V2.12 Launches Wed 9th Feb 19:00 UTC!
Major graphics overhaul - here are all of the release notes:
```Server Admin Updates / Bug Fixes
-Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements.
-Updated the ListPlayers command to include the SL status and current role into the output. This way server admin’s will be able to more effectively enforce such rules as "Squad leader is required to have Squad Leader kit", especially by using automated RCON tools.
Example output should look like this:
ID:0 | SteamID: XXXXXXXXXXX | Name: Player | Team ID: 1 | Squad ID: 1 | Is Leader: True | Role: USA_Marksman_01
-When player is in field (alive or incapacitated), role will be the current player’s role
-When player is in spawn screen (has pressed “give up” or is in a “dead-dead” state), role will be the current player’s selected role on the spawn screen
-Updated squad creation logic to also send the message to RCON, in addition to the server log file.
-Fixed the ExcludedLevels.cfg to include Anvil. By default, the map is commented out on this list, like all other normal maps.```
```Seeding game mode
The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their server’s play for the day. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. Please don’t hesitate to offer your feedback on this game mode (including the ones with experimental features)!
-Updated “Seed” Map layers to now show the game mode in the server browser, as well as adding the game mode’s description to the team select menu.
-Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner:
-Al Basrah Seed v1
-Fallujah Seed v1
-Tallil Seed v1
-Tallil Seed v2
-Logar Seed v1
-Sumari Seed v1
Special modifications to seeding layers include:
-Match time increased to 4 hours
-Round start delay decreased to 30 seconds
-No staging phase
-No team change cooldown timer
-Vehicle claiming disabled
-Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3)
-No ticket gain from capturing flags (normally +60). Ticket loss from losing the flag is still the same (-10 tickets).
Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out
-Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers don’t have offensive vehicles
-On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round)```
```-On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round)
-Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s)
-At the moment, these restriction zones stay in place until the end of the round
-We intend to add a “staging phase” functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends.
Al Basrah Seed v1 features:
-1 center flag in the middle of the map
-Restriction zones are in place that prevent enemies from coming close to forward spawns
-No kit limitations
-Weaponized emplacements are removed from the build menu
-No ticket bleed
Fallujah Seed v1 features:
-1 center flag in the middle of the map
-Restriction zones are in place that prevent enemies from coming close to forward spawns
-No kit limitations
-Capturing the center flag does not cause any ticket loss or ticket bleed.
Tallil Seed v2 features:
-2 flags in the middle of the map
-Restriction zones are in place that prevent enemies from coming close to forward spawns```
```-V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12.
-Numerous fixes and updates to improve Squad’s modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server.
Bug Fixes
-Fixed the long standing “FOB Double teleport bug”. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. This usually resulted in putting a soldier up in the air, followed by a fall to their death. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. This is a long-time legacy bug that has been difficult to reproduce reliably.
-The fix attempt involved removing some problematic system that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. We have not been able to reproduce this issue since the fix was implemented.
-Fix attempt for a client crash related to audio and gun sounds. This crash is currently not reproducible.
-Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. It should no longer crash, but we will be monitoring for client logs containing the line “Cannot apply suppression from weapon:”```
```-Fix attempt for a client crash related to network messages when joining a squad.
-Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG.
-Fixed the issue with modded custom factions causing an infinite loading screen. This should hopefully remove an annoying issue that some users have with our in-game mod browser.
-Fixed a potentially exploitable issue with server fire projectile IDs.
-Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers.
-Fix attempt for the critical issue of players occasionally not seeing Logistic Vehicle’s construction supplies (“Logi Bug”).
-Fix attempt for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (“Passenger Seat Bug”).
-Fix attempt for the critical issue of vehicles occasionally missing their turrets at the round start. When a player attempts to enter the vehicle’s turret seat, it will cause a game-breaking state (“Missing Turrets Bug”).
Note: The above 3 critical issues are linked to a common root problem within UE4 regarding exported NetGUIDs and Seamless Travel. This fix will now force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums.```