The update will introduce the new PLANMC faction with brand new vehicles and weapons, a few new free and paid emotes, and will go alongside our usual bug fixes!
We will publish the full Release Notes for you to check on the day before the launch.
Infantry Combat Overhaul
Infantry Combat Overhaul
The Past, Present, and Future of Combat in Squad
Where we are coming from.
Squad traces its roots back to the esteemed Project Reality mod for Battlefield 2. The mod's immersive and realistic combat mechanics garnered immense praise and a dedicated following, laying the foundation for Squad's creation. Its emphasis on teamwork, communication, and coordination as essential ingredients to triumph became the driving force behind our vision for Squad.
From the outset, our aim was to build upon the success of Project Reality, propelling the gameplay experience to unprecedented heights. We understood that the mod's quality stemmed from its demand for collaborative teamwork, where victory hinged on players relying on one another to achieve shared objectives.
Yet, during Squad's development, we faced the inevitable temptation to stray from this original vision. Influenced by prevailing shooter trends and the desire for broader appeal, we found ourselves at times prioritizing individual skill and instant gratification over the core principles that made Project Reality exceptional. The evolving gaming industry, with its emphasis on fast-paced action and solo play, gradually seeped into Squad's design choices, leading to mechanics and features that favored a more independent playstyle and somewhat diluted the importance of teamwork and coordination.
The current state of infantry combat in Squad presents a mixed picture with both positive and negative aspects. On the positive side, teamwork can still yield rewarding experiences. When players effectively coordinate their actions, execute well-planned strategies, and communicate seamlessly, they can achieve remarkable feats on the battlefield. These moments of collective triumph are the core strength of Squad and create lasting memories, highlighting the importance of collaboration.
However, there are several notable concerns regarding the combat systems in Squad. One significant hurdle is the tendency towards individualistic gameplay under their current iteration. Instances occur where a lone wolf flanker can single-handedly decimate an entire squad, undermining the emphasis on teamwork and coordination. This individualistic nature detracts from the intended immersive and cooperative experience.
Recognizing this drift from our roots, we have decided to take a decisive step towards rectification and realignment. Our upcoming changes to the infantry combat systems signify a renewed focus on fostering an environment that thrives on teamwork, communication, and coordination. By acknowledging and addressing these past deviations, we recommit ourselves to delivering an authentic and immersive experience reminiscent of the vision we set out with for Squad.
Where we are going.
Moving forward, our primary goal is to steer Squad's combat systems towards a greater emphasis on teamwork and cooperation. We have learned valuable lessons from our previous work and player feedback, which have highlighted the need to enhance the gameplay experience by fostering a stronger sense of camaraderie and strategic decision-making.
To achieve these goals, we are approaching the changes we want to implement in a deliberate and comprehensive manner. We have conducted extensive research, analyzed player behavior patterns, and engaged in internal testing to fine-tune our approach. By adopting the "see-think-speak-do" philosophy, we aim to create a combat system that encourages players to observe the battlefield, analyze the situation, communicate effectively with their squadmates, and take purposeful actions.
One of the key changes we are implementing is to create longer firefights and provide more opportunities for tactical choices as a squad. By adjusting the pacing and dynamics of combat, we aim to extend the duration of engagements, allowing players to make informed decisions and employ various tactics to overcome the situation. This will not only deepen the tactical aspect of Squad but also generate more memorable war story moments that players can share and reminisce about.
In addition, we are striving to make combat more approachable for players of all skill levels. We understand the importance of creating an inclusive environment where new players can feel useful and contribute to the overall success of the squad. By providing opportunities for newcomers to engage in suppressive fire or support roles, while experienced players execute flanking maneuvers and decisive pushes, we aim to strike a balance that promotes both learning and effective teamwork.
During our internal testing, we have already witnessed significant shifts in player behavior. The changes we have implemented have prompted players to rely more on their squadmates, communicate more frequently and effectively, and strategize collaboratively. We have observed increased coordination in movements, better utilization of cover and suppressive fire, and a greater focus on overall squad objectives. These changes have led to a more immersive and rewarding gameplay experience, with players actively contributing to the success of their teams.
In conclusion, our vision for Squad's combat system entails a shift towards enhanced teamwork and cooperation, longer and more strategic firefights, and a more approachable experience for players. We anticipate that these changes will fundamentally change the way Squad is played. The benefits will be far-reaching, fostering stronger player engagement, more dynamic and memorable moments, and ultimately solidifying Squad's position as a premier multiplayer, first-person shooter game that thrives on teamwork and strategic thinking.
Specific Changes
Suppression
Work in Progress
Goals
Our goals for suppression were to make it a core part of the combat puzzle, give greater purpose to MGs, and make it useful to shoot at the general location of the enemy without necessarily having a clear view of them. We seek to reward the fireteam which spends two minutes shooting at a bush. When the fight kicks off and the suppression kicks in, it should enhance the feeling of being in a chaotic firefight.
Features
Complete rework of suppression VFX
Suppression blurs the distance but keeps the foreground navigable, so you can seek cover, return fire, or escape.
By depriving the suppressed player of some of their perception, suppression becomes a meaningful debuff and instant retaliation is inhibited. Being suppressed will require you to behave as you might in real life, despite not being in real danger. The enemy will use it to cause trouble for you, but remember that you can do the same to them!
There are multiple levels of suppression, with new VFX kicking in as it becomes more severe. The higher your suppression level, the longer it takes to fade out.
Various kinds of feedback and effects have also been implemented to make being suppressed feel not just oppressive, but exhilarating.
Suppression aim hindrances
Player behavior modification under-fire (sway and flinch penalty).
This makes counter-suppression more about dumping rounds at the shooter, rather than lining up pinpoint snap shots.
Suppression is now applied in a more systematic way, so it should only occur in situations where one would realistically expect to be suppressed.
Per-weapon suppression power
Machine guns don’t just suppress you more, they do so faster and the suppression will persist for longer. The heavier the weapon, the more severely it can suppress you.
This also applies to vehicle-mounted HMGs and autocannons, which makes even light vehicles able to terrorize entrenched or hidden infantry.
Explosions now also cause suppression in an area of effect (examples: grenades, mortars, artillery, autocannon HE-Frag).
Players in protected turrets and emplacements are less susceptible to suppression - suppression resistance.
Improved bullet penetration exit VFX so you understand when lead is coming through the walls and have a better readability of the situation. Don’t forget your eye protection!
Gunplay
Goals
To facilitate longer shootouts, we need to reduce the odds of them ending in one or two shots. From there a sudden encounter can grow into a full-on firefight as the rest of the squad joins in, suppressing fire is laid down, maneuvers are planned and executed, and reinforcements are called up. Overall, you should have the time you need to call out contact with the enemy, analyze the situation, coordinate with your squad, and execute a plan together.
Every weapon is being reworked to have a defined role, with strengths and weaknesses which need to be covered and complimented by your squadmates.
We aim to add depth while making it easier for new players to be useful and live longer. We also want to make guns feel more satisfying to shoot, even if they’re not always as unconditionally accurate as before. It should be fun to shoot a gun in an empty room.
Features
Reworked traditional Hip-Fire into Point Shooting
The weapon now moves with your camera in a cone of motion as you look around. This emulates the experience of using hand-eye coordination to aim without looking down the sights.
This is primarily meant to increase non-ADS reaction time without resorting to traditional bullet spread mechanics.
But perhaps most importantly, we just think it looks and feels really cool.
Recoil has been modified and made more sophisticated
Recoil has been tuned to make full-auto more situational, and to create realistic tradeoffs when using different kinds of weapons. It is still possible to be very accurate, but you need to be smart about it and remember what kind of weapon you’re using, learn your guns!
Added Recoil Misalignment: Recoil now causes the weapon to rotate in more axes, and can be thought of as an additional dimension of recoil. This misaligns the sights and creates a natural “cone of fire” shot pattern. It has a particularly significant impact on machine guns, emulating the “beaten zone” and the real machine gun theory necessary for them to be employed in Squad as they are in real life. Generally speaking, muzzle climb is controllable, but recoil misalignment is not. Even the most skilled shooter can only counter recoil to a certain point. This also affects the accuracy of follow up shots, so there is a situational tradeoff between slow, accurate fire and less accurate high-volume fire.
Sway has been reworked from the ground up
Increases initial target acquisition time, particularly when running and gunning, but fades out quickly enough that you can still post up and make accurate long-range shots.
Added new dimensions to sway: a second layer of sway now rotates the weapon to misalign the sights, similar to Recoil Misalignment. Sway now also offsets the weapon laterally and vertically. Together, when used conservatively, these changes help the sway feel much more like the product of a soldier holding a weapon in two hands, and help us achieve our goals for accuracy mitigation without making any one component feel excessive.
As before, the amount of sway is driven by Stamina, Movement, and Stance.
To help you better understand the sway mechanics, a small indicator was added to the compass, taking inspiration from Project Reality.
Steadying your aim no longer applies instantly
The accuracy benefits of holding your breath now fade in over a couple of seconds.
You must be more patient when lining up shots on targets of opportunity - or you could fire a burst immediately, in hopes of fixing them in place with suppression until your teammates can get involved!
Per-stance ADS time
Your character will line up the sights faster when crouched, and fastest when prone or bipoded.
Bullets now go exactly where your gun is pointing under all circumstances
This has allowed us to embrace a fully animation-driven sway and recoil system.
The effects are particularly noticeable during animation transitions, such as when shooting after sprinting. Watch your muzzle discipline!
The bullet impact point is also more accurately represented in optics when animations are affecting the point of aim.
Look And Feel
Improved muzzle gas VFX
Improved screen shake when firing
Improved recoil and settling motions
More realistic movement of weapon in sway and recoil (see above), inspired by helmet cam footage and the experiences of our developers, many being active or former service members.
More natural-looking movement of weapons on bipods. This makes bipoded weapons feel and play less like turrets.
Added more animations and wobbles from various gameplay events such as changing stance, leaning, and going ADS.
Adjusted the camera position when ADS in a way which better shows off the weapon firing VFX and animations
Scopes
Work in Progress
Goals
We aim to add tradeoffs to magnified optics so there are benefits to having a mix of different weapon configurations in your squad, and to set the standard for video game representations of scopes in the 2020s. It should feel like you are looking through an optic, not a camera.
Features
Picture-In-Picture scopes.
These render the scene from a separate camera and project it onto the lens. Besides looking far better, this approach allows us to accurately emulate the advantages and tradeoffs of using magnified optics. We have aspired to achieve nothing less than the best implementation of scopes ever put in a video game.
The behaviour of these optics is a 1 to 1 emulation of how real optics work. They are affected correctly by every movement of the gun and camera. Many visual details have been added to make it feel like you’re looking through a lens, including scratches, scuffs, refraction, and colour shifting.
Reworked mouse sensitivity when using magnified optics for much easier fine adjustments, and added more granular control options for players to customize. See Soldier Sensitivity Scaling in the Game Options.
Thanks to advancements in technology, and a few sacrifices to the Sphere, the reworked scopes run as smoothly as the old scopes. The new scopes also solve a host of bugs and issues associated with the legacy implementation.
Thanks to how PIP scopes emulate the real challenges of using magnified optics, there are some tradeoffs for the user:
The new scopes generally have more zoom than the old scopes, but more of your field of view is occluded by the scope, so while your peripheral vision is expanded, the target area is harder to scan. This is just like looking for a specific object in the distance through a pair of binoculars. The scope is therefore a pinhole view peering into a further engagement range.
Peripheral vision is blurred while looking through scopes.
Scopes are not affected by suppression blur, but sway is a bigger problem.
Scopes will suffer much more in close quarters. Rely on Point Firing, or ideally, move with a buddy who has CQB-oriented sights!
Scopes take longer to ADS and are more severely affected by eye relief issues when aiming with heavy sway.
Tradeoffs between the different optics options:
Scopes have an advantage at range but suffer at close quarters.
Reflector Sights and Holographic Sights excel at CQB and have the shortest ADS times, but cannot be adjusted for range.
Ironsights are the middle-ground option. They are effective in close quarters and the sights can be adjusted for engaging distant targets.
Character Movement
Goals
It is necessary to slow down engagements and the overall pace of the game. This will give players time to See → Think → Speak → Do, encourage the use of vehicle transportation, and create counter-play to rush tactics. While speed and aggression have a place in Squad, as they do in real life, they should not be more effective than communication and coordination.
Chokepoints and barriers should be meaningful obstacles which require adapting your defensive and offensive tactics. Assaulting a high-walled Afghan compound, for example, will soon be a completely different experience.
Features
Pacing and Stamina adjustments
Character movement speed has been reduced. The faster movement introduced late in Squad’s early access period was intended to help players get into combat faster. In hindsight, we concluded that it actually made the game more unforgiving and contributed to even more running around, by encouraging a Spawn-Run-Die-Repeat cycle. Slightly slower movement creates more time to react and coordinate in combat. Taking regular stamina breaks is now advisable, especially with the weapon sway changes. This creates opportunities to regroup and get oriented. In internal testing, we have found the movement speed changes make it easier to keep squads together, lead to more interesting fights, and significantly reduce the cognitive load on the Squad Leader.
Stamina regen rate was slowed down slightly. Stamina costs for various actions were rebalanced.
Traversal
You can no longer climb or vault while in mid-air. This significantly affects which rooftops and ledges are accessible, making it much easier to think tactically about locking down lanes and access points, since there are fewer possible approaches, especially in urban combat. This also encourages the use of the teamwork-oriented buddy-boost ability.
Prevents lone wolves from negating environmental obstacles to get easy flanks or overcome FOB fortifications. Removes ninja moves from the list of options to win a fight.
Vault and climb heights were adjusted.
Reworked fall damage to be more punishing, but also more consistent and predictable. Fall damage is now applied as a percentage of remaining health based on the height of the fall, down to a minimum value. The effect is that you can no longer survive multi-story drops when at full health, but you should always be able to predict whether a fall could kill you before you risk the drop.
Reworked Leaning to create less gamey-feeling close-quarters encounters and solve the lean-spam exploit. Additionally, leaning is inhibited when using some heavy weapons.
Various small tweaks to make the game feel both simultaneously more fluid and more grounded in reality.
Experience the Infantry Combat Rework in our Upcoming Playtest
Revamping Squad's infantry combat systems is the first step in our broader initiative to align all gameplay systems with the goals of our original vision for the game. We understand that achieving a truly immersive and cooperative experience requires a holistic approach, addressing various aspects of the game. While focusing on the revamp of infantry combat is crucial, we are committed to thoroughly improving and refining other gameplay systems to ensure they complement the realignment of the game’s direction.
We recognize the importance of not rushing the release of these changes and our top priority is to provide the best possible experience for our community. That's why we are dedicated to conducting extensive public testing and actively gathering feedback from players. This approach allows us to fine-tune the revamped infantry combat systems based on real-world gameplay experiences and ensures that we have the buy-in and support of our community.
This commitment to comprehensive testing and community involvement guarantees that the changes we implement to the infantry combat systems will resonate with players and align with their expectations. Our goal is to deliver a polished and refined experience that not only meets our goals but also exceeds the expectations of our community.
We will be running a series of playtests to thoroughly test the changes and actively involve the community in the process, we can make well-informed decisions about the overall realignment of Squad's gameplay. We highly value the input of our dedicated player base and want to ensure that their voices are heard throughout the development process. Stay tuned for the announcement date of our first playtest very soon!
Squad 4.5 Live
Attention Squaddies,
Squad 4.5 is now live and can be downloaded. You will find all the changes made by the update listed and detailed in our Release Notes: [URL LINK]
Please share with us your thoughts on the update, and if you encounter any technical issues, you can report them in our dedicated Technical Issues Report thread directly in the forums: [URL LINK]
At ease,
SQUAD UPDATE V4.5 RELEASE NOTES
Features
M16A2 Rifle
BMP-2 (no ATGM)
UB-32 Rocket Artillery Emplacement
System & Gameplay Updates
Switching to or reloading a coaxial vehicle weapon no longer causes the main gun to unload
Commander artillery map markers have been updated to make the danger and corresponding radius of the artillery clearer to players. The actual radius and density of artillery strikes has not changed.
Map markers for artillery now appear in red color instead of yellow An inner radius will display where artillery rounds have a chance of impacting An outer radius will display how far away the artillery rounds’ damage radius can extend to
AAVP, FV432 RWS, M113 TLAV, and MTLB 6MA APCs no longer require players to equip a crew role in order to use the driver and gunner seats
Reduced the respawn timer for the T-62 MBT from 20 minutes to 15 minutes
Increased the downward aiming angle of the ZiS3
Reduced construction point cost for several fortifications and emplacements:
Conventional Forces
<*> HASCO Wall - from 300 to 150 <*> HASCO Single - from 100 to 50 <*> HASCO Bunker - from 250 to 150 <*> HASCO HMG Bunker - from 350 to 200 <*> HMG Emplacement - from 200 to 150 <*> Indirect Fire Shelter - from 350 to 300 <*> Razorwire - from 20 to 15 <*> Sandbag Wall - from 40 to 25 <*> Sandbag Wall + Firing Ports - from 40 to 25
Irregular Forces
Irregular Wall - from 100 to 60
Irregular Sandbag Wall - from 20 to 10
Irregular Sandbag Wall + Firing Ports - from 20 to 10
Made adjustments to the inventories of the CAF and BAF engineer roles:
When you’re part of a fireteam, your Fireteam leader will now have a marker that appears above them (similar to the existing Squad Leader markers)
Added a splash screen with server rules that appears when joining a server and added a rules tab to the deployment screen (Enter key by default) that allows players to review rules during a match more easily.
The end of the match screen now has Add To Favorite button, so you can add a server as a favorite without leaving the game.
Added a “Recently Played” badge to Find Match results and the server browser
Added a “Max Ping” filter to the server browser
Server cards layout has been updated
Added info tooltips for Playstyle and Experience tags in the server browser
Empty servers no longer appear when using the Find Match feature
Added a visual indication (checkmark) of whether a player has customized their server browser filters or not
Added HUD markers to the compass in the tutorial
Added sound effects for soldier ragdoll impacts and scraping based on physical surface
Added a setting to hide the “player connected” and “player disconnected” messages on the HUDPlayers can now select and copy the game version displayed on the main menu to allow for easier bug reporting
General Bug Fixes
Improved the post-processing effect on the main menu
Interact widgets now appear as intended even when soldiers are in front of or ragdolled near the item
Fixed a bug that awarded teams 80 points for destroying an objective in Insurgency instead of the intended 50
Fixed a bug that prevented players inside of vehicles from being killed or ejected from their vehicle while inside a restriction zone
Fixed a bug that could cause exploitable visual and gameplay issues when a player entered a vehicle in a certain way
Operating the ZiS3 field gun emplacement without aiming down sights no longer causes camera issues
Fixed a bug that caused the reload animation for emplacements to break if a user exited an emplacement midway through a reload
Fixed an issue that caused smoke launchers to fire more canisters than intended
Fixed several visual issues with the US Army soldier uniforms
Weapons on the BMP-1 now have the correct switch and reload sounds
Using the UAV camera no longer causes soldiers to appear to stutter while moving
When joining a faction, the Objective mode pop up will no longer cover up the deployment tutorial
Fixed several bugs related to the server browser UI
The mute and unmute buttons on the Music Player now behave as intended
Added missing Simplified Chinese translations
Fixed a bug that prevented icons like the red exclamation mark from appearing alongside relevant notifications
Fixed a visual issue FV510 IFV and FV520 CTAS40 IFV left track disappears at a certain range
The BAF ammo box visuals now show the NLAW instead of the AT4Fixed gunshot sounds to USMC M16A4 Rifle
Map Updates & Bug Fixes
General
Fixed minor visual issues on Al Basrah, Anvil, Black Coast, Harju, Manicouagan, Mutaha, and Narva
Belaya
Fixed an issue that allowed players to walk through walls in a certain location
Adjusted the sheds at F3-6-4 so that players no longer have to crouch to enter them
Goose Bay
Increased the restriction zone size for both teams on Seed v1Gorodok
Players can no longer vault through windows with bars on them in certain locations
Manicouagan
Players can no longer see and shoot through the floor in a certain spot at the Dam Outlet
Mutaha
Increased the restriction zone size for both teams on Seed v1
Improved the minimap on Seed v1RGF main base trucks can now resupply as intended on Seed v1
Fixed an issue that prevented the T72S from spawning in the MEA main rearm zone on Tanks v1
Yehorivka
Fixed a bug that prevented players from falling through the barn roof properly
SDK Updates & Bug Fixes
Updated mod SDK to v4.5
Squad V4.5 Arriving on May 24th
Update Squad 4. 5 will be released on the 24th of May 2023!
The update will come with a few noticeable changes on the gameplay side (changes to the loadout of the CAF/BAF combat engineer kits and reduce the building cost of many fortification emplacements), and new filters and features for the Server Browser. In addition, the update will also include bug fixes and quality of life improvements.
Per usual we will publish the full Release Notes for you to check on the day before the launch.
At ease,
SQUAD HOTFIX 4.4.1 RELEASE NOTES
Bug Fixes
Fixed a crash relating to dragging soldiers
Fixed a performance issue that caused large FPS drops after opening a pack from the store during a match
Fixed a bug that caused the camera to zoom in and out when aiming down sights with the PLA HAT kit (PF98 tandem or high explosive)
Fixed a bug that caused the camera to zoom in and out while raising your hands with an Unarmed kit
Fixed an issue that caused the driver camera to behave strangely when driving in vehicles with viewports
Fixed an issue with the driver’s camera position being misaligned on the following vehicles:
BAF LPPV Armored Car
CAF TAPV Armored Car
CAF LUVA1 Utility Vehicle
Fixed an issue where interactions with ammo bags, ammo crates and vehicles were blocked if there were other soldiers next to it
Known Issues
When a soldier moves in front of an item with an interact widget (e.g., an ammo crate or a vehicle), the interact widget may disappear and not re-appear until you look away. It is still possible, however, to interact with the item without the interact widget being visible. Players may also encounter issues interacting with items near ragdolled players. We’ll be doing our best to provide a fix to these issues in the next update.
When switching weapons on a tank, a reload sound plays although there is no actual reload happening. Make sure to press R to reload. This will be fixed in a future update.
NOTE: We are not updating the mod SDK with this update, although we do still recommend that all v4.3 mods update to SDK v4.4 as v4.3 mods may encounter issues
Squad 4.4 Live
Attention Squaddies,
Squad 4.4 is now live and can be downloaded. You will find all the changes made by the update listed and detailed in our Release Notes: [URL LINK]
Please share with us your thoughts on the update, and if you encounter any technical issues, you can report them in our dedicated Technical Issues Report thread directly in the forums: [URL LINK]
At ease,
SQUAD UPDATE V4.4 RELEASE NOTES
Squad 4.4 will bring a few new map layers, new server tags, and will mainly focus on bug fixes, quality of life improvements, and optimizations to the game.
We have added four new map layers and updated one existing map layer:
Black Coast RAAS v2 - USMC vs IMF (Update)
Goose Bay Seed v1 — USMC vs PLA
Manicouagan RAAS v8 — USA vs IMF
Manicouagan RAAS v9 — RGF vs IMF
Mutaha Tanks v1 — MEA vs PLA
System & Gameplay Updates
Full servers with queues will no longer appear while using the quick play feature
Added the RKG-3 Anti Tank Grenade to the INS Raider kit role inventory
Removed landmines from the BAF and CAF Engineer kit roles
Reduced the number of frag grenades in the LAT 02 kit role inventory from two to one for the ADF, BAF, CAF, MEA, RGF, USA, and USMC factions
Added a deployable camouflage net to the INS marksman kit role inventory
Reduced recoil energy on the PLA ZBD04A IFV main cannon
Increased the firing rate of the BM21 Grad Rocket Artillery Truck from 0.5 to 0.25 and the air burst from 1m to 2m
Increased FOB bleed out time to 75 seconds and decreased the health required for a FOB to stop bleeding to 50 hp
Configured both sides of the IMF Camo Net Wall to be semi-transparent when in very close proximity
Swapped the ACOG M2 Tripod/Bunker with a new Iron Sight M2 Tripod/Bunker Emplacement on all CAF and ADF map layers
Players no longer suffer a speed penalty when dragging a body
The M1937 mortar emplacement is now easier to enter
Added an AutoScroll feature to the main menu UI
The emote keybind can now be set separately from the zeroing keybind
Players can now activate their most recently played emote or gesture by pressing the emote key (vs. holding it to open up the radial menu)
- Increased the max range for HAB disable - HAB spawn disable range has been increased to 90 meters. When players enter the proximity of an enemy HAB, its spawnpoint will become disabled based on the scale of players and range to the enemy HAB: 2 players at 20 meters 3 players at 30 meters 4 players at 40 meters 5 players at 50 meters 6 players at 60 meters 7 players at 70 meters 8 players at 80 meters 9 players at 90 meters - Standardized faction naming conventions AUS -> ADF GB -> BAF MIL -> IMF RUS -> RGF This update will cause any mods that rely on these faction templates to fail until the mod is recooked with the new updates - Added the Significance Manager* to Squad *See the bottom of the patch notes for more information - Made adjustments to Militia kit role inventories IMF Marksman 01 - Added 1x deployable Infantry Camo Netting IMF Saboteur 01 - Switched primary weapon to AKS47U with 45rnd banana mag - Server Tagging - Servers can now be tagged with “Rule Tags” Rule tags appear on the server preview card and allow server owners to describe the rules that apply to playing on that server. Server owners can learn more about this feature:URL LINK - Server Tagging - Added automatic language detection The game will automatically detect your language based on your Steam settings and apply that to the quick play feature. If you have already changed your language setting in Squad, this will not impact you
General Bug Fixes
Fixed a client crash
Made several improvements to the performance of the main menu
Fixed a bug that could prevent players from reconnecting after being disconnected from a queue
Fixed an issue that could cause server tags to appear smaller than intended in the Server Details panel
IMF Dirt Crates can no longer be stacked on top of one another
Players can no longer build on top of the IMF Observation Tower
The IMF Hull Down Fortification can no longer be stacked on top of itself
Fixed a bug that caused the IMF Infantry kit role to be able to place 4 camouflage nettings instead of the intended 3
Fixed an issue that caused country codes to be translated incorrectly
The MT-LB PKT APC is now correctly labelled on layers where it is present
Emplacements can no longer be placed inside rocks
Fixed an issue that caused the plastic shell of the IED detonator phone to disappear at certain angles
Fixed a bug that caused the IMF Modern Technical to appear white instead of camouflaged when wrecked
30-40mm HE rounds now have their intended impact sound effects instead of sounding like grenades
The IMF Saboteur kit role description has been corrected to reflect that the role is not equipped with IEDs
Fixed a bug that could cause some helicopters to be instantly destroyed upon spawning
Fixed an issue that could cause the rearm icon on the driver HUD of the BM21 Grad Rocket Artillery
Truck to flash sporadically and not display correctly when rearming
Fixed a consistency error relating to tags in the server.cfg
The wreck of the Ural ZU23 Anti-Air Truck now appears as intended
Fixed a bug that caused the defending team in a match of Insurgency to lose 11 tickets when an objective is destroyed
Players on a defending team will now hear the intended voiceover when a point is neutralized
Quick play filter settings now save when closing the settings menu with any input
The quick play feature will no longer show the server a player is currently connected to
Fixed a color distortion that appeared when operating the IMF ZiS3 Field Gun
The PLA HAT launcher’s 3rd person equip animation now appears as intended
Fixed an issue where the wrapped sleeves on a US Army soldier’s uniform would clip into their arms during certain weapon-holding animations
Fixed an issue where the arms of US Army Soldiers would look strange during weapon switch animations
Fixed an issue where textures in the UI could appear corrupted when changing servers
Fixed an issue where players were unable to switch teams directly upon starting a server
The "Press F to drag soldier" prompt should now always reliably appear when dragging a body is an option
Map Updates & Bug Fixes
General - Reduced the Mortar limit to 1 per FOB on Chora, Kokan, Logar, and Sumari - Players now take appropriate fall damage when jumping into the water on flooded map layers Anvil - Players can no longer go outside of the drawn map boundary on AAS v2 Belaya - Fixed an issue that caused players to see an unending loading screen after switching to AAS v2 Fallujah - Fixed an issue that caused vehicles to explode when driving into a certain area Goose Bay - Adjusted the name of a few gameplay layers for consistency Manicouagan - Removed the IMF faction’s ability to place the ZIS3 Emplacement on Seed v1 - Made several improvements to the minimap Mutaha - The Seed v1 map location has been moved so that the entire match now takes place on the central island with no river crossings in play. This will provide a more streamlined experience for more relaxed play during seeding. - The ticket legend on Seed v1 has been updated with the correct information regarding seed mode - Fixed an issue that caused the ground on Sunny lighting layers to appear white in places Skorpo - Fixed an issue that caused HAB camo netting to sometimes display the incorrect landscape color for users that disconnect and reconnect to a server Tallil Outskirts - Made several optimization improvements - Updated minimap to show tunnel entrances but not the tunnels themselves - Fixed an issue where metal beams at the hangar had no projectile collisions and played no VFX when weapons hit by a weapon - Closed a gap in a wall at I4-7-2
SDK Updates & Bug Fixes
Updated mod SDK to v4.4Updated mod versioning to v4.4.
This should not cause any incompatibility issues.
Fixed an issue where pak files were not being generated properly resulting in all data being chunked into one file
* The Significance Manager provides a framework for us to determine if an object is significant to you. It does this by comparing objects inside of your field of view and ranking them based on criteria we define (such as distance to you). The engine then determines the significance of the objects based on those rules and updates the tick rate of each of those objects. Previously, objects like players or vehicles that were behind you would continue to tick even if you could not see them. Objects that are not in your field of view or have been ranked to have no significance will no longer tick. We’ve already noticed some performance improvements from our current integration and we’ll continue to iterate on this system in future updates. If you want to learn more, you can read Epic’s documentation on the feature here.
Squad V4.4 Arriving on April 19th
Update Squad 4. 4 will be released on the 19th of April 2023!
It will bring with it a few new map layers, new server tags, and will mainly focus on bug fixes, quality of life improvements, and optimizations to the game.
Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 4.4
SQUAD HOTFIX 4.3.1 RELEASE NOTES
Attention Squaddies,
Squad Hotfix 4.3.1 is now live! It focuses on fixing a few issues that could cause corrupted textures and removes the ability to stack IMG fortifications on top of one another.
Check out all the list of changes below:
General Bug Fixes
Fixed an issue that could cause textures to appear corrupted
Fixed an issue where the landscape could appear to have large spikes sticking out of it after a map change
Fixed an issue that allowed players to stack some IMF fortifications like Hull Down and Dirt Crate Walls on top of one another
Fixed a bug that caused country name abbreviations in server tags to be inappropriately localized
Fixed localization on some multi-select menu items