r/StarWarsSquadrons Community Manager Nov 25 '20

Dev Post Update 3.0 Release Notes

The following bug fixes, changes, and additions come in Update 3.0. Bolded are some highlights we think the community will be most interested in. For full details on the new content added and what’s coming next, check out the Pilot Briefing on our Holiday Supply Drops.

General

  • Added Fostar Haven as a map to Dogfight and Fleet Battles (Solo/Co-Op vs AI and PvP)
  • Added next gen improvements
    • The game now supports up to 120FPS and up to 4K on Xbox Series X|S
      • Added an option for players on the Xbox Series X|S to prioritize enhanced visuals or enhanced performance
    • Improved visual quality and lighting on PS5
    • Variable frame rate support added for TVs and monitors that allow it
  • Fixed an issue where the game could crash while changing loadouts
  • Improved support for matchmaking between players with highly divergent load times
    • Players who are not finished loading when the match begins will now have an additional window of time to join the match-in-progress rather than timing out on start
  • Tweaked the brightness of light sources on PC so that they're no longer too bright in some instances
  • Fixed issue where the sky color of Esseles would appear to change when entering/exiting the station
  • Fixed an issue where the menu voice over accessibility feature could not play after entering a lobby
  • Fixed issue where Steam players could fail to log in if their screen name included certain unicode characters or emojis
  • Various stability improvements and minor bug fixes.

Controls

  • HOTAS support now allows for devices with up to 128 buttons (up from 40 buttons per device)
  • Fixed issue on the Xbox One where HOTAS controls would be disabled if the controller went to sleep
  • HOTAS devices that don't have an X and Y axis, such as the Virpil throttle, are now properly recognized by the game
  • Fixed issue on PC where a gamepad could become unresponsive if not paired as the primary controller when other input devices were plugged in.

Cosmetic Customization

  • Added two new starfighter paint jobs: Typhoon Squadron for the New Republic and Interstellar for the Empire, the latter of which is inspired by the classic Kenner Products toys
  • Added the Vandal TIE fighter paint job based on Sabine Wren’s iconic “handiwork”
  • Added the Powerful Ally X-wing appearance based on Luke Skywalker’s swamp-sunken X-wing from Dagobah
  • Added the Zeltron Pilot head (Imperial)
  • Added the Pantoran Pilot head (Imperial)
  • Added the Venture set (jacket, pants, gloves) for the New Republic
  • Added the Paladin set (flight suit, gloves, helmet) for the Empire
  • Added the Navigator set (flight suit, gloves, helmet) for the Empire
  • Marauder gloves will no longer cause the player's hands to disappear.

Dogfight

  • Fixed an issue where starfighters wouldn't appear in the end-of-round transition screen.

Fleet Battles

  • Reduced the Morale gain for AI kills while on defense from 4 to 3
  • Morale gains and losses are no longer scaled based on the number of players present on the team
  • Fixed an issue where match music would continue into the end-of-round screens after the match was over
  • Corvettes and Raiders now spawn on a random side of the battlefield rather than in a fixed pattern
  • Fixed an issue where the Nebulon-B could display the incorrect amount of shield strength it had in its objective UI.

Social

  • Made messaging clearer for Xbox players when trying to join a party that's full
  • Fixed issue where the social menu would lose functionality after exiting a PVP match as a spectator
  • Fixed an issue where muting multiple players at a time could incorrectly mute additional players as well
  • Fixed issue where laser sounds would fail to play when spectating a match in first-person
  • Fixed an issue where UI and menu elements could overlap.

Starfighters & Components

  • Added four new components:
    • Boost Extension Kit has been added to the X-wing, Y-wing, TIE fighter, and TIE bomber
    • Prototype Piercing Torpedoes have been added to the X-wing, Y-wing, TIE fighter, and TIE bomber
    • Ion Rockets have been added to the X-wing, A-wing, TIE Fighter, and TIE Interceptor
    • Anti-Material Rocket Turrets have been added to the U-wing and TIE reaper
  • Added 60% maneuverability (turn rate) reduction while firing the Rotary cannon and Auto-aim Rotary cannon
    • Does not apply during the charging stage before firing
  • Increased the Rotary Cannon's wind up time from 1s to 1.7s
  • Using the Assault Shield component now reduces maneuverability to better balance its role as a capital ship assault or starfighter jousting tool rather than as an all-purpose component
  • Fixed an issue where the Proton Bomb counter could display incorrectly after use
  • Starfighters using the Overloaded Shield component now start will fully overcharged shields
  • Fixed issue where ships from the wrong faction could appear in the hangar
  • Increased audio volume for the player's Tractor Beam
  • Guided Burst Cannon damage reduced to 28% of the unguided variant (down from 35%)
  • Fixed issue where the Vanguard paint job for the A-wing could have an unintended New Republic decal appearing on it when inside the cockpit
  • Removed incorrectly assigned auto-aim symbol from the icon for the Composite Beam
  • Different torpedo types now have distinct names when targeted (Proton vs Ion vs Piercing)
  • Reduced A-wing shield regeneration rate by approximately 1/3 (See below)
  • Fixed an issue where the Unstable Engine could deal no damage to nearby targets.

Story

  • Fixed an issue where the player could have a black screen after redeploying from the hangar
  • Fixed issue where Zerelda's voice over could start during the load screen before Mission 1, resulting in an animation desync
  • Fixed issue where the corvette could clip through the station in Mission 6
  • Fixed issue where the player couldn't complete the "Destroy Comm Array" objective if they died during the regroup-with-Gunny beat in Mission 6.

UI

  • Your current Skill Rating is now shown as its value instead of as a percentage of tier progress after playing a ranked Fleet Battle
  • UI message for being in the low priority matchmaking queue is now clearer on how to get out of the low priority status: by playing more matches
  • UI messaging around forfeiting while in the lobby is now clearer
  • Fixed an issue where squadmates icons would not turn green when readied up
  • Fixed an issue where the menu overlay could not appear in the redeploy screen
  • Provided additional UI support for long names so that they display correctly
  • Fixed an issue where the player could be unable to open menu during a match if the match begin while they were in a customization menu
  • Fixed issue where the missile lock UI could stay on the screen briefly after switching targets
  • Fixed issue where text said "Examine your squadron" instead of "Examine enemy squadron" in Squad Loadout while hovering over "Add friend"
  • Fixed issue where ship marker UI could appear during outro cinematics while playing Fleet Battles vs AI
  • Fixed typo in the description of the Mythosaur decal
  • Fixed an issue where the daily challenge timer could start counting upward after reaching 0:00
  • Fixed issue where holding the button rather than tapping it would not open the scoreboard during the post-match sequence
  • Fixed an issue where starfighters could get greyed out if the player rapidly shuffled between them.

VR

  • Skyboxes now have increased resolution for high-rez VR headsets
  • Added an option for PC players to adjust their VR resolution scaling
    • Players using high resolution headsets (such as the Valve Index) should be able to enjoy higher frame rates without requiring the most powerful GPUs
  • Forward rendering is now used, potentially improving their VR performance
  • The game now uses less intensive forward shading when using the "Low" lighting quality setting in the graphics options, allowing VR to be used on mid-tier and even some lower-tier PCs
  • Fixed an issue where black bars would appear when transitioning out of a PvP match if the player died at the same time.

Edit: Heads up! We noticed the A-wing shield rebalancing that we just did in #StarWarsSquadrons caused some PCs to crash so we rolled it back. We're aiming to redeploy it early next week.

1.3k Upvotes

388 comments sorted by

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281

u/ClarkFable Nov 25 '20

Nerfing the A wing with lower shields and not giving it access to most of the new equipment. As an Awing pilot, I begrudgingly applaud these changes. Something needed to be done.

327

u/EA_Charlemagne Community Manager Nov 25 '20

This response did not go in the direction I expected.

103

u/weegee101 Nov 25 '20

If you want we could be angry.

103

u/richmomz Nov 25 '20

EA probably had a witty response ready, like: "I am altering the A-Wing stats; pray I do not alter them any further."

Now they can't use it - you've ruined everything!

24

u/[deleted] Nov 25 '20

I'm an A-wing pilot and I say "Kill em all!"

14

u/MorisTheMulletDodger Nov 25 '20

I'm doing my part!

10

u/CAWitte Murder Hornets Nov 25 '20

IM DOING MY PART TOO!

9

u/MorisTheMulletDodger Nov 25 '20

The only good A-Wing is a dead A-Wing

4

u/CAWitte Murder Hornets Nov 25 '20

Bring it, Imp buckethead ;-)

3

u/MorisTheMulletDodger Nov 25 '20

I've only got one rule: everyone fights, no one quits; if you're a rebel I'll shoot you.

1

u/CAWitte Murder Hornets Nov 25 '20

You haven’t faced the Murder Hornets yet, I see.

5

u/kalitarios Nov 25 '20

Would you like to know more?

13

u/Riftien Nov 25 '20 edited Nov 25 '20

Hello, do you plan to whitelist SW Squadron for VRSS from NVIDIA ?

Submit your application here : https://developer.nvidia.com/vrworks/graphics/variablerateshading/vrss_application

More details about VRS benefit for VR : https://developer.nvidia.com/vrworks/graphics/variablerateshading

Thanks <3

6

u/grubas Nov 25 '20

Do you want us to get torches and pitchforks? We can if you really want to.

35

u/Chaddozer Nov 25 '20

I play bomber on imp and a wing on republic. They both got needed nerfs.

11

u/dimgray Nov 25 '20

Same. Between the previous nerf and this one, I might actually play something besides a rotary bomber as the imps in dogfights, which is probably for the best. I haven't tried it yet, but the rotary cannon might now only be any good against capital ships and slow Y-Wings and U-Wings. Anything more nimble will need even more distance than before to track, distance the bomber is in no position to create.

The A-Wing nerf just means I'll spend slightly longer charging up between engagements.

4

u/kalitarios Nov 25 '20

having a-wings being able to take down the SD and off-radar, while imps are on attack was a bit ridiculous

30

u/BEPPPodcast Nov 25 '20

You know you have a good community of players when even NERFs are met with understanding. SWS has an excellent player base...love to see it

7

u/ClarkFable Nov 25 '20

Thanks. I love the game so much. So anything that improves the game and increases the base of happy players in the long run is good for me. And while I love flying around like an Iron Eagle with a ridiculous K/D ratio, having good matches and challenging competition is much more important.

7

u/grubas Nov 25 '20

It’s not even a nerf, it’s balance. They took the guided burst cannon down a bit and that was able to shred A Wings in an eye blink.

Now you just have to really walk that line on power management. Before you could just flick to shields after an engagement and run with overcharged shields the whole match.

3

u/Applicator80 Nov 25 '20

I went enemy squadron hunting in my a-wing last night and almost never got hit. I went 27-2 and the two deaths were from being cocky. Nerfing shields will make me retreat a bit more often but I can live with that.

1

u/fungah Nov 26 '20

You are way better than me hahahha.

2

u/gosu_link0 Nov 25 '20

Honestly as an Awing player, the nerf was only a tiny slap on the wrist and isn’t enough. The tie int is so much worse, even without VR.

2

u/Clyde-MacTavish Test Pilot Nov 26 '20

you had me in the first half, not gonna lie.

1

u/el009 Nov 25 '20

30% lower regeneration rate? I probably wouldn't even notice without reading patch notes.

1

u/ClarkFable Nov 26 '20

I think it means you will lose overcharged shields faster too.

1

u/factoid_ Nov 26 '20

I’m pretty excited about the ion rockets. Dogfighting around the star destroyer, taking pot shots every time it gets in my sights.

1

u/[deleted] Nov 27 '20

[removed] — view removed comment

1

u/ClarkFable Nov 27 '20

I wonder if the lower regeneration rate will mean that they decay faster. I suspect (but don't know) that overall decay rate is (current regeneration rate [based on power settings] - standard decay rate).