Squad cover
Squad screenshot
Genre: Shooter, Strategy, Indie

Squad

Squad V5.0 Arriving on June 21st

Squad 5.0 will be released on June 21st. 

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:

CAF Engineer


  • Changed C7A2 + C79A2 (4 mags) to C8A3 + C79A2 (5 mags)
  • Increased smoke grenades from 2 to 4
  • Increased razor wire from 1 to 2
  • Increased sandbags from 1 to 2


BAF Engineer


  • Changed L85A2 + SUSAT (4 mags) to L85A2 + Elcan (6 mags)
  • Increased smoke grenades from 2 to 4
  • Increased razor wire from 1 to 2
  • Increased sandbags from 1 to 2



  • 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