Karm has sent out the word that public playtesting is commencing another round for Alpha 12.1. Be advised that the Squad - Public Testing app is already in your library and is a full Squad install for testing purposes. Careful with your bandwidth limits!
Check under the "Custom Servers" tab if you don't see a testing server available.
Large number of optimisations in foliage, UI, textures and audio which should result in less memory used
Vehicle damage has been tweaked and fixed. Some vehicles would not take damage as intended, and armor/damage values have been changed for balance.
Vehicle gearbox has been tweaked a bit. Driving uphill should be less problematic.
AT-4 damage has been increased.
Weapon handling changes: sway has been reduced, recoil has been tweaked.
Several layer balance tweaks
WHAT WE NEED FROM YOU:
Feedback on memory-related issues (loading times, hitches, server loading...
We know this doesn't look like your usual Recap, but while we are finishing up the last parts of a hotfix update for Alpha 12, we thought we'd lay out what we have planned for the next stage of Squad development, similar to what we did earlier this year.
Alpha 12.1 Patch
So, first up is the performance, bug fixing and balance patch that we are working on right now, which should be with you all shortly. We have looked...
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!) to get here 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 on Steam!
With Alpha 12 being a large patch, we wanted to remind you about the full changelog from the latest Recap. Here are a few of the highlights to whet your appetite:
TANKS! The Abrams and the T-73, 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...
Now that the Halloween sugar rushes are wearing off, it's time to unwrap the Recap! With the periodic technical tests going on, many of you have had a chance to see some of what Alpha 12 is bringing to Squad (Spoiler: It's a lot.), but how do you get the whole overview? Well, we've compiled the list of changes and, without further ado, the full changelog!
Rally Points (RPs) are now set to Wave Spawns. When a Rally Point is deployed, a timer will begin to count down from 60 seconds continuously. Dead squadmates can select the Rally Point, hit the spawn confirmation, and...
Hey gang! Wanted to make sure you didn't miss out on this insight from our beloved dr4v over on Reddit. We're frequently (and rightfully) asked what causes the length of time between updates and he touches on that a little:
yep, testing app is exactly what we are doing. Also yep, we'd love to do smaller cycles, but a lot of the features we are adding at present are just big systems, no way around that. Tanks, UI etc, and even more so if you want things to tie together, Talil and tanks together for example.
However yes there are smaller features that we could release ad-hoc, things like the ammobags, suppression perhaps. The limitation there so far has been building, testing, the annoying steam needing 30gb free to update issue, and making sure it fits in the game balance. We are planning an engine upgrade in the not too distant future, which im...