Star Wars: Squadrons Update 2.0 patch notes implement new forfeit system
Published , by TJ Denzer
A fresh new update has brought a myriad of changes to Star Wars: Squadrons. Update 2.0 brings about a wealth of changes that will hopefully be refreshing to many. New Ranked and PVE AI backfill has been implemented, and a new forfeit system has come to lesson the stress of playing a lopsided game. Buckle up, aces. The Star Wars: Squadrons Update 2.0 patch notes await.
Star Wars: Squadrons Update 2.0 patch notes
The Star Wars: Squadrons Update 2.0 patch notes were dropped on November 4, 2020 on the Star Wars: Squadrons Subreddit. This latest update boasts a supposed 270+ fixes and tweaks to help boost the overall quality of the game. The biggest change is the new forfeit system, which replaces the former “Safe to Leave” and “Match Not Scored” systems with a more sensible solution that favors player time, according to Squadrons Senior Systems Designer Dan Kim.
While the forfeit system is the spotlight of the update, there’s plenty more to Update 2.0. You can see the full patch notes below.
GENERAL
Ranked Fleet Battle, Dogfight, and Co-op Fleet Battles vs AI now allow backfill while pilots are waiting in the briefing room/hangar
A timer prevents the briefing room/hanger from persisting forever. In the case that backfills cannot be found within the time limit, the server will close and players will be returned to the main menu without penalty
Players that leave the briefing room/hangar before the timer expires will receive a leaver penalty. Note that the penalty given for abandoning the game after deployment into the map is much more severe than the one given for leaving the briefing room/hangar
Reminder: Penalties can be lifted over time by completing matches
Players that leave the briefing room in this way will not cause the new forfeit option to be activated
Players that leave the briefing room in this way will not suffer a loss
Adjusted the brightness of the Star Destroyer's engines when flying too close to them
Fixed an issue where PC players who use the minimum requirement GPU couldn't launch the game due to older drivers
Many minor fixes and stability improvements across the entire game.
CAREER & CHALLENGES
Fixed an issue where the "Career Best" stat was inaccurate
Fixed an issue where the "Friend Ship" challenge couldn't be claimed after completion.
CONTROLS
Fixed an issue where remapping inputs while multiple joysticks, such as an Xbox controller and a HOTAS, were connected could cause inputs on the inactive joystick to be unintentionally rebound
Fixed an issue where diagonal thumbstick movement was significantly hindered when using the Aviator control scheme/certain custom mappings
Fixed an issue where simultaneous inputs of opposite commands (e.g. yaw right and yaw left) would not act as intended
Fixed an issue where HOTAS controls would incorrectly interact with power management when free-look was active
We’ve made it so if a player changes their control configurations but forgets to hit save before the menu is closed, the game will remember the changes made so they can be saved upon opening the menu shortly after
Fixed an issue where the "Reconnect Dualshock" message could not be closed after reconnecting a Dualshock or HOTAS controller, such as after a controller falls asleep
Throttle can now be mapped to a HOTAS joystick
Fixed an issue where PS4 players using HOTAS would have a delay before their controls would respond after launching from the hangar
When rebinding HOTAS controls, we've reduced the sensitivity detection for the throttle and stick so that they don't accidentally get mapped incorrectly
Fixed an issue where when using a joystick's axis in the radial menus, diagonals wouldn't work
Keyboard arrow keys can now be used to toggle different input selections
Fixed an issue where HOTAS dead zones couldn't be manually set to exactly 50%
Added binding options for individual comms menu options
Fixed an issue where going to the PS4 dashboard would reset the throttle to 50%.
DOGFIGHT
Improved spawn points on Esseles to help players feel less separated from the fight when respawning
Fixed an issue where pilot banter and match music could continue into the End of Round screen rather than transition out naturally
Fixed a rare issue where the game would crash due to a brief disconnect when transitioning into the match.
FLEET BATTLES
In addition to the updated lobby system, we’ve also implemented two other notable changes for Fleet Battles: Improved AI functionality (detailed below) to prevent AI farming issues and the option to reset your rank during this Operation.
The latter will help players who got stuck at Rank 0 get out of this state and also let players who have been able to rank normally reset themselves if they wish to since the Rank 0 issue may have unfairly calculated their skill rating when fighting affected players.
We’ve also included a change to Capital Ship behavior to make “mosquito-ing” (the act of hiding under a Capital Ship and dealing damage into it) less of an issue. This will reward the playstyle of players who are flying like proper mavericks. To those who aren’t, you’re much more likely to be blasted into oblivion now.
Added a rank reset option for Operation 1
Fully restart the game if changes don’t immediately show
We've updated AI starfighter morale values and positioning to prevent exploitative farming of them in Fleet Battles:
AI Starfighter paths have been repositioned in every map.
AI Starfighter morale values have been changed:
Gain 1 morale while on attack
Gain 4 morale while on defense
Capital ship turrets are now much more responsive to changes in player speed
Capital ship turrets are now much deadlier against players that are slow/close to capital ships and less deadly against players that are fast/far
Flagship turrets are now more aggressive when being attacked out of phase
Fixed an issue where players could end up with a negative skill rating
As mentioned previously, we will be removing Silver and Gold helmets from players who unlocked them due to this. Thanks for being so understanding!
Fixed an issue where the hologram would not correctly display in the briefing room
Fixed an issue where the flagships could begin to tilt while broadsiding on Esseles
Fixed an issue where the marker for the CR90 could disappear for Imperials after their Raider was destroyed
Fixed an issue where flagships could rotate unexpectedly after reaching their final positions
Fixed an issue where the CR90 would fly through the Nadiri Dockyards structure
Fixed an issue where the Imperial Raider could clip through a Nebulon-B
Fixed an issue where flagship hull and shield health UI would not update correctly
Fixed an issue where if the player killed an allied AI, the game would say their faction earned Morale rather than the enemy's
Fixed an issue where two alarms could be heard in the final countdown before a match began.
PRACTICE
We've added additional obstacle courses for players to test their skills
Fixed an issue where the game could infinitely load in the Practice mode
Fixed an issue where some sound effects wouldn't play while changing starfighters or loadouts
Fixed an issue where opening the menu during the death cam would cause unintended behavior
Fixed an issue where the player could clip through the flagship
Fixed an issue where the audio would pause when using certain menus.
SOCIAL
Made the messaging clearer for when a player without crossplay enabled is invited by a player with crossplay enabled
Added a message to inform players the lobby is full when attempting to join on a friend
Fixed an issue where players who tried joining a full squadron would be put into a temporary lobby
Fixed an issue where the player could have the option to promote a friend to leader when they weren't in the same party.
SPECTATOR
Fixed an issue where the Imperial cockpit could disappear briefly
Fixed an issue where spectating a game and then playing one right after could result in experiencing the wrong faction's intro
Fixed an issue where cockpit elements would shift when changing camera angles
Fixed an issue where spectators could unintentionally see the VFX from the TIE fighter's and interceptor's engines from certain viewpoints
The player will now be notified when someone starts spectating them
Fixed an issue where the camera angles when viewing from capital ships had inverted controls when looking around.
STARFIGHTERS & PILOTS
TIE bombers have been rebalanced:
TIE bomber default hull decreased to 2000 (from 2500)
TIE bomber Reinforced Hull benefit decreased to +50% (from +60%)
Fixed an issue where Imperial torso cosmetics could reset
Fixed an issue where equipped emotes would reset
Adjusted the audio for Concussion Missiles so they aren't overwhelmingly loud in some instances
Fixed a visual bug with the Bounty hologram
Fixed an issue where managing power could behave inconsistently when resetting distribution or converting
Fixed an issue where power management SFX could not be heard when using a keyboard
Improved the cockpit smoke effect to prevent pixelation
Fixed an issue where the pilot's right hand could stay on the dashboard after getting out of an ionized state
Fixed an issue where the player would have to leave the customization menu and return to equip components or cosmetics
Fixed the very rare issue of the confirmation pop up not appearing after unlocking a component or cosmetic, preventing its use
Missiles can now be locked on to deployed turrets
Fixed an issue where, on occasion, player-deployed turrets would not fire their lasers
Fixed an issue where the VFX for rockets could be visible from inside the hull of the TIE fighter and interceptor
Fixed an issue where resupplies on AI would not heal them
Adjusted the visuals of beam-based components to make them slightly less intense
Fixed an issue where missiles locked on to one target could switch to another target when the player changed who they were targeting
Fixed an issue where a player's audio for their starfighter could cut out for abilities, boosting, and drifting.
STORY
Fixed an issue in Mission 11 where the player could not progress normally if a frigate was destroyed without detonating the clusters
Fixed an issue where the player would instantly die in the final mission of the game if they flew ahead of an objective before an asteroid would separate
Fixed an issue where the game could load infinitely if the player changed difficulties while playing
Fixed an issue where some assets were not correctly appearing during a cutscene in Mission 10
Fixed an issue in Mission 7 where the convoy could stop moving if the player didn't complete the objective in time
Fixed an issue in Mission 9 where the player could get no response when requesting a resupply
Fixed an issue where Gunny could endlessly spin in Mission 1
Fixed an issue where the objective of boosting under the Star Destroyer would stay on-screen if the player cancelled the boost part-way through during the Rebel prologue mission
Made it clearer that starfighters have been resupplied after returning to and leaving the hangar
Fixed an issue where characters could lose their walking animations if the player skipped through dialogue
Fixed an issue in Mission 11 where cluster cores couldn't be scanned from a distance of 1000m and had to be scanned from at least 500m
Fixed some minor dialogue issues
Dozens of other various minor bug fixes.
UI
Added the ability to turn off all tutorials
Improved the messaging to make it clearer which input was unbound when remapping controls
Fixed an overlap issue where the End of Round screen would be obstructed by the scoreboard if the player died at the end of the match
Fixed issue where players could not open the scoreboard after the match if they were dead when the match ended
Fixed an issue where the controls menu would show mouse and keyboard inputs instead of HOTAS buttons
Fixed an issue where the player level shown in the End of Round screen could be different from the players actual level
Fixed an issue where the kill feed would not accurately display kills caused by an Unstable Engine
Fixed a rare issue where the Stealth Hull's stealth eye UI could take up a lot of the screen
Fixed an issue where the Emote Wheel was called the Comms Wheel when remapping controls
"Deploying in..." message added to the Briefing Room stage so players more clearly know when they're about to start playing
Multiple minor UI improvements and tweaks.
VR
Fixed an issue where starfighter decals would only appear on one lens
Fixed the issue where the Kowakian Monkey Lizard hologram was not visible on PSVR
Made the player's pilot model look less unnatural when looking around
Fixed an issue where explosions could appear at a lower visual fidelity than intended on the Ultra setting
Improved cinematics to reduce or eliminate flickering for VR users who were experiencing it
Fixed an issue where New Republic pilots' radars are blank in the kill cam
Fixed an issue where sparks caused by astromechs repairing the starfighter would go in the wrong direction.
VS AI
We've adjusted the difficulty modifiers of the Easy difficulty setting after finding it was too hard to beat
Fixed an issue where the music could get stuck on one track
Fixed an issue where the enemy squadron was targeted by the "Target Enemy AI" option.
And that covers the Star Wars: Squadrons Update 2.0 patch notes. Be sure to check out our review of the base game to see a full break down of what we thought of it and stay tuned for further updates and news. May the Force be with you.