Squad
SATCOM
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Update: Oct 21, 2023 @ 5:43am

- Increased the speed of the Stinger projectile (which I think somehow got changed with v6) from 40 m/s to 200 m/s (720 kph / 447 mph)
- Limited both teams to 1 Research Facility.
- Note: This is a temporary fix for a bug where the game breaks if someone uses two EMP attacks on the same power plant in quick succession (the power gets deducted multiple times and only refunded once).
- The Commander's building preview mouse grid-snapping is now based on the HQ location, and not the world origin (0, 0, 0) point. This solves an issue where, if the commander camera went away from the base and returned again, the grid locations would shift (due to an optimization Squad does called World Origin Rebasing).

Update: Oct 18, 2023 @ 7:33pm

Helicopters now have a 8 m invisible sphere around it that you can lock onto

Update: Oct 17, 2023 @ 9:10pm

- Increased Iron Shield Research Facility's power consumption (from 40 to 55) to be on par with NATO. These were mistakenly not the same value.

- Fixed issue with Stingers where original Squad NLAW optic aiming chevron is set to be slightly lower than center, causing you to not make lock with a helicopter even though you were aiming at the top of it.

-Stingers now do a single "line trace" instead of a "sphere trace" to see if you are pointing at a helicopter when locking a target. The sphere trace would get caught on things.

- Decreased Stinger locking time from 2.5 to 2.3 seconds.

- Increased Stinger locking attempt rate (i.e. the beeping) from every 0.3 seconds to 0.2 seconds. This gives better feedback when gaining/breaking lock.

- Stinger once again prevents firing unless you have a lock (restored feature that broke from v6)

- Superweapon UI will now tell you when a building is under construction, EMP'd, or if its base does not have power. The timer will now also say FIRING instead of counting back down from 10 minutes.

Update: Oct 15, 2023 @ 1:48pm

Stinger/IGLA
- Stinger ranger increased from 1.6 km to 1.8 km
- Reduced stinger ICO "sway" by half
- Stinger now does a sphere trace and a line trace to attain lock (fixed bug where it was doing a zero-radius sphere trace.

- Restored "move order received" announcement (broken from v6) and made commander orders gold on compass

- When the HQ is breached, uplink room roof collapses slightly to let infantry climb down from the roof.

- Repairing buildings is now based on the price of the building. Before, 10 health would cost 10 construction points. Now, 10 health is still added each tick, but the price is tuned to make it so that fully repairing a building would cost half as much as building a new one.

Superweapons
- Reduced superweapon price from 20k to 18k construction
- Doubled superweapon construction time from 1 to 2 minutes.
- Reduced superweapon structure health from 3800. Missile Silo health reduced to 3000. Hadron Pulse Uplink reduced to 3200 (since it's easier to hit, and harder to protect with walls)
- Made hadron pulse (NATO superweapon) effect much larger, and added far/medium/close sounds for hardon pulse effect (made by Heuristik)

Moab
- Expanded tunnel system near middle supply point
- Added more small POIs

Mortar
- Mortars now deal 2 damage types, fragmentation & explosive
- Explosive damage reduced to 50 from 250

- Fixed issues with lighting complexity in HQ hangar and uplink room causing framerate drops

Update: Oct 10, 2023 @ 10:21pm

Hotfix for "no staging"

Update: Oct 10, 2023 @ 9:43pm

- Fix for Apache pilot UI not showing
- Made it easier for Apache to show as LANDED (so you can turn off engine)
- Potential fixed for UI bug relating to new building queue logic and rare timing/replication. Needs testing. Before, if you pause one building's construction right as your UI is refreshing (because another building finished), the button does not show PAUSED or let you resume OR cancel construction, breaking the UI. Now, when you (re)load the UI, build buttons will see if their respective building is under construction and continuously listen for construction halting events (and refresh the PAUSED text / state).

Update: Oct 9, 2023 @ 11:40am

Map changes
- Small changes in eastern part of Moab map
- Fixes for Outpost Small layer spawns and HQ being in the ground a bit
- Fixes for Moab duplicated supply points

Update: Oct 9, 2023 @ 11:23am

- Commanders can now build regular buildings and "defense tab" buildings (walls, watch tower, and defense turrets) at the same time in two separate queues. You still cannot build multiple buildings or multiple base defense structures at the same time.
- Increased staging time by 30 seconds (60 seconds to 90 seconds)

Bug Fixes
- Fixes for AS-VAL, StingLAW, IGLA-W, and QBZ95,PF-98 optics
- Fixes for NATO vehicles that cannot spawn (known issue: only desert camo versions of vehicles spawn on all maps)
- Small Logi cars

Quality of Life
- Increased "obstruction detected" announcement delay from 5 seconds to 30 seconds

Commander UI bug fixes/enhancements
- Fixed Commander UI bug where you would pause a building's construction, leave the console and come back, and the button would not show "PAUSED."
- Commander UI "building buttons" now refresh their progress immediately upon loading the console instead of waiting until the next "construction resource withdrawal attempt."

Oil Derricks
- Oil Derricks now scale up their ammo deposits with the player count
- 1 player: 15 ammo points every 5 seconds
- ?
- 40 players: 17.5 ammo points every 5 seconds
- 60 players: 18.7 ammo points every 5 seconds
- 80 players: 20 ammo points every 5 seconds

Game mod help text
- Renamed game mode abbreviation from "RTS" to "RTS/FPS"
- Replaced "Note: A commander is required for this game mode" with much more how to play text
- Replaced game mode instructions ("Destroy the enemy HQ") with "Capture points. Protect your base. Destroy the enemy HQ."

Update: Oct 7, 2023 @ 6:52am

Z11 Hotfix

Update: Oct 7, 2023 @ 4:32am

-NATO and Iron Shield factions
-Added vanilla compass back (for new weapon sway markers