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Today we are releasing the third big update for v1.6. This update brings further gameplay changes as well as new vehicles and two new maps. The biggest gameplay change are increase transport capabilities in lots of vehicles. With this update we are no longer bound to the 8 player per vehicle limit and put a lot more seats into vehicles.
Read more about the highlights of this patch here.
This update can now be downloaded through the PR Launcher. Enjoy!
Today marks a memorable day as we at Offworld Industries celebrate the release of Squad. It’s been a long journey through Early Access, but it wouldn’t have been possible without our dedicated community helping shape what Squad has become and where it will go.
Before we get to the good stuff, take the time to watch our Launch Trailer, showcasing just a slice of the Squad experience.
Alongside our 1.0 launch, we also bring to you a new faction, the Middle Eastern Alliance. A new battleground for you to utilize them on, in the form of Fallujah, and experience Squad how it was always intended to be played, in glorious 50v50 combat.
NEW FEATURE: 100 PLAYER SERVERS
Take combat to the next level in Squad as you traverse vast environments with your unit. With an increased player count, expect danger around every corner and bolster your ranks to combat the opposition.
NEW MAP: FALLUJAH
Take to the streets of Fallujah, the latest map to join Squad and one of our most dense city environments to date.
NEW FACTION: MIDDLE EASTERN ALLIANCE
With a new map, it only seems right to bring in a new Faction to call it home. Welcome the Middle Eastern Alliance, your local combatants helping to clear out the Insurgents.
Hello and welcome to the news post and DevCast for the upcoming Project Reality v188.8.131.52 update! The major feature of this update will be the long requested removal of seat restrictions for vehicles. Alongside this we have included 2 new maps, 3 new vehicles, 1 'new' faction and the usual assortment of bug fixes and quality of life improvements.
We plan to release v1.6.3 tomorrow, the 27th of September. Enjoy the Devcast!
Increased Vehicle Seat Limits
Our most exciting change for this update is the increased vehicle seat limits. For 15 years we and the rest of the modding community believed this to a 'hardcoded' limit of Battlefield 2. With a little bit of testing and some small workarounds that you can read about here we've managed to increase that limit to whatever we want it to be. As a result of these changes we have updated all vehicles to reflect their real life carrying capacity.
People's Liberation Army Navy Marine Corps (PLANMC)
This update will include our first pass at the PLA Marine Corp. Alongside new textures made by Hokunin and [R-MOD]FFG the most visible difference will be the distinctive colour palette that makes this branch of the PLA so interesting. Additionally we also modified...
Hello guys! As you may know, three of my creations have already made it into the game, Assault on Grozny, Bamyan and Reichswald. Today I would like to present to you my fourth map, which is finally nearing completion.
When I started working on this map back in March of 2015 I had no idea of how much effort it would actually take to finish it. This is by far the most arduous map project I’ve done so far.
Assault on Grozny was a big project that took a long time to complete, but most areas of the map could be built in a unique way which made it more fun. My interest in the Chechen conflict, and my strong will to see a map like Grozny in the game also made it easier, and of course the map was only 2 km.
Bamyan however, is 4 km and quite detailed compared to some other 4 km maps. Although when I made Bamyan, to some degree I followed the same formula as most 4 km maps, i.e. one or two types of terrain texture, and focusing details mostly around a handful of POI’s spread around the map.
My latest map, Reichswald, was actually a side project that I started working on in 2017 after getting tired of working on the map I am presenting today. It is a detailed map but it is only 1 km, so i managed to complete it relatively quickly.
The map I would like to present to you today is called Fields of Kassel. Some of you might have seen a sneak peek here and there, but I guess it’s new to most of you. It is going to be the first 4 km map in the WW2 theatre, and it is also going to be the first WW2 map featuring fighter airplanes.
When I decided to make this map my goal was to make a 4 km map with the details of...
With the upcoming PR:BF2 1.6.1 update we not only bring a lot of additional bug fixes for the recent v1.6 launch, but also included a couple of bigger gameplay changes. This highlight will give you more perspective and details about these upcoming changes.
Changes to stamina
When getting revived you usually get the black & white bleed effect to disable instant sprinting away. This effect could be avoided by putting a field dressing on the body before reviving. In order to prevent just revived soldier from sprinting away, you will now get revived with 0% stamina.
In addition to the above changes we also reduce the available stamina while bleeding. If you go below 60% HP the time you will be able to sprint will be proportional to your current HP. Once you reach 10% HP and go into the black&white effect, your current stamina will be set to 0% just like after a revive. The time to refill your stamina always stays the same. With this wounded soldiers will be unable to travel as fast as healthy ones.
Normal sprint time: 30s
Normal refill time: 30s
50% HP sprint time: ~25s
50% HP refill time: 30s
Time to deplete stamina / Current HP
Changes to UAV
Currently the commander gets to stare at a black screen until the UAV finally arrives at its location. With this all the information it could have gathered while traveling gets lost. With v1.6.1 the camera will stay active while traveling and the commander can already spot enemies. The black screen will...
The Project Reality Team is proud to announce the official release of Project Reality: BF2 v1.6! We would like to start with a major thank you for the ongoing support and feedback through all these years. We are now in PR:BF2's 16th year of development, that is no small feat. Today, Project Reality: BF2 is a free-to-play & standalone online game, with an emphasis on realistic combat environments, teamwork and cooperation with 50v50 servers. The development cycle for v1.6 was long and difficult, but it is your support that keeps us going! Today we are excited to launch our 39th major update.
Project Reality:BF2 v1.6
In this latest version of Project Reality: BF2, we implement the long-awaited World War 2 Western Front theatre, with a fully equipped US Army and Wehrmacht, battling on five brand new maps with dozens of new weapons and vehicles. Next to that we also introduce several other new assets and features to the core PR experience. You can find more information in the changelog below the screenshots.
Without further delay, enjoy the Project Reality: BF2 v1.6 release trailer and screenshots here, while you're downloading this large update:
It has been a long time coming: it's finally time for the 39th major release of PR:BF2 - v1.6! The Project Reality modification for Battlefield 2 is now in its 16th year of ongoing development and this new update is a big one.
With the release of v1.6 right around the corner we wanted to share a preliminary list of all new features, new assets, improvements and fixes. The major addition with v1.6 is of-course the WW2 theater of war being added with fully equipped US and German Forces playable on 5 new maps. What once started as a mini-mod for PR will now be fully integrated into PR:BF2. Next to that we also introduce some new vehicles for other factions as well as a brand new map, countless other improvements, fixes and new features. Read all the details below!
We plan to release PR:BF2 v1.6 in the next two weeks, but unforeseen complications could delay it further. Stay tuned to our social media channels and the forums for more information, media, and of course the release. The wait is almost over!
Welcome to an episode of Project Reality's Devcast for our upcoming release PR:BF2 v1.6. A Devcast showing off new features and assets you will find in Project Reality's next big update. If you missed the v1.6 announcement, you can read it here.
In this video we will show some of the additions and changes to the core Project Reality experience. While the WW2 theater is the biggest content addition to PR:BF2 since v1.0, many other new assets, features and important quality of life improvements are being added in PR:BF2 v1.6. In this Devcast created by [R-DEV]Camo we present some of these. Enjoy the show!
Support Project Reality!
The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members.
For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the...
We are excited to announce our 39th major release of Project Reality: v1.6! It will feature the highly anticipated World War 2 theatre, but that's not everything we have prepared for this occasion. We would like to highlight some of the things that will be available for you to play very soon!
World War 2 has finally been fully integrated into Project Reality after seeing a lot of improvements and additions since the WW2 Beta a few years back. It features the Western Front with US and German forces, 33 weapons, 16 vehicles and 5 new maps. We would like to thank everyone who contributed over the years to the WW2 project, their names can be found below.
Another big part of the v1.6 update is new and updated content for existing factions. Adding not only two new helicopters and several vehicles, the Russian forces will also now no longer rely on a cargo ship to transport their troops to battle, as the Vladimir Andreev LPD ship will be their new main base on maps such as Vadso, Saaremaa and Beirut.
Many new features have been added such as the ability to drag bodies, ejector seats in aircraft, improved lag compensation and parachutes opening automatically. Furthermore, the main menus has received a makeover to look more modern. Several vehicle HUDs have also been updated.
As this is only the announcement, it’s by no means a full and complete list of all features and content, for that you’ll have to wait for the full changelog. We plan to release v1.6 soon, but unforeseen issues could push this back.
We’re fresh into a new year and that means it’s time to take a look ahead at what that means for Squad! First and foremost, we’d like to introduce you to our new producer: Arnaud Lebesnerais. Arnaud has been with us for a little bit now and has been quietly kicking our butts back into gear, so we figured it was high time you got to know him as well.
Oh, and don’t worry, your beloved UAV/Producer Phil is on-station.
My name is Arnaud “Arno” Lebesnerais, Producer on Squad.
While I may be new to OWI, I come from a background of games ranging from FIFA, Need For Speed, Dawn of War, Space Marine, all the way over to Company of Heroes. Which, of course, brings us to Squad. Well, why am I here?
The reason for me joining the group is simple: OWI is expanding and Phil is getting into a bigger role! While still overseeing Squad, he is taking on a more strategic role within the organization and he needed to get someone to lead Squad’s development.
We are both working closely to get Squad into its next phase so rest assured that you are all still in the same good hands as ever. I have always been an FPS fan, but our industry is still producing too many samey games and Squad is only one of the few pushing boundaries. So I can truly say it is an...