can be rearmed at the cost of 75 ammo points per charge to keep spamming down and to keep it a significant defensive ability.
- All MTLB variants now has the same damage model as the BTR-80. This is a temporary change for v10 only. Ticket cost has increased to reflect the buff - PKT:7, NSV: 11, KPVT: 16, 30mm: 21.
- All 14.5mm KPVT turrets found on (BTR, BRDM and MTLB variants) now has an elevation range from -5 degrees to +60 degrees. This drastically changes its ability to engage from sloped surfaces. (Was previously -3 to +35)
- BTR-80 and 82A variants now have a "Commander Periscope" (and thus an extra seat) like the BRDM-2 has. The goal is to one day roll this into the driver position, however for now there is an extra asset for the vehicle.
- Improvised Rocket Artillery Technical has had its wounding radius increased slightly. Furthermore its rearmament cost has been cut in half.
- Improvised Rocket Artillery Technical's respawn timer has been reduced from 15 to 4 minutes.
- SPG-9 technicals has had their respawn timers reduced from 8 to 6 minutes.
- Insurgents has a Ural 375D logistics variant in civilian colors on certain maps.
- Insurgents and Militia now has a MTLB variant that features a ZU-23 mounted on the back. The vehicle also has the smaller PKT turret up front, making it a fun 3 man vehicle to fully operate. The ZU-23 like its deployable version comes with high explosive fragmentation rounds for this release and will be able to deal with hill campers and light vehicles in equal and swift fashion. The vehicle costs 18 tickets upon destruction and has a respawn timer of 6 minutes.
- Insurgents has a Ural 375D that features a ZU-23 on the back of it. A slow glass cannon of a vehicle, best used at long range and ambushes. This gun also shoots high explosive fragmentation rounds for this patch. This vehicle costs 12 tickets upon destruction and has a respawn timer of 6 minutes.
Deployables
- Added the ZU-23 twin barreled 23mm Anti Aircraft emplacement as a deployable for both Insurgents and Militia. For this release it features High Explosive rounds. It is limited to 1 per FOB and costs 400 construction points to build. It costs 100 ammo points to reload.
- Both the SPG-9 Emplacement and Mounted Technical variants have the option to choose between high explosive anti-tank (HEAT) and fragmentation rockets. Fragmentation rockets are suited for clearing groups of infantry and for shooting into confined spaces.
- All Mortars have access to Smokescreen mortar ammunition in addition to their normal complement of high explosive mortar rounds. These rounds provide a large smokescreen that lasts between 45 seconds to a minute, and are perfect for long-range suppression allowing for a large attack force to move on a position.
- Added a new wooden trench wall section to the Militia deployables. It costs 150 construction points and is limited to 10 per FOB.
Mapping
New Map: Belaya
- A new Eastern European themed map has been added to the game. This map also is set in a more frigid part of the continent, with light to medium snowfall happening on some map layers. A large tunnel complex part of an underground train line is located in the west of the map, creating some very intense CQB firefights in order to capture this facility. This map features a new weather system that is currently only on the snowfall layers of Belaya.
- Playable Layers include: 1 AAS layer, 1 Parallel AAS layer and 2 different Invasion layers
Narva
- Map has been greatly expanded, almost doubling the playable area and adding 7 new flag zones.
- Opened up Russian side of river and created new main bases for US and Russia.
- Redesigned existing and created new gameplay layers.
- Replaced or removed specific buildings in the city to improve gameplay.
- Fixed numerous building collision bugs.
- Optimized a lot of the existing areas.
- Added more micro-level detail to existing areas.
Logar Valley
- The main town in Logar Valley has been updated by replacing about 40% of the buildings with more two story and larger internal space structures.
- Many more damaged and ruined buildings were added throughout the map
- Added a few new bisecting roads to give more options to vehicles.
Shooting Range
- Changed the factions to feature US Army and Militia on this map so there is a larger pool of weapons to get familiar with.
- Overhauled the CQB Arena and added a lot of props and shoot-able metal drop targets, turning it into a Kill-House style zone.
- Added a grenade target structure to help players practice their grenade throwing into structures.
- Metal drop targets have been retextured to use the Squad brand yellow colour.
- Added a small 10m range behind the US Army spawn, with paper targets.
- Added the ZU-23 AA gun to the range.
- Gameplay Tips signage has been updated.
Sumari Bala
- Fixed a water transparency issue.
- Fixed building collision issues at Palace flag.
- Minor bug fixes.
User Interface
- The Main Menu has been completely redesigned from scratch.
- Server Queueing is now much less intrusive, allowing you to look around and work in the Main Menu while you are queueing for a server.
- Music player has been added to the Main Menu, featuring the entire Squad Original Soundtrack.
- Installed Mods are now viewable while in the Main Menu.
- A new UI Widget has been created for approving and declining Vehicle Claim requests. Doing it now should be a lot easier with a simple Yes/No hotkey.
- As a Squad Leader, you can now invite unassigned players into your squad.
- Added "Request Pick Up" to the SL hex menu.
- Added "Mine Spotted" to the SL hex menu.
- All weapon and equipment selection icons have been updated in visual style.
- Currently selected weapon and equipment names have been added above the reserve ammunition widget, telling you what you have selected at all times.
- Menu tooltips for kit roles have been changed.
- Launch movie has been dramatically shortened.
Audio
- New weapon fire sounds have been added, most notably for the M4
- New weapon foley sounds
- Increased radius of Local VOIP attenuation
- Added empty shell impact sounds for all munitions
- Added more variations to the close-up explosion sounds
- Added sounds to new character animations, notably transitions between different stances, climbing and vaulting.
- Added landing sounds for characters landing on different surfaces
- Added entry/exit and change seat sounds to vehicles that have a vehicle enter/exit timer.
- Added weapon switch sounds for vehicles with multiple weapons (ie. switching between AP and HE rounds)
Bug Fixes
- Fixed US Logistics Truck windows being fully bulletproof.
- Fixed destroying certain vehicles crashing the server.
- Fixed Ammunition indicators and Inventory being invisible while in a vehicle turret.
- Fixed the "Ballerina Pose" bug that was occurring usually when a player dies or exits a vehicle.
- Optimised the burn effects for vehicles and destroyed vehicles.
- Fixed incorrect bullet casings being used on all AK74 and AKM series rifles.
Misc
- Discord Rich Presence is now active with Alpha 10. This means Squad has some integration including seeing your squad's population, team population, the current server name you are on and the map layer being played.
Alpha 10 ist da!
http://steamcommunity.com/games/squad/announcements/detail/1664512901675953114
Ist jetzt auch im Daily Deal mit 50% Rabatt
Alpha 11 has arrived! We can think of no better way to celebrate Cinco de Mayo. With Alpha 11, we are continuing to increase the depth of vehicle gameplay, as well as expanding content for infantry. No doubt some expert squads will take advantage of combined arms tactics. Do read up on the changelog while you download!
Gameplay
- British Armed Forces have been added. They are a high-tech Blue Force faction with a unique bullpup-style primary weapon, and heavily reliant on armored transport to move around the
battlefield. Expect to see them make an appearance on a few of the classic maps and also the newly released Kamdesh.
- Dramatically reduced the ticket bleed on the middle flags and increased the ticket win/loss when an actual flag area is captured or lost. Neutral flag include a ticket gain for your team. There
will still continue to be a "mercy" ticket bleed on the end flags.
- Tweaked stamina costs for jumping, vaulting, and climbing.
- Settle sway time has been reduced by half on all weapons.
- Recoil animation for semi-auto fire has been slightly reduced for greater target tracking.
- LMG and MMG camera shake has been slightly reduced.
- Horizontal recoil patterns on several weapons have been reduced (tightened).
- Additional weapon recoil and sway values have been tweaked.
- Time to ADS on all weapons have been adjusted. Generally, iron sights are faster than all other forms of sighting systems.
- Non-ADS fire animation timing while the weapon is lowered or in a low ready position (such as MGs) has been increased in 3p to provide better visual feedback.
- Prone to crouch and standing animation speed has been increased by approximately 30%.
- Freelook recentering speed has been increased to be more fluid.
Systems
- Unregistered soldier and weapon based components when unused reducing the physics and rendering costs for these components.
- Reduced the amount of network ticking needed on weapons, soldiers, and vehicles.
- Reduced a number of unneeded processes when updating animation on the soldiers.
- Improved accuracy on detecting when to update the soldier movement component.
- Soldier bodies now despawn from the game world when the owning player respawns, greatly cleaning up the number of expensive dead bodies on the field. (Main bases now require a 30 second spawn time
to ensure that the killer has a chance to verify the kill)
- Rewrote the burning system for performance and simplicity. Vehicle burning now starts burning at a preset threshold instead of relying on temperature calculations. This means that a vehicle will
catch fire if the vehicle is really close to destruction; and will shortly burn out and explode.
- Rewrote how vehicle flipping is calculated.
- Ragdoll overlap calculations are now cheaper.
- Updated the map widget for cheaper visibility calculations.
- Optimized spiky and expensive UI widgets, and reduced the amount of processing needed for a number of UI widgets.
- Distance Field Shadows - Shadows and Lighting will look much much better now with distance field shadows enabled, as a graphics option in the settings menu.
- Added Filtered Sharpening to the post-processing graphics pass. This should help with the issues relating to blurry visuals at range.
- Vehicle Armor Locational Damage
- All vehicles now have more defined armor values IE: an APC will have more armor on its front, less on its sides, and very vulnerable in the back. This first take
will loosely reflect more closely real-world characteristics, as well as create more depth to the AT role.- All bullets will now have a chance to visually and audibly ricochet depending on angle fired, and weapons with tracer rounds will visibly show the ricochets trajectory path. Projectiles that do
ricochet don't actually deal damage but instead are a visual indicator that the projectile did not penetrate the surface or armor.
- Vehicle ground effects (eg. dust being blown around as you drive) have been re-enabled and visually upgraded since its previous implementation.
Roles and Weapons
- Insurgent Soldier models have been completely redone. A large variety of civilian and paramilitary styles have been added to make the faction look a little more versatile visually.
- New Role: Crewman. This role is necessary for crewing APCs and IFVs in the driver and gunner seats. This role is equipped lightly for the express purpose of self-defense. A Squad Leader Crewman Kit has been added, also.
- New Weapon: L85A2 Rifle. This is the mainstay British Army service rifle, a 5.56mm bullpup configuration rifle capable of semi and automatic fire. Depending on the role, the rifle is equipped with
either iron sights, 4x SUSAT sight (zeroing out to 600m) or 4x ACOG (built in BDC reticle). Some roles also have a folding foregrip/bipod combination attached as well.
- New Weapon: L86A2 LSW Rifle. This weapon is a unique cross between a designated marksman rifle and a light machine gun. While it doesn't have the same level of stopping power as a 7.62mm DMR, its
ability to put down accurate automatic fire makes up for its shortcomings. This is run on the squad-level Marksman role.
- New Weapon: L129A1 Sharpshooter Rifle. A 7.62mm Designated Marksman Rifle, equipped with a 6x ACOG with an excellent field of view. This is available as the team-wide Marksman role for the British.
- New Weapon: AG36 Grenade Launcher. A 40mm Grenade Launcher attached to the L85A2 rifle, available on the British Grenadier role. Its side-mounted ladder sight goes up to 350m, and its spring loaded
barrel allows for faster loading.
- New Weapon: L110A1 Minimi. The British adaptation of the FN Minimi platform, much like the M249 SAW. It comes with a collapsible skeleton stock and can be equipped with a 4x SUSAT optic.
- New Weapon: L7A2 GPMG. The British adaptation of the FN MAG platform, very similar to the M240B weapon system used by the Americans.
- New Weapon: L131a1 Glock Service Pistol. This recently adopted pistol is a high capacity 9mm handgun that is a reliable sidearm for British officers and support roles.
- New Weapon: AT4. The AT4 is an 84-mm unguided, portable, single-shot recoilless smoothbore weapon. This weapon does a modest (33%) more damage than the M72A7 LAW, and is available on all US and
British Heavy Anti-Tank roles, as an interim weapon while we work on much heavier anti-tank options.
- New Weapon: PKP. The Russian Forces PKP is the modernized cousin of the PKM. Complete with a mount for optics, this Russian weapon will make their machine gunners even more fearsome. Russian
Machine Gunners have their PKPs equipped with a 1p78 optic.
- New Weapon Variant: AK74M 1p63 "Obzor" Collimator Sight. The Russian Forces have a collimator sight option now on their rifleman and supplementary combat roles, allowing for quicker target
acquisition in CQB.
- New Weapon Variant: AK74 1p29 Optic Sight. The Militia and Insurgent Forces have a slightly older sight option replacing the modern 1p78 sight. It is the older style trilux sight with an upside
down obelisk reticle, zeroing capability out to 400m and also a built-in stadiametric rangefinder.
- The US Army Machine Gunner's M240B is now equipped with an M145 optic.
- All factions have now been given knife training and knives, for those times when you may need a stealth kill option.
- IED and AT Mine changes, Insurgents and Militia are now able to place up to 3 IEDs in the world at a time, and 6 AT mines in the world at a time. They can still only carry 1 of each of
these items at a time, so they will need to rearm to place more.
- Light AT roles now only have 1 shot available for their anti-tank weapons. A full 9-man squad will still have access to 2 of these roles.
- Heavy AT roles have been added to the British, US Army and Russian factions to aid in destroying vehicles. 2 Kits available per team. 1 per squad. 4 squad members needed to access the kit. US and
GB have the new AT4 weapon system as a placeholder for HAT for the time being. RU has a placeholder RPG-7 Tandem warhead.
- Resupply costs have been updated to the following: 25 Ammo Points: Medic, Rifleman, Crewman, Medic, Officer; 50 Ammo Points: Grenadier, AR, MG, Marksman; 100 Ammo Points: LAT, Sapper, US/GB
HAT; 150 Ammo Points: Rus/Mil/Ins HAT
- Tweaked first person weapon origin positions for all weapons.
- Tweaked weapon fire sounds for the AK74, AKM, M4, G3 series, and ZU-23 AA Gun
- Improved the look of the M68 Aimpoint's dot, raising its co-witness to 1/3rd. (Putting the dot above the front sight post.)
- Widened rear sight apertures on the AK74, AKM and RPK series, making it easier to acquire a target when sighting with these weapons.
- Tweaked the look of the lowered pose when crouched.
- Tweaked reticle on the M145 ACOG sight, making the chevron much smaller, and adding a small red dot under the chevron to indicate where a shot would land at 200m.
Vehicles
- All APCs and IFVs now require you to procure a Crewman Role in order to operate the driver and gunner seats. These roles can be sourced from ammo crates, or are spawnable as such.
- Most vehicles now have the capability to carry spare ammunition to which ground infantry can resupply their ammunition from. These ammunition points can be sourced from Main Base and FOBs, much
like ammo points on Logistics vehicles. To that end, these vehicles can now be used to ferry ammunition to and from FOBs if need be.
- Insurgents will now have access to some technicals with Improvised Armor. These vehicles generally sacrifice speed, driver visibility and handling for much greater resistance to shrapnel and small
arms fire, up to 7.62mm NATO.
- A new British logistics and transport truck. This modern left-hand drive vehicle is similar in carrying capacity to its Russian and American counterparts. It is on a 3-minute respawn timer,
and is worth 6 tickets. The passenger transport variant holds 18 soldiers, while the logistics variant holds 4 passengers and 2000 combined supplies.
- FV510, a new British Infantry Fighting Vehicle. The FV510 is a heavily armored IFV that can carry up to 9 passengers, as well as having a driver/gunner crew. It sports a 30mm autocannon, a slow
firing clip-fed cannon that fires high-velocity 30mm rounds in armor-piercing sabot and high explosive. In addition, a 7.62mm coaxial machine gun and smoke launchers. It is on a 10-minute spawn
timer and is worth 28 tickets.
- M2A3 IFV, a new Infantry Fighting Vehicle for the US Army. Bridging the gap between Armored Personnel Carrier and Main Battle Tank, IFVs can transport a small group of infantry while also providing
considerable fire support against both infantry and enemy armor. It holds 7 passengers, along with a driver and gunner. The M2A3 is the most heavily armed vehicle in the game, with a 25mm chaingun,
firing armor-piercing sabot and high explosive rounds, as well as a turret-mounted TOW launcher with 2 TOW wire-guided missiles ready to fire. In addition, a 7.62mm coaxial machine gun and smoke
launchers for creating smokescreens. It is on a 15-minute spawn timer and is worth 37 tickets.
- Dramatically reduced the effectiveness of radial damage from rockets to medium to heavy armor vehicles.
- Completely overhauled the look of the CROWS weapon system on the MATV and M1126. To this, we added an ammunition tracker, rangefinder, turret orientation indicator and 3 levels of zoom.
Deployables
- The TOW missile is a wire-guided missile that follows the target commands via a very long wire attached to the launcher. The player can effectively steer the missile while in flight onto target,
and it is extremely effective against stationary or slow-moving targets.
- Optics have been added onto the emplaced Russian NSV, British and American M2 Brownings and both emplaced and mobile versions of the SPG-9 Kopye. Both the M2 Browning and SPG9 have completely
functional reticles that allow for precise shooting at range. We recommend having some trigger time on the range with these to understand how the reticles are used.
- Emplacements are now damageable by calibers greater than and including 12.7mm/.50cal. The intent is that they will cease to function after sustaining a light to moderate amount of damage, requiring
repairs to it in order to bring it back to a working state.
- Razor wire has been made more damaging by slowing down the player much more when caught in it, as well as making it completely impassable. Razor wire that is shorter and lower to the ground can
still be jumped over though with a big enough run-up.
Mapping
- New Map: Kamdesh Highlands: A new Afghan themed map has been added to the game. This map is set in the far east part of Afghanistan, sparsely populated and mountainous, the area has a number of
roads crisscrossed, connecting small hamlets.
- Kohat Toi Expansion: Kohat has been expanded to increase gameplay variability and increase Gameplay layer options. In addition to opening up the playable zones, a lot of surrounding dressing has
been added to the map edges to make you really impart the sense of a large world around you. Finally, the lighting has been completely redone from scratch to give a greater sense of distance when
looking off into the edges of the map.
- Gorodok visual improvements: foliage should be thicker, draw farther and look better, all while being more optimized. Rock demons have been largely eliminated.
- Fixed a number of terrain and static glitching bugs relating to the Train Depot area on Narva
We also have added a lot of new layers to existing maps with radically different flag layouts, the addition of the British and expanding the implementation of the Invasion-style game mode
- Al Basrah Invasion_v1 (Overhauled)
- Al Basrah Invasion_v2 S (New)
- Belaya: Relevant layers with Train Tunnel flags are now able to be capped from outdoor areas.
- Belaya AAS_v2 (New)
- Belaya AAS_v3 (New)
- Fools Road AAS_v1: Ammo Hill is a requirement in the lattice.
- Fools Road AAS_v4 (Overhauled)
- Gorodok AAS_v1 (Overhauled)
- Gorodok AAS_v2 (Overhauled)
- Gorodok AAS_v3 GB vs RU (New)
- Gorodok AAS_v4 US vs RU (New)
- Gorodok Invasion_v2 (New)
- Kohat AAS_v1 (Overhauled)
- Kohat AAS_v2 (Overhauled)
- Kohat Invasion_v1 (Overhauled)
- Yehorivka_AAS_v3 (New)
User Interface
- Name Tag UI updated. Name Tags have been updated both on the 3D HUD and on the map, giving you more intel on friendly locations while also being more contextual. You can see what roles they have
now via the name tags.
- The Squad Leader's position is always visible on the 3D HUD.
- Players who are incapacitated now appear in grey on the 3D HUD.
- When seeing a vehicle, only the driver is now shown, clearing a lot of the clutter.
- Added squad numbers to the vehicle icons on the map, showing which squads currently have a claim on that vehicle.
- Improved Speedometer. Added a new and improved Speedometer for all drivers. It now shows the amount of torque, what gear you are in, your land speed, your maximum possible top speed and also how
much your vehicle is tilted in either direction.
- Added a search bar to the server browser.
- Added a 'Screenshot Mode' which hides the main in-game UI. This is accessible through the main menu in the bottom right.
- Added a back-button to the main menu, which backs you out to the main screen.
- Added separate mouse sensitivity sliders for soldiers and vehicles. (Further iteration will be done on this system.)
- Fixed map icon clipping when the icon is close to the map border.
Audio
- Added inside/outside sound mixes for vehicles. For example, being inside an armored vehicle, you will no longer hear outside ambient sounds and the loud sounds are being muffled. Also, impact sounds to vehicles sounds different when sitting inside with a much more pronounced type of sound.
- Added new and adjusted volumes of weapon firing distant sounds.
- Added bolt and trigger sounds for handheld and HMG weapons.
- Added vehicle FX sounds for tyres and tank threads on various surfaces including rolling and sliding.
- Beefed up attenuation for engine sounds on various vehicles. You will be able to hear the engines further away.
- Added ADS sounds for handheld weapons.
Bug Fixes
- Fixed a clipping bug on the spawn menu where it was cutting off the bottom of the role list.
- Adjusted the PKM's first-person view so the handle doesn't block your view.
- Optimised a large amount of bullet hit and vehicle-based effects.
- Third person jogging animations have been cleaned up and tweaked.
- Fixed sound cutting out on the M4 when firing in Three Round Burst.
- Fixed being able to change stances while deployed in bipod.
- Fixed sprinting while low stamina looking awkward in third-person.
- Optimised the blur effect on ADS.
- Fixed feet sliding while moving in crouch in third-person.
- Remove menu when pressing Tilde ~ for console or when pressing Shift-P for admin camera. This will stop you getting stuck in the main menu and unintentionally being able to move.
- Fixed third person sprinting animations for some weapons causing their left wrist to break.
- Fixed an unintentional value for settle sway on the M4 platform.
- Several bug fixes related gameplay layers.
Miscellaneous
- Localisation for the following languages has been updated and added: Arabic, Brazilian Portuguese, Bulgarian, Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese,
Korean, Norwegian, Polish, Portuguese, Romanian, Russian, Simplified & Traditional Chinese, Spanish, Swedish, Thai, Turkish and Ukrainian.
- Added a server option for whether or not APCs and IFVs require a crewman.
Squad Alpha 12 is bringing you the first release of tanks, Tallil Outskirts, and more!
The shelling hasn't stopped since we opened the Squad - Public Testing app, but thanks to you fine folks, we're going live! It's been a long road getting here (paved with new physmats, at least!) and we can't thank you enough for all the support, time spent in the queue, and your dedicated feedback!
With our esteemed thanks, we're proud to announce that Squad Alpha 12 is now available!
Here are a few of the highlights to whet your appetite:
- TANKS! The Abrams and the T-72, armored beasts both, have taken the field!
- New map: Tallil Outskirts: A war-torn desert map featuring brutal tank combat.
- New weapons! Ranging from the fan-favorite FAL to the RPG-29, Alpha 12 packs some big punches!
- New mode: Randomized AAS! An upgrade to AAS gameplay now features randomized points to keep things fresh.
- New assets! We've updated many maps, overhauled the shooting range, added new Crewman characters, and more!
Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and gameplay. It seeks to bridge the large gap between arcade shooter and military simulation. Large scale, combined arms combat, base building, and a great integrated VoIP system.
It’s been a while coming, but we have the full list of changes coming to Alpha 13! This patch grew to be a mighty one, having started at upgrading our Unreal Engine from 4.16 to 4.21 — no small jump! With it comes all sorts of new tools and updates to the engine that’ll benefit Squad, but there’s plenty of content landing in this update as well. We’re introducing new vehicles (and components!), a brand new role, new and enhanced modes, and all sorts of changes to systems and mechanics — including the return of ticket bleed.
Tracks and Wheels are now fully destroyable which enables players to inflict more granular damage to vehicles.
Video release notes for the Squad Alpha 13 update. Join us as we review major features, changes, and additions!
Video release notes for the Squad Alpha 14 update. New vehicles! A new map! A new game mode!
Join us as we review major features, changes, and additions! Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and gameplay. It seeks to bridge the large gap between arcade shooter and military simulation. Large scale, combined arms combat, base building, and a great integrated VoIP system.
Video release notes for the Squad Alpha 15 update. New Player Infantry Tutorial! The Russian BMP-2! A ton of map optimisations! Territory Control on all maps! Join us as we review major features, changes, and additions!
Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and gameplay. It seeks to bridge the large gap between arcade shooter and military simulation. Large scale, combined arms combat, base building, and a great integrated VoIP system.
Squad is free to play from Thursday, July 25 through Sunday, July 28th and will be featuring a hand-picked selection of community-made mods to showcase throughout the weekend! Join us as we take a look at some of the action our talented community of modders has crafted.
Offworld Industries is proud to welcome the Canadian Armed Forces mod to the Squad lineup of factions!
Originally developed by a community modding team, the inclusion into Squad as free DLC is a first step toward including community-developed content into the core game experience. Once released, the Canadian faction will be available to all Squad owners as DLC, free of charge.
Squad Alpha 16 is on the tarmac and almost ready to take off.
Video release notes for the Squad Alpha 16 update. We're putting in player-controlled Helicopters, a new map Mutaha and a big load of other updates and optimizations!
Join us as we review major features, changes, and additions! Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and gameplay. It seeks to bridge the large gap between arcade shooter and military simulation. Large scale, combined arms combat, base building, and a great integrated VoIP system.
Video release notes for the Squad Version 17 update. The Commander position, UAVs, Drones, Airstrikes galore!
Join us as we review major features, changes, and additions!
Today marks a memorable day as we at Offworld Industries celebrate the release of Squad. It’s been a long journey through Early Access, but it wouldn’t have been possible without our dedicated community helping shape what Squad has become and where it will go.
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