[PREVIEW] SQUAD

  • Iniciador de Tópicos Iniciador de Tópicos hirohd
  • Data de Início Data de Início
É sim. SQUAD ficou muito bonito depois da última atualização que atualizaram os shaders, sombras e iluminação no geral. De tirar o fôlego em alguns momentos.
O que eu nunca curti nesse jogo é o tamanho do mapa, as vezes passo mais tempo correndo do que na batalha. Mas ficou bem bonito essas explosões.
 
O que eu nunca curti nesse jogo é o tamanho do mapa, as vezes passo mais tempo correndo do que na batalha. Mas ficou bem bonito essas explosões.
Pois é, tem round que é porradaria o tempo todo; Outros que é isso ai mesmo, andar pra lá e pra cá só pra tomar um pipoco.

Depende muito da liderança e planejamento, afinal o jogo todo rola em volta de FOBs e suprimentos. Se a coisa for mal feita, você fica longe de onde veria estar e correndo atrás dos objetivos e não atacando ou defendendo.
 
SQUAD UPDATE V2.15 RELEASE NOTES
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Attention Squaddies,

Squad v2.15 continues Squad’s new release cadence, with our team working to provide more frequent updates as we move forward. It is the third update of the year (not counting Hotfixes).

The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations.

We’ve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.

Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC.

CHANGELOG

AUSSIE FACTION
  • New Faction – Australia
  • Squad welcomes the folks from down under to the fight
  • Light infantry focused
  • Bullpup primary
  • Unique Combat Engineer split
Infantry

  • Camouflage Pattern: AMCU (new)
  • Pistol: Hi power pistol MK3 (new)
  • Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new)
  • Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new)
  • Grenadier: EF88 + SL40 UGL (new)
  • Designated Marksman (DMR): HK417 (new)
  • Light Machine Gun (LMG): F89 Minimi (new)
  • General Purpose Machine Gun (GPMG): Maximi (new)
  • Hand Grenade: Australian F1 Frag (new)
  • Smoke Grenade: M18 (Same as USA/GB/CAF)
  • Timed Explosive: CompB Explosive (new)
  • Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF)
  • Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF)
  • Crewman & Pilot: EF88C (new)
  • Knife: SOCP (new)
  • Binoculars: AUS Binoculars (new)
Vehicles

  • Logistics Vehicle: HX60 (Retextured GB asset)
  • Unarmed Transport Vehicle: HX60 (Retextured GB asset)
  • Armoured Car:
  • PMV Open Top Mag58 (new)
  • PMV Open Top 3x Mag58 (new)
  • PMV RWS M2 (new)
  • Infantry Fighting Vehicle (IFV): ASLAV-25 (new)
  • Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset)
  • Transport Helicopter:
  • MRH90 (new)
  • AUS UH60 (Retextured USA asset)
Emplacements

  • HMG: M2 Emplacement (Same as USA/GB/CAF)
  • ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF)
  • Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF)
Commander Assets

  • Commander CAS: F/A-18 Rocket Strike
  • Commander Artillery
  • 12 Cannon Salvo Circle (Same as USA/GB/CAF)
  • 12 Cannon Salvo Line (Same as USA/GB/CAF)
  • Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF)
Map Layers for AUS
  1. Anvil AAS v1
  2. Anvil AAS v2
  3. Anvil Invasion v1
  4. Anvil Invasion v2
  5. Anvil RAAS v3
  6. Anvil RAAS v4
  7. Anvil Skirmish v1
  8. Anvil TC v1
  9. Al Basrah Invasion v3
  10. Al Basrah AAS v3
  11. Chora AAS v4
  12. Chora RAAS v3 – features old school F88 Rifles. 2 pre-captured flag, INS start with extra 40 tickets
  13. Fallujah Invasion v4
  14. Fallujah RAAS v4
  15. Fool’s Road RAAS v4
  16. Gorodok RAAS v7
  17. Gorodok RAAS v8 – INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets
  18. Jensen’s Range v6
  19. Kamdesh AAS v1
  20. Kamdesh Insurgency v1
  21. Kamdesh Invasion v4
  22. Kamdesh Invasion v5
  23. Kamdesh Invasion v6
  24. Kamdesh RAAS v5
  25. Kamdesh RAAS v6 – new layout with 1 pre-captured flag.
  26. Kamdesh Skirmish v1
  27. Kamdesh TC v3
  28. Kohat AAS v3
  29. Kohat RAAS v8
  30. Kokan AAS v3
  31. Kokan RAAS v3
  32. Lashkar AAS v3
  33. Lashkar AAS v4
  34. Lashkar Invasion v2
  35. Lashkar RAAS v2
  36. Lashkar RAAS v3
  37. Lashkar Skirmish v1
  38. Lashkar TC v4
  39. Logar AAS v3
  40. Mutaha AAS v3
  41. Mutaha Invasion v3
  42. Mutaha RAAS v2
  43. Mutaha RAAS v3
  44. Sumari AAS v3
  45. Sumari Seed v2
  46. Tallil RAAS v5
  47. Tallil Invasion v4
  48. Yehorivka AAS v3
  49. Yehorivka RAAS v8
FOB DEPLOYABLES IMPROVEMENTS

Upgrade package for defensive deployables
  • Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs.
Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes.
  • Added a new deployable - fortified HASCO Observation Tower for all conventional factions.
Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage.
  • Pros: Large amount of hit points and good viewing angles, with a protected entry way
  • Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons.
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  • Added a new deployable – rickety wooden watchtower with camo nets for Militia.
  • Pros: Relatively small footprint with superior viewing angles for observation and fire support.
  • Cons: Very exposed / prominent position which is easy to target with area effect weapons.
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  • Added a new experimental Tire Fire deployable for Insurgents.
  • Initial Limits: Limited to 2 per FOB. This experimental deployable is initially available on a limited selection of map layers:
  • Al Basrah AAS v2
  • Al Basrah Insurgency v1
  • Al Basrah Invasion v1
  • Al Basrah Invasion v2
  • Al Basrah RAAS v1
  • Al Basrah Skirmish v2
  • Anvil Invasion v1
  • Anvil Invasion v2
  • Sumari Invasion v1
  • CAF Al Basrah Invasion v1
  • CAF Al Basrah Invasion v3
  • CAF Mutaha Invasion v1
Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy.

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  • Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Each faction’s deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow.
  • Unique Biome variations exist for:
  • NATO (USA, GB, CAF)
  • AUS
  • RUS
  • MEA
Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air.
  • Adjusted Deployables’ damage resistance against explosives, fragmentation, and HEAT. This is intended to make deployable fortifications more resilient.
  • Affects:
  • Sandbag walls
  • HESCO walls
  • HESCO blocks
  • HESCO bunkers
  • HMG Bunkers
  • HABs
  • Razor Wire
Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime.
  • Updated the HAB ghost placement mesh to include exit point indicators. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrow’s position, which is an indication that the doorway may be partially or completely blocked to players.
SYSTEM & GAMEPLAY UPDATES
  • Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations.
  • Updated and optimised deployable sandbag destruction FX.
  • Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Capture Speed Scaling was added in v2.14.
Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point.
  • Updated flag capture rate scaling values. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Create Infographic with the information below:
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Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty.
  • Added a Depth of Field (DoF) effect. This draws focus to the action and enhances the look of visual effects.
  • Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport.
  • The quality and performance cost of this effect are controlled by Post Process Quality. Setting it to Low will disable the effect altogether.
  • Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX.
  • Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m.
  • Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m.
  • Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. a UGL impact getting perceived the same as a Tandem rocket).
  • All UGL / Frags now use a new light impact sound.
  • All armor piercing projectiles use another set of piercing more destructive sounds. (APFSDS rounds etc.)
  • All tank rounds are using the existing sounds that you’ve heard.
  • Updated CAF Commander CAS to now use CF-18 rocket strike.
  • Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed.
  • Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand.
  • Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire).
  • Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state..
  • Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input.
  • Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements.
  • Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels.
  • Adjusted the Mi8/Mi17 Helicopter’s default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction.
  • Adjusted all AR/MG Kit role minimum magazine count. No kit will have more than 100 rounds if they respawn with an empty kit. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total).
  • Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models.
BUG FIXES
  • Fixed an issue where players occasionally would have very thick fog after switching to a new map layer.
  • Fixed a common Server crash related to SQMapMarkerManager.
  • Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and “double neutral” flags. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. A “lock” icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). The capture progress bar will also be hidden to indicate the flag is no longer valid to capture.
  • Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation.
  • Fixed several issues with the peripheral vision ADS Blur for infantry weapons:
  • Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. The effect now smoothly fades in and out.
  • Optimization: Blur shader no longer costs performance when not in ADS.
  • Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it.
  • Increased intensity of peripheral vision blur when using zoom optics.
  • Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended.
  • Fixed an issue with dithered temporal AA glass shaders.
  • Fixed a visual issue with the vehicle HUD, where a vehicle’s destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the turret was disabled and therefore stabilisation was disabled.
  • Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality.
  • Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Corrected the helicopter pilot’s penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved.
  • Fixed an audio issue where double hit sounds would play for soldiers.
  • Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver.
  • Fixed an issue with the RUS/MEA Kord HMG emplacement’s stadiametric rangefinder not having accurate markings.
  • Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD.
  • Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed.
  • Fixed a minor issue with the Destruction game mode legend’s text not fitting on 16:9 aspect ratio without scrolling. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Clarified the requirement for Combat Engineer explosives.
  • Fixed a minor visual issue of character’s backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses.
  • Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle.
  • Fixed a minor visual issue with proportions on the CAF and MEA static flags.
  • Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2.
  • Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck.
  • Fixed a minor visual issue with the M240 Helicopter Door Gun’s muzzle flash not moving with the gun.
MAP UPDATES & BUG FIXES
  • Added new map layer: Goose Bay Invasion v3 – USA vs RUS, dim twilight lighting scenario with very large capture zones.
  • Added new map layer: Narva Invasion v3 – USA vs RUS, using a unique flag lattice with under-utilised Points of Interest.
  • Added a new map layer: Sumari Seed v2 – AUS vs RUS, clone of Sumari Seed v1.
  • Belaya – Updated Belaya to use a new landscape renderer.
  • Fallujah RAAS v1 – Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV.
  • Fallujah – Fixed a few locations in sewers that still allowed deployables to be placed – intention is to disallow all deployables in the sewers.
  • Fallujah – Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers.
  • Fallujah – Fixed a detached wall segment at grid G5-3-2.
  • Fallujah – Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets.
  • Goose Bay – Fixed various floating grass.
  • Goose Bay – Adjusted minimap brightness.
  • Gorodok – Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3.
  • Infantry Tutorial – Updated to include the AUS faction on the soldier and vehicle identification board.
  • Kamdesh RAAS v4 – Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes).
  • Kokan – Adjusted all Kokan map layers to remove the ability to become Commander.
  • Narva – Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast.
  • Narva Destruction v1 – Fixed USA not having enough vehicle spawners for all vehicles to spawn at start.
  • Narva Destruction v1 – Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row.
SERVER ADMIN UPDATES
  • Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues.
SDK UPDATES
  • Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated – BP_Weapons_Marketing
  • Updated mod major version from 2 to 3.
  • Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX.
CLEAR CACHE TO RESOLVE RESIDUAL ISSUES
  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.

The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics.

At ease,

- Offworld Industries
 
  • Curtir
Reações: utR
Squad v2.15 is Live Now




Attention Squaddies,

Squad’s v2.15 update is now live for players to download.

For details on what’s in this latest update visit our Release Notes which we posted yesterday (LINK URL).

To report any technical issues you might experience after updating to v2.15 please share them on our forums (LINK URL).

The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics.

Thank you for your attention.

At ease,

– Offworld Industries
 
Squad Update v3.0 Release Notes
Attention Squaddies,

Tomorrow we are releasing Squad v3.0.

While there are dozens of improvements, fixes, and other changes in v3.0 the most significant are the addition of the American marine forces faction, new amphibious gameplay, and a new map Black Coast.

We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.

Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC.

At ease,

- Offworld Industries


Changelog

Amphibious Gameplay and Water Interaction

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This update primarily showcases amphibious functionality

Summary
  • Join the marine forces in amphibious assaults from ships off the coast.
  • Leverage the unique capabilities of your vehicles and faction asymmetry to pull off new tactical manoeuvres.
List of vehicles with amphibious capabilities
  • AAVP-7A1 APC - NEW
  • AAVC-7A1 Command/Logistics Vehicle - NEW
  • LAV-25 Armoured Recon Vehicle - NEW
  • ASLAV Armoured Recon Vehicle
  • BMP-1 IFV
  • BMP-2 IFV
  • BTR-80 APC
  • BTR-82A APC
  • BRDM-2 Scout Car
  • MT-LB APC
  • In addition to these fully amphibious machines, many military vehicles are capable of fording bodies of water up to a certain depth. Other less rugged vehicles will slow to a crawl and be flooded.
Features
  • Fully-modelled waves, buoyancy, and water drag physics for vehicles.
  • Waves become more gentle in inland waters.
  • Soldier water interaction has been reworked
  • Deep water reduces movement speed, scaling by immersion depth.
  • Trying to move in deep water depletes stamina, scaling by immersion depth.
  • Soldiers will raise their weapons above their heads when passing chest-deep water.
  • Drowning damage has been reworked and rebalanced.
  • Added Amphibious Invasion layers where capturing the first flag provides a shoreside spawn point for non-amphibious vehicles.
  • Added an icon to denote Amphibious capability in the driver’s HUD and Map Vehicle List.
  • Animated vehicle wake-plates when entering/exiting water

American Marine Forces Faction

Summary of American Marine Forces Faction
  • Iconic weapons, equipment, and tactics
  • Adds BLUFOR amphibious capability
New / Modified Weapons
  • M16A4 Full Length 5.56mm Rifle
  • M27 IAR + SDO Optic 5.56mm Rifle
  • M38 5.56 DMR
  • M249 SAW + SDO Optic 5.56mm LMG
  • M240 + MGO Optic 7.62mm MMG
  • M16A4 + M203 40mm Under-Barrel Grenade Launcher
  • SMAW Heavy Anti-Tank
  • OKC-3S Knife
  • Shared Existing Weapons with US Army
  • M4 Carbine 5.56mm Rifle
  • M136 Medium Anti-Tank
  • M72A7 light Anti-Tank
  • M9 9mm Pistol
  • M67 Fragmentation Grenade
  • M18 Smoke Grenade
Kit Roles
  • Rifleman (3 variants)
  • Corpsman (2 variants)
  • Squad Leader (3 variants)
  • Crewman (2 variants)
  • Pilot (2 variants)
  • Automatic Rifleman (2 variants)
  • Light Anti Tank (2 variants)
  • Heavy Anti Tank (2 variants)
  • Grenadier
  • Marksman
  • Machine Gunner
  • Combat Engineer
Vehicles
  • RHIB Watercraft
  • RHIB Transport
  • RHIB Logistics
  • RHIB M240
  • RHIB M2
  • M1151 Light Armoured Car
  • M1151 Open Top M2
  • M1151 Open Door M2
  • M1151 RWS M2
  • M-ATV Armoured Car
  • M-ATV Open Top M2
  • M-ATV RWS M2
  • M-ATV TOW
  • AAVP7-A1 Armored Personnel Carrier
  • AAVP7-A1 Amphibious APC
  • AAVC7-A1 Amphibious Armored Logistics
  • LAV-25A2 Amphibious Armoured Reconnaissance Vehicle
  • M1A1 Main Battle Tank
  • UH1Y Transport Helicopter
Map Layers
  • Updated many map layers to include USMC:
  • Note for Server Owners - Black Coast POI Subpen - This flag location currently only exists on AAS v1 and Seed v1 for performance reasons.When running Black Coast AAS v1 please keep in mind players may have much worse client performance The Subpen POI will be receiving updates and will be worked on for a future update when it could possibly be added to more map layers.
  • Al Basrah Invasion v2
  • Belaya RAAS v2
  • Black Coast AAS v1
  • Black Coast Invasion v1
  • Black Coast Invasion v2
  • Black Coast RAAS v1
  • Black Coast RAAS v2
  • Black Coast Seed v1
  • Black Coast Skirmish v11
  • Black Coast RAAS v3
  • Black Coast RAAS v4
  • Black Coast Invasion v3
  • Fallujah Invasion v1
  • Fallujah Invasion v3
  • Fallujah RAAS v1
  • Fallujah RAAS v3
  • Fallujah RAAS v6
  • Goose Bay RAAS v3
  • Goose Bay Invasion v4
  • Gorodok AAS v4
  • Gorodok RAAS v6
  • Jensen's Range v3
  • Kohat RAAS v2
  • Lashkar RAAS v5
  • Mutaha RAAS v6
  • Narva AAS v4
  • Narva RAAS v2
  • Sumari AAS v5
  • Tallil RAAS v1
  • Tallil Seed v1
  • Yehorivka AAS v4
  • Yehorivka RAAS v1
  • Mutaha RAAS v3 was updated with Great Britain, replacing Australia
  • Updated the Main Menu Entrymap to now feature the USS Essex WASP class LHD emerging from a storm.
  • Updated Discord Rich Presence config for USMC faction.

New CAF Vehicles
  • Added new vehicle: CAF Coyote Armoured Recon Vehicle.
  • Added new vehicle: CAF CH-146 Transport Helicopter.

System & Gameplay Updates
  • Added a new map showcasing amphibious capabilities: Black Coast.
  • Added a new amphibious-focused training map featuring the USS Essex: Pacific Proving Grounds.
  • Added nicknames on the USA M1A2 and USMC M1A1 tank barrels.
  • Added Character Interaction with mud, snow, dirt, and water. These materials will now accumulate on characters’ uniforms.
  • Updated the training menu to include a link to Jensen’s Range for all factions training layers.
  • Updated the infantry weapon hip-fire recoil visual animation to appear more intense.
  • Updated repair station unbuilt and mid-built level states to have a more accurate visual footprint and reduced vertical profile.
  • Updated the Ticket Legend, the generic vehicle ticket amounts have been removed. Exact ticket values for vehicles are now being displayed in the vehicle card list.
  • Updated MEA Ural 4320 and RUS Kamaz5350 truck gearbox configuration.
  • Updated the game flow when entering and exiting vehicles while reloading your weapon. If you enter a vehicle during the reload animation before finishing the reload, the reload will be cancelled.
  • Adjusted the splash damage intensity on vehicle explosions. Vehicle explosions are now less deadly to infantry.
  • Adjusted AUS M1A1 Commander M2 to now use turret stabilisation.
  • Adjusted the rearm costs for various GPMG weapons on multiple vehicle turrets. The rearm costs should be reduced, in some cases drastically. Vehicles affected:
  • USA MATV CROWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • USA M1126 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • GB FV432 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • GB FV4032 MBT loader’s turret M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • CAF Leopard 2 loader’s turret C6A1 : full rearm cost reduced to 150 ammo points (down from 250)
  • CAF LAV 6 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
  • CAF M113 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
  • CAF M113 TLAV coaxial C6A1 : full rearm cost reduced to 220 ammo points (down from 750)
  • CAF LUVW open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
  • Adjusted CAF M113 TLAV turret inventory config - the coax GPMG now uses the same weapon slot as other similar vehicles (i.e. BTR-80, BRDM-2).
  • Updated the CAF LUVW Transport variant to now have a more clear visual distinction from the Logistics variant. The Transport variant now does not have a rooftop cargo carrier.
  • Updated reticles on the 1P78 (RU AK74m rifle scope) and ZF-1 scope (MEA G3 rifle scope) to be thinner and less obtrusive at range.
  • Updated the GB FV107, USMC LAV-25, and CAF Coyote to use a new Recon Vehicle icon in the Vehicle List menu and Map screen.
  • Adjusted the USA MATV Armored Car’s turret texture colouring to better match the rest of the hull.
  • Adjusted the colour of several CAF vehicles to better match each other.
  • Adjusted the MEA/INS G3 Rifle to have decreased visual roughness on the plastic butt stock and handguards.
  • Adjusted the woodland GB FV4034 and CAF Leo2 MBT’s, to remove distant fields on the turrets camo netting for improved optimization and improved visual quality.
  • Adjusted GB LDS Elcan reticle with thickened numbers to improve readability.
  • Adjusted all vehicles using the GPMG turret weapons and NSV Cupola guns to use proper LODs for improved optimization with these assets.
  • Adjusted all US Army character artwork to feature the M17 MHS pistol as all M9 pistols are now assigned to USMC.
  • Updated the launch Splash image to feature USMC.
  • Updated the CAF team-select menu images with newer character models & CH146.
  • Optimised AUS knife texture usage from 32552kb to 5461kb.
  • Optimised Skorpo cubemap texture usage from 49152kb to 8192kb.
  • Optimised texture memory texture usage from 49152kb to 8192kb.
  • Optimised Yehorivka Macro Mask Resource Size.
  • Optimised several non-power 2 macro masks texture usage from 65536kb to 8192kb.
  • Optimised skyboxes for lower resolution monitors/lower screen percentages
  • Optimised particle motion vector compression to bc7 from vector displacement
  • Optimised vehicle reticles compression and mips
  • Optimised F88, AUS Binos and SUSAT texture compression to bc7
  • Updated Credits


Audio Updates
  • Added a new music track to the main menu.
  • Added new M4 Rifle firing sounds.
  • Updated the AK74 Rifle close-up firing sounds.
  • Updated CAF C7 rifle series SFX for better ROF timing and decreased bass for mid range firing.
  • Updated the DShK HMG close-up firing sounds to use new, more powerful sounding SFX.
  • Updated the M2 HMG close-up firing sounds to use new, more powerful sounding SFX.
  • Added new CAF LUVW engine sounds.
  • Updated infantry sounds to now include sounds when interacting with mud, including a mud landing sound, mud crawling sounds, and mud wrestling sounds.
  • Updated 50cal projectiles to use new wood impact sounds.
  • Adjusted bullet cracks audio with minor tweaks.
  • Adjusted 30mm pass-by sounds
  • Adjusted the turret rotation audio for emplacements and technicals.
  • Disabled muffled EQ for 1p chopper gunner firing including reload sounds.
  • Fixed an audio issue with footstep landing sounds, as they were too quiet and should now match the normal footstep sounds.
  • Fixed an audio issue with several vehicles that had missing engine destroyed sounds.
  • Fixed an audio issue with the DSHK and M2 HMG distance firing sounds volume from close range to mid range.
General Bug Fixes
  • Fixed an issue which was affecting patch install times. This will only improve install times for patches which come after v3.0, and is not a complete solution to long install times. We will continue to investigate fixes for that issue.
  • Fix attempt for a server crash related to Soldier Ragdolls.
  • Fixed an animation issue where certain grenade launchers, binoculars and rocket launchers (ie M72A3) had a jarring delay in the start of the animation when reloading, equipping, etc.
  • Fixed a gameplay issue with AUS Field Dressings costing 10 ammo points to rearm instead of 5.
  • Fixed a gameplay issue with certain user input breaking Rallypoints.
  • Fixed a gameplay issue where the AUS/GB HX60 Truck’s F2 passenger seat soldier’s boots were clipping through the vehicle mesh.
  • Fixed a gameplay issue with Seed map layers, the pre-placed deployables were unintentionally respawning after getting destroyed.
  • Fixed a gameplay issue with the M4 M150 ACOG M203 Rifle having a misaligned front sight mount.
  • Fixed a gameplay issue with the RUS Kamaz5350 Truck, the wheel traces caused the truck to get launched in unexpected ways. The vehicle handling should feel significantly different now. Increased speed threshold for substepping to have high precision at the shift point between 1st and 2nd gear. Also fixed an issue with the wheel setup that was affecting stability of the vehicle when doing sharp turns.
  • Fixed a gameplay issue with Light APCs, which were costing 10 instead of 5 tickets if destroyed by friendly fire.
  • Fixed a gameplay issue with the INS Black M1151 jeep, the gunner was not receiving direct explosive/frag damage.
  • Fixed a gameplay issue with the INS Black M1151 which was not receiving explosive damage properly and was not destroyable with timed explosives.
  • Fixed a gameplay issue where the CAF LAV6 IFV collision mesh permitted soldiers to clip into the rear of the vehicle.
  • Fixed a visual issue with helicopter tail rotors not showing rocket impact explosions correctly.
  • Fixed a visual issue with the INS/MIL BMP1 IFV, where the visual ATGM rocket mesh remains on the vehicle after getting fired.
  • Fixed a visual issue with Militia soldiers roughness/metallic values.
  • Fixed a visual issue with the RUS/MEA BMP2’s front wheel rig.
  • Fixed a visual issue with the CAF TLAV APC, where the turret was not visible on the wreck mesh, they will now pop off a little when destroyed.
  • Fixed a visual issue with the INS/MIL Mosin Rifle metal albedo being too bright.
  • Fixed a visual issue with the AUS Browning MK3 Pistol having flickering textures.
  • Fixed a visual issue with the BTR80, MTLB 6MA, BRDM-2 and BRDM-2 Spandrels occasionally having player shadows visible outside of their turrets.
  • Fixed a visual issue with ammo bags & rally points, there were inconsistencies with the desert/woodland patterns between factions, these have been standardized to woodland for all factions for all biomes.
  • Fixed a visual issue with the GB FV510 IFV, the turret colour was not matching the rest of the hull.
  • Fixed a visual issue with the RUS Kamaz truck having broken normals on the rear truck flap.
  • Fixed a visual issue with the CAF Rifleman 2 Arid soldier mesh, which had a visual anomaly with the helmet scrim.
  • Fixed a visual issue with the MIL + INS Repair Station, at the first build state the generator's frame was doubled and clipped into the mesh.
  • Fixed a visual issue with the MEA BRDM hubcaps using the wrong texture.
  • Fixed a visual issue with the MEA UB32 rocket pod turret having incorrect texture.
  • Fixed a visual issue with the INS Black M1151 Light Jeep which had a missing vehicle wreck texture.
  • Fixed a visual issue with the G3 Z-point selection icons being inconsistent.
  • Fixed a visual issue with the Militia Machine Gunner Soldier having bad skinning on the back of the neck.
  • Fixed a visual issue with the GB Rifleman Soldier's back, which had bad skin weights.
  • Fixed a visual issue with the GB Automatic Rifleman soldier mesh having a double radio pack.
  • Fixed a UI issue with the name of the MEA BRDM-2 UB32 on the HUD text element being incorrect.

Map Updates & Bug Fixes
  • Updated CAF map layers to include the new CAF vehicles.
  • Updated the following maps to use the new ocean/lake water interaction: Al Basrah, Goose Bay, Narva, Skorpo.
  • Updated all Level Designer-placed razor wire (ie Al Basrah VCP) to use the same damage and movement penalty settings as deployables razor wire.
  • Fixed a visual issue with dead poplar trees having bad ambient occlusion.
  • Fixed a visual issue with various “breathing” ground cover materials when affected by wind.
  • Fixed a visual issue with the cattail plant mesh breaking when blowing in the wind.
  • Fixed a visual issue on the Infantry Tutorial causing floating grass and green roads.
  • Fixed Gorodok RAAS v3 main resupply zones not encapsulating all vehicles at both teams main.Fixed
  • Tallil RAAS v1 Iraqi Hangars flag name being offset from the actual capture volume.
  • Anvil Skirmish v1, Goose Bay Skirmish v1, Lashkar Skirmish v1 - Fixed an issue with Flag ticket gains being incorrect. They should behave like other skirmish layers:
  • +20 tickets for flag capture
  • +10 tickets for neutral flag capture
  • Anvil RAAS v1 - Fixed an issue where MBT’s were not spawning for both teams.
  • Al Basrah Seed v1 - Fixed minor visual issue with pre-placed FOB, MEA faction was incorrectly using the RUS Radio mesh and sound.
  • Belaya RAAS v5 - Adding missing helipad and heli spawner for CAF.
  • Fools Road Invasion v1 - Fixed a spelling in the name (was missing v).
  • Goose Bay - fixed collision on the roof of the airport building.
  • Goose Bay Invasion v4 - Fixed floating ammo crate.
  • Goose Bay RAAS v3 - Added new map layer with USMC vs RUS.
  • Goose Bay Skirmish v1 - Fixed an issue with both teams main base resupply zone not being large enough.
  • Goose Bay Invasion v3 - Fixed an issue with the RUS Main base resupply zone not including the helipad, preventing helicopters from rearming.
  • Goose Bay Invasion v4 - New map layer featuring the USMC.
  • Gorodok RAAS v11 - Fixed an issue where River Fortification can appear twice in the same layer, right on top of each other.
  • Gorodok - Fixed trees and smoke visible in Gorodok skybox.
  • Gorodok - simplified large scale grass.
  • Infantry Tutorial - Updated vehicle and faction ID board with USMC vehicles and infantry.
  • Jensen's Range v6 (AUS/RUS) - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
  • Jensen’s Range - Added Australian/RUS Jensens Range main menu selection link for AUS/RUS and USMC/RUS map layers.
  • Kamdesh Invasion v4 - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
  • Kohat AAS v2 - Changed from Mid Day to Early Morning lighting.
  • Manic-5 - Updated the upper water reservoir depth to be very shallow. This is an interim workaround for a technical issue, until the map can be fully updated for amphibious gameplay.
  • Mutaha Invasion v1 - Added INS Ural375 Transport Truck.
  • Mutaha RAAS v3 - Updated to swap AUS with GB.
  • Mutaha RAAS v5 - Fixed bad MBT spawner position for MEA.
  • Narva - Added amphibious water and updated the Narva landscape material.
  • Sumari Seed v1 - Fixed minor visual issue with pre-placed FOB, INS faction was incorrectly using the RUS Radio mesh and sound.
  • Tallil Outskirts - Adjusted all Tallil map layers' helicopter altitude threshold to be decreased from 600m to 300m to avoid visual anomalies and excessive helicopter spotting with LOD/landscape exploits.

SDK Updates & Bug Fixes
  • Incremented the Mod Major Version, to enforce compatibility with the new Squad Version on v3.0 release.
  • Added functionality to vehicle spawner that allows to override the biome to use for selecting a vehicle variant for debug purposes
  • Added functionality to vehicle spawner which allows you to set Required Tags. This is used to ensure only Amphibious-capable vehicles spawn in the Essex well deck, for example.
  • Added new experimental gameplay scripting system. This is a basic system for creating quick gameplay scripts. For example, in v3.0 it is used on certain amphibious-focused Invasion map layers to enable or disable vehicle/infantry spawns after the first CP is captured.
  • Added new all-new ocean and lake BPs. These water actors enable waves and infantry and vehicle water interaction. A tutorial for setting these up will eventually be made.
  • Updated vehicle spawner to allow spawning vehicles on water.
  • Overhauled the vehicle turret wrecks for optimization. Turret logic has been consolidated into a component. Your existing custom vehicle wrecks will still work, but we recommend updating to the new system.
  • Added a prototype Cinematic Character blueprint for easy setup of static scenes and cinematics. Also added a prototype improved Projectile Spawner for use with Sequencer.
  • Updated minimap generator tool to have tight and proper bound handling, using landscape component bound if there are no map corners.
  • Moved the hay bales and snow pole props from Skorpo map folder to Generic and cleaned up redirectors.

Clear Cache to resolve residual issues
  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
 
Squad Update v3.2 Release Notes
Attention Squaddies,

Tomorrow we are releasing Squad v3.2.

We have made dozens of improvements, changes and fixes, and also some fine tuning of weapons, kits, vehicles and of course, game performance.

We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.

Squad v3.2 will be released on Wednesday, August 24th at 18:00 UTC.

At ease,

Offworld Industries


Changelog
System & Gameplay Updates
  • Updated all vehicle-launched smoke VFX. The new VFX have improved visual aesthetics, improved animations / smoothness, thicker smoke, and last longer.
  • Updated vehicles with new behavior when they become submerged - if a vehicle becomes completely submerged, any soldiers in open seats will get ejected from the vehicle. This has currently been configured for a range of vehicles with open seats, with the rest being configured in a future update.
  • Updated water damage drowning for infantry to be more consistent when entering water with low health. Drowning in water should no longer be able to kill you instantly when below 51 hp. Incapacitation by drowning should now almost always take exactly two ticks of water damage over 14 seconds; you will only go down with 1 tick of water damage when below 5 hp.
  • Adjusted M249 iron sights slightly forward away from the camera.
  • Adjusted Vz61 Skorpion iron sights slightly forward away from the camera.
  • Adjusted the CAF M113A3 TLAV APC to no longer require a Crewman kit role for operating the turret.
  • Updated RHIB Watercraft handling. It now has a small rudder, allowing small changes in direction even when the engine is not providing thrust, so long as the boat has enough forward speed. This should make precise maneuvering easier, especially when approaching / near the shore.
  • Updated RHIB Watercraft to now include faction flags for easier identification.
  • Adjusted the visual deploy animation of the Browning HP pistol, soldiers will now turn off the safety (changed from cocking the hammer back).
  • Adjusted the look of the CAF / GB smoke grenade canisters - they all now use more true-to-life markings: L83, L100, L68, L69, L70 and L71 grenades.
  • Updated the KPVT 14.5mm HMG damage, firing rate, accuracy, armor penetration & overheating parameters to better align with real-world performance, and bring it more in line with similar class weapons’ performance.
    • Increased damage per shot to 220 (up from 170).
    • Increased rate of fire to 600 rounds/min (up from 400).
    • Increased bullet spread to 2.3 MOA (up from 1.5).
    • Increased armor penetration to 32mm at 500 meters (up from 27mm).
    • Adjusted weapon overheating so now the weapon should be able to fire at least 2 full magazines, and then some, before overheating.
  • Updated AT mines with a number of improvements.
    • Reduced the size of the "trigger" collider - AT mines will now only explode when a vehicle drives directly over the mine with its wheels / tracks.
    • Added the ability to pick AT mines up, and place them in your inventory. Only available when the mine is in an undug state. Only available to kit roles who have the same AT mine type in their loadout. Cannot be picked up when inventory has full mines.
    • Reduced ammo cost to 35, from 50.
    • Increased the amount of mines available in kit role loadouts: Conventional Combat Engineer - now 3, up from 1. Irregular Sapper - now 2, up from 1. AUS Combat Engineer Kit 1 - now 4, up from 2.
  • Updated infantry sprint controls for improved user experience & input responsiveness:
    • Can now hold or toggle sprint diagonally from ADS.
    • Sprint key input is now registered if pressed before entering movement control input (only with “HOLD SPRINT” set).
    • Sprint key input is now registered if pressed while pressing movement controls in a non-sprintable direction (only with “HOLD SPRINT” set).
  • Adjusted several Non-magnified Automatic Rifleman Kit Roles Frag Grenade inventories:
    • CAF AR 01 (Non-magnified C9) - 1x C13 Frag
    • INS AR 01 (Non-magnified RPK) - 2x F1 Frag
    • INS AR 02 (Non-magnified RPD) - 1x F1 Frag
    • MEA AR 01 (Non-magnified G3A3 Drum) - 1x F1 Frag
    • MIL AR 01 (Non-magnified RPK74) - 2x RGD Frag
    • MIL AR 02 (Non-magnified Minimi) - 1x RGD Frag

User Interface Updates

  • Updated the list of red “enemy spotted” map markers to include a marker for enemy Repair Stations.
  • Adjusted the main menu power icon to now say Exit and improved the Exit button UI flow.
  • Updated the look of the HUD compass with a cleaner, more minimal styling to improve user experience:
    • Updated the font size, shadows and layout to improve readability.
    • Removed diagonal arrows from SL map markers that are also shown on compass.
    • Added a high precision bearing mode that will auto-toggle on when a player is using a Mortar or UB32.
    • Added an option to add a shaded backdrop to the compass for improved readability against different backgrounds.
    • Added a toggle option to place the compass at the top of the screen
    • Both background and placement can be changed in Settings -> Interface menu. Additionally you can toggle top/bottom via keybind.
  • Updated the “DEPLOY” screen - the “ROLE LOADOUT” screen and “ROLE QUICK SELECT” panel on the “DEPLOY” screen have been combined.
    • The detailed equipment info which used to appear in the “ROLE LOADOUT” screen will now pop out as a panel and overlay the map when a player hovers their mouse over a kit role on the “ROLE SELECT” panel.
    • When hovering over a specific kit role, you can scroll up or down with your mousewheel to highlight different loadout items and see each item’s detailed info.
  • SQ-14173 Updated the Server browser:
    • Adjusted the width / position of- and aligned the columns.
    • Removed the unused sub-faction symbols column from the server list and the server details panel.
    • Removed the unused friends column.

Audio Updates
  • Updated the default values for VOIP Command channel/Squad channel Left/Right ear split to now be split by default (was not split previously). This is still configurable in the Audio Settings menu.\
  • Updated VOIP volume settings with new default values:
    • Command VOIP new default - 1.40 (instead of 1.00).
    • Squad VOIP new default - 1.70 (instead of 1.00).
    • Local VOIP new default - 1.90 (instead of 1.00).

Optimizations
  • Optimized water VFX, specifically related to amphibious vehicles.
  • Optimized a large amount of particles in-game by no longer having their collision tick in pre-physics.
  • Optimized the USS Essex to perform better, including optimizing its radar dishes, boat and props collision, interior lighting and texture memory usage.
  • Optimized several foliage assets used on Black Coast to improve visual look and map performance.
  • Optimized LODs on a foliage set used across multiple maps for performance.
  • Optimized some Environment Art assets to reduce performance cost and fix some technical issues by reviewing and fixing / improving LODs, materials, UVs, and deactivating shadows on asset decals.

General Bug Fixes
  • Fix attempt for a client crash - OnRep_CurrentSeat array.
  • Fixed a client crash around VOIP when a player connected and/or disconnected as another player started transmitting. An additional check was added to prevent access violation.
  • Fixed a client crash that was caused by Squad Voice, crashing upon spawning, validity not getting checked before setting volume multiplier.
  • Fixed a long standing UI issue where the Radial menu would sometimes get stuck after leaving a vehicle or interacting with an ammo crate.
  • Fixed a long standing issue with AT backblast VFX instantly disappearing if the player switched weapons. The backblast smoke will now linger regardless if the player switches their weapon.
  • Fixed an issue with Vehicle Turret launched smoke canisters and Vehicle Driver smoke generator VFX instantly disappearing if vehicle was destroyed. The smoke VFX will now linger regardless if the vehicle gets destroyed.
  • Fixed an audio issue, sprinting through water was missing sounds.
  • Fixed a gameplay issue with amphibious vehicles driving faster in water while upside down.
  • Fixed a gameplay issue with infantry water damage frequency being incorrect. Players were getting a high amount of damage immediately after submerging into the water, shortly after being out of the water.
  • Fixed a strange gameplay issue with the MTLB. When a player walked up the stairs of Mutaha at grid D4-1-5, they would teleport to the top of the MTLB (Yeah 0_0…). This was a result of the vehicle’s weapon not being net relevant to the player and not having their position updated on the client. Moved the armor mesh component off of the weapon and onto the turret.
  • Fixed a gameplay issue where FOB Radios and other deployables could be placed outside the map border, this should no longer be possible.
  • Fixed an issue where clients would freeze when shooting at MEA Simir Jeeps.
  • Fixed a gameplay issue with Rally Points being destroyed incorrectly in certain circumstances. A deployed Rally Point would get unintentionally destroyed if a teammate switched teams while being close to the Rally Point.
  • Fixed a control issue with the crouch button input not always getting processed properly when using toggle crouch.
  • Fixed a visual issue with the USS Essex dry-deck lighting placement and intensity.
  • Fixed a UI issue with the radial menu. When Holding T (radial menu) and walking away from an ammo box or HAB, the T radial menu would incorrectly get closed.
  • Fixed a gameplay issue with FOBs not detecting a decrease in the amount of limited deployables. This affected Observation Towers, Ladders and Bunkers.
  • Fixed an FX issue with the RHIB, where the mist FX was disappearing too quickly when the vehicle exited the water for brief periods of time.
  • Fixed a gameplay issue with the MIL/INS Ural 375 Truck wheel setup, the substepping config had similar issues as Kamaz5350 Truck.
  • Fixed a visual issue with USMC LAV25 ARV having purple viewports.
  • Fixed a gameplay issue with the USMC LAV25 ARV being able to self damage by clipping the turret barrel through the spare tire.
  • Fixed a visual issue with the USMC AAVP7A1 APC woodland, which was incorrectly using a desert gunner turret.
  • Fixed a visual issue with the USMC AAV wheel rigging.
  • Fixed a gameplay issue with the USMC AAV track skirts having a small section that could be vaulted through.
  • Fixed a visual issue with USMC body textures normals being flipped.
  • Fixed a visual issue with the USMC M1A1 MBT’s commander turret attachment out of position.
  • Fixed a visual issue with the USMC M939 Truck and the USMC MATV TOW. The vehicle’s chevron arrow’s were oriented incorrectly.
  • Fixed a gameplay issue with AUS PMV Armored car having gaps in its armor mesh.
  • Fixed a gameplay issue with the AUS EF88 Grenadier being able to fire all 3 smoke grenades without reloading by swapping to/from the EF88 rifle.
  • Fixed a gameplay issue with the CAF TAPV spare wheel mesh. Adjusted spare wheel material to new rubber mat that doesn't pass damage to the hull.
  • Fixed a visual issue with the CAF CH-146, the helicopter model had various geometry holes and shading issues.
  • Fixed a visual issue with the CAF C7A2 rifles, C8 rifles and CAF TLAV APC chassis smoothing groups.
  • Fixed a gameplay issue with the CAF CH146 Helicopter’s tail fin armor mesh.
  • Fixed a gameplay issue with the INS BTR-80 APC Gunner & Commander’s turret zoom overlay not working properly.
  • Fixed a gameplay issue with the GB FV107 Scimitar HAT damage type multiplier.
  • Fixed a gameplay issue with vehicle weapon inventory. The vehicle weapons origin point net dormancy is now being flushed to avoid clients having weapons that exist at origin until only when they are needed.
  • Fixed a visual issue with 7mm vehicle glass armor physmat, to ensure that hits on armored windows of vehicles will play the proper VFX/SFX.
  • Fixed a visual issue with AK74 and AKM desyncing between the soldier and weapon animations upon getting equipped.
  • Fixed a visual issue with the RHIB steering wheel not turning when steering in 1st person, and RHIB drivers not animating when viewed from 3rd person.
  • Fixed glitchiness with the prone animation on several rifles - M4, M16, C7, C14, G3 GK79, HK417 and M110. They all used to make use of the prone cradle-carry crawling animation, which resulted in their hands not always lining up with the actual carry handle location on the weapon’s mesh, which looked odd. These weapons now make use of the default prone crawling animation.
  • Fixed a visual issue with the infantry weapon raised animation state while in water. This state was not properly getting cleared when a player entered a vehicle while the weapon raise state was active, which resulted in the player still having their hands raised for proxies when exiting a vehicle on land.
  • Fixed some minor audio artifacts on the Main Menu Theme music by updating it with a remastered version.
  • Fixed a gameplay issue with the Commander ticket penalty. Using the Respawn command or teamkilling did not apply the correct Commander death ticket penalty (was only subtracting -1 ticket instead of -2).
  • Fixed an audio issue where vehicle explosion sounds were played delayed after the explosion.
  • Fixed a visual issue with deployable ghosts. SL’s/Engineers/etc could see the deployable placement ghosts when riding in vehicles.
  • Fixed a gameplay issue with the INS GP-25 Grenade Launcher. The projectile would explode near-instantaneously if it was fired while prone and zeroed to 400m or above.
  • Fixed an issue with arrow and text log spams.

Map Updates & Bug Fixes
  • Added a new map layer - Al Basrah Invasion v7 (MEA vs INS), similar layout to Al Basrah Invasion v2, but with these 2 legendary factions vying for control.
  • Anvil Fixes:
    • Fixed a gap between the landscape terrain and rocks grid E4-5-8
  • Belaya Fixes:
    • Fixed various floating grass and foliage.
    • Fixed various floating statics in the Industrial Yard area.
    • Fixed a coal decoration object that was sticking through a wall.
    • Fixed misaligned doors, forcing players to crouch to get thru grid F3-5-7
    • Fixed floating foliage in the underground tunnels.
    • Fixed color changing LOD's on various apartment buildings.
    • Fixed a gap between a boulder and landscape grid G8-4-8.
    • Fixed some fences culling at too short of a range grid G3-9-9.
  • Black Coast Updates & Fixes:
    • Fixed an issue with unintentional ocean wave SFX playing in the SW of map grid B11.
    • Updated Black Coast Invasion v1, v2, v3 to now remove the attackers forward base supply volume from whichever shore spawn (East or West) that was not selected on that instance.
    • Optimized the texture and shader for two decals so they are properly power of 2 and can be texture streamed.
    • Optimized tree LOD distances to improve performance by having proxy LOD render closer to the player.
    • Optimized all trees to now use occlusion for improved optimization.
    • Optimized tree types by combining them to improve instancing.
    • Updated the Black Coast loading screen to include a new music track specific for Black Coast.
    • Fixed duplicate water body at lake in grid E5.
    • Fixed a rough seam for a decal in Torpedo Factory grid G9.
    • Fixed an issue with the lower quality surrounding terrain being visible too and sticking through landscape terrain on the NW and SE of map.
    • Fixed various floating roads that players could hide under grids G9-6-2/G8-3-6/H9-7-7/K8-8-1.
    • Fixed a floating staircase on a house grid F4.
    • Fixed a door frame in a barn at the Pig Farm that was misaligned and had a highly visible seam.
    • Fixed an issue with players clipping into the retaining wall grid H10-3-9.
    • Fixed various other floating foliage and roads.
    • Fixed other minor map bugs related to Black Coast.
  • Fallujah Fixes:
    • Fallujah Invasion v1 - Fixed a player model chillin at grid B4-5-7.
    • Fixed two redundant water planes from south swamp.
    • Fixed invisible barbed wire pain volume grid B5-3-8.
  • Goose Bay Fixes:
    • Fixed an issue with a transparent rock face near Train Yard grid D3-2-5.
  • Jensen Range Fixes:
    • Updated Helicopter Pads to now have protection zones.
  • Logar Valley Fixes:
    • Fixed a previously inaccessible house to allow access, to avoid potential FOB Radio placement abuse.
    • Fixed a gap in a wall grid D3-4-1
    • Fixed some bush and small tree foliage that had unintentional collision affecting vehicles.
    • Fixed a doorway that required players to crouch to enter despite visually looking tall enough to walk through, grid C3-4-7.
    • Fixed various floating grass foliage.
  • Mutaha AAS v2 - Fixed an issue with not being able to place a FOB at the Vineyard CP.

Server Admin Updates & Bug Fixes
  • Updated default layer rotation cfg to include Pacific Proving Grounds, but is now commented out by default.
  • Fixed an issue with Admin Cam - Admins would temporarily get a black screen after switching teams while in admin cam.

SDK Updates & Bug Fixes
  • Added a new lightweight DebugLayers to be used as Layer Overrides.
  • Added an "Editor Only" tick-box in Layer Data Assets, when true the Layer Validator will skip the Chunk Settings check (useful for dev and test layers).
  • Added a validity check before calling input toggle handler lambda function, to make sure it is bound and calling it won't crash the editor.
  • Added a new script action to delete components with a defined tag from a capture zone when it gets owned by a specified team.
  • Added a new script for Invasion layers to remove protection zones from unused forward beach main bases.
  • Added a new component that enables replication of certain components on owning actor.
  • Added an option to keep lasting effects for things like AT weapons and vehicle deployed smoke.
  • Updated BP Ocean to decouple the colour from the bp.
  • Updated the error message for "ID is not unique" validation error. The message will now list the paths of all assets which are illegally referencing the same Data Table Row.
  • Updated the Narva Ocean to now live in the weather layer instead of the Geo layer.
  • Moved all vehicles from the single vehicle data table into individual faction specific vehicle data tables, which now live in the Settings/Vehicle/faction folders. Removed the single vehicle data table.
  • Standardized the naming convention for all vehicle data assets / vehicle data tables to include faction abbreviation prefix.
  • Renamed Jensen's Range umap names to include faction names instead of v1-v5.
  • Renamed Insurgent Vehicle data asset folder to "INS" (was "Irregular") for consistency.
  • Removed an old unused Anvil lighting layer.
  • Fixed a tools issue in SQValidator_VehicleWeaponBlueprint, that was causing false validation failures.
  • Fixed the issue with Layer Overhaul validator "ID not unique" errors not logging all affected files.
  • Fixed an issue with Layer Validator not checking Chunk Settings of Layers in plugins.
  • Fixed Kohat Gameplay folder spelled incorrectly.
  • Fixed Anvil Gameplay Layer Data folder spelled incorrectly.
  • Fixed an issue with the voice module while in editor. This module was consuming all input, so when the editor was open, if the voice module was enabled then you would lose audio. The voice module will now always be disabled in editor no matter what that config is set to.

Clear Cache to resolve residual issues

  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
 
Chineses no próximo patch.
Vai ficar daora.

Esse jogo é muito bom.

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Atenção Squaddies,

Hoje temos o orgulho de anunciar a Atualização 4.0 - Red Star Rising, um marco importante para o SQUAD que verá a adição de nossa 10ª facção jogável, o Exército de Libertação do Povo (PLA). Sabemos que vocês esperavam que eles entrassem na briga há algum tempo e estamos ansiosos para vê-los em breve jogando com eles!

O PLA será adicionado ao Squad com a atualização 4.0 em 7 de dezembro de 2022.

975fa1816417d77d925c80e97c7e281be091dc4b.png


O Exército Popular de Libertação, originalmente chamado de Exército Vermelho, abrange as forças terrestres, marítimas e aéreas da China continental e é a maior força militar do mundo atualmente. No Squad, esta nova facção de armas combinadas apresenta sete novos veículos, quinze armas únicas e implantáveis, e uma devastadora habilidade de comandante de execução de bombardeio. Também estamos expandindo nossos esforços de localização com a adição do chinês simplificado.

Aqui estão algumas das novas armas, veículos e habilidades que o PLA traz para o campo:

  • Novo recurso de comandante - faça um bombardeio tático usando a aeronave JH-7A Flying Leopard exclusiva do PLA
  • Novos veículos — ZBL-08 Wheeled APC, ZTZ-99A Main Battle Tank, ZBD-04A Infantry Fighting Vehicle e muito mais
  • Novas armas/implantáveis — argamassa implantável PP87, metralhadora pesada QJZ-89, posicionamento de míssil guiado antitanque HJ-8 (ATGM), rifle de atirador QBU-88, metralhadora QJY-88 e muito mais
91de8cb1550fe4768afbf1dec95554e8b655fb4e.png


A atualização 4.0 virá com notas de lançamento totalmente detalhadas, onde iremos mais a fundo sobre os novos recursos e especificações do PLA, portanto, fique atento à medida que divulgamos mais informações à medida que nos aproximamos da data de lançamento.

Esperamos que você esteja tão animado e impaciente quanto nós para este novo grande lançamento, apenas algumas semanas para esperar até o Natal chegar mais cedo! Gostaríamos de agradecer a todos pelo apoio e encorajamento contínuos, e vamos levar oSQUAD ao próximo nível juntos!

À vontade,
Outworld.
 
Emote Showcase
Attention Squaddies,

We know you have questions, so let’s talk in depth about the emotes that will be coming along with the rest of the 4.2.

Emotes are animations which you can use to support VOIP communications, interact with each other, celebrate in-game situations, or brighten up down time. We hope they will enhance the social, gameplay, and cinematic aspects of your Squad experience. Our approach to introducing emotes is grounded in authenticity. Above all we wish to preserve the spirit of Squad and protect the immersion that each of you seek in its cooperative experience.

Firstly emotes will come in two flavors:
Emotes
and
Gestures
.

Emotes and Gestures
Emotes
are full body animations. When triggered they will display a 3rd person view of your character. Moving, aiming down sight, jumping, crouching or going prone, switching gear or similar action will interrupt the emote. Emotes can only be used in the main base or during the staging phase, as they show a 3rd person view, we wanted to make sure players couldn't use this feature to give themselves an advantage by peeking around corners.

Gestures
are an upper body hand sign animation that you can trigger. Unlike Emotes it only involves movement of the hands and arms. Gestures happen in 1st person, without obstructing your movement. Gestures offer more leeway before being interrupted, you will be able to move while performing them, however aiming down sight, jumping, going prone, firing your weapon, switching gear or similar action will interrupt the gesture. Gestures are available at all times throughout the battlefield.

Using Emotes
The emotes you have acquired can be equipped on the Customize screen which can be accessed from the Main Menu. It will display a preview of the emote as well to help you make a choice. A checkmark on the emote will also inform you of which one you currently have equipped.

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Now that we have our emotes equipped, let’s use them!

Before anything, there is a new keybind that activates emotes (X by default) and can be changed in Settings. While in game you can press the assigned key to bring up a radial menu.

Hold the Emote key to open the emote wheel and click on an emote of your choice to activate it. This cannot be done while aiming down sights.

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On the release of Squad 4.2 we will have a few available options for you to try. Free options will be directly available on release. Other options will be available for purchase a few hours later (Grunt and R&R Pack). Both the Grunt and R&R Pack will be available for 3.99 USD upon release. Prices may vary depending on regional currencies. Take a look at the exhaustive list below to know the content of each pack.


Free - Inventory
Every player will be receiving for free one Emote and two Gestures in their inventory directly. The Wave Hello (Emote), Point Forward (Gesture) and Move Out (Gesture).

Wave Hello - Emote
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Point Forward - Gesture
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Move Out - Gesture
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Free - Recruit Pack
The free Recruit Pack will be available to all players on the launch of Squad 4.2. You can claim the pack for yourself from the Main Menu, open the Store and select the Free Recruit Pack. Clicking "Claim" will take you to the Steam store, where you can acquire it for free. It should quickly appear in your inventory of the Customization Menu afterward. The pack includes two Emotes (Salute and Shrug) and two Gestures (Come Here and Thumbs Up).


Salute - Emote
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Shrug - Emote
c7007ee66e63fd5d0e1d5ae8b180347e1f701a7e.png


Come Here - Gesture
13f630bdf623dfe9483e489bcd03a1c4c4b24f0d.png


Thumbs Up - Gesture
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Grunt Pack

For all of you grunts out there we have the Grunt Pack, it includes one Emote (Slow Clap, best used when your heli pilot misses the landing pad... again). and four Gestures (Horns, Finger Snap, Fist and Palm, and High Ready).


Slow Clap - Emote
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Horns - Gesture
c27d96c0f00f19b0554ff2a5db17efaac9f8e14a.png


Finger Snap - Gesture
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Fist and Palm - Gesture (PLA Faction Exclusive)
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High Ready - Gesture (Only available with Rifles, Handguns and LMGs)
4023aaabcf67f0f266f70ffad102963302a069aa.png


R&R Pack
If you want to let loose a little, the R&R Pack is there for you. It includes one Emote (Facepalm, because really, we all have those moments) and four gestures (Hang Loose, Applause, Shh and Finger Wag).


Facepalm - Emote
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Finger Wag - Gesture
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Applause - Gesture
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Shh - Gesture
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Hang Loose - Gesture
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Thank you for your continuing support as we continue improving Squad through creating new content, features, and other improvements for you to enjoy.

OFFWORLD OUT.




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:notbad:

 
Última edição:
SQUAD UPDATE V4.2 RELEASE NOTES
Attention Squaddies,

Update Squad 4.2 will include and focus on the upgrade of the game engine to Unreal v4.27, improvements to the visuals of the US Army faction (new uniforms & character models), a new map layer (Mutaha Seed v1, USMC vs RUS), new emotes introduced to the game and many more bug fixes, improvements, and optimizations to the game.

Check out the full detailed list of new features and changes down bellow.

System & Gameplay Updates

  • Upgraded game engine to Unreal v4.27
    • Added DX12 as the default graphics API
    • You can still opt to use DX11 by selecting it in the Settings menu
    • Added support for FSR2 upscaling
  • Reimplemented and updated the Graphics Benchmark tool
    • Clicking the "Defaults" button on the Graphics Settings Menu will run a benchmark test on both your CPU and GPU and automatically apply recommended graphics settings once complete. As there have been some changes and optimizations to the graphics settings as part of the engine upgrade, we strongly recommend running this benchmark once you have updated Squad.
  • Increased HAB spawn activation delay from 20 to 30 seconds
  • Added a new map layer, Mutaha Seed v1 (USMC vs RUS)
  • Increased PLA ZSL10 APC cupola gunner mags from two to ten
  • Made improvements to the visuals of the US Army faction, including:
    • New and improved uniforms, including a new forest camo variant
    • New and improved character models
    • A complete remodel of the M17 MHS Pistol
    • Updated ammo boxes and equipment

Features

  • Added a new feature, Emotes
    • Access the emotes radial menu in-game by holding the “X” key (Learn more about emotes: LINK[joinsquad.com])

General Bug Fixes

  • Fixed a server crash that could occur in EOSServerSubsystem when kicking players - This fix addresses the main issue with modded layers and those should now work
  • Fixed a rare issue that could cause a user to disconnect from a server while pushing a helicopter from the rear
  • Fixed an issue that could cause servers to hitch on ensures, causing player disconnects
  • Fixed a long-standing issue where enemy zones could become impossible to capture after placing a friendly HAB inside of the area in Territory Control
  • Fixed an issue that caused modern technical vehicles to accelerate extremely fast after backing up into the water
  • Fixed an issue that caused the engine sounds for several vehicles to be quieter and harder to hear from afar than intended
  • Fixed an issue that caused the aim down sights animation for rocket launchers and binoculars to not appear to other players Removed unnecessary notifications in the tutorial
  • Fixed a bug that caused frag grenades not to play SFX or VFX on concrete
  • Fixed an issue where the GB FV432 APC’s engine could not be destroyed with weapons
  • Fixed a minor visual issue that could occur while aiming down sights in the AUS Mag58 Jeep
  • Fixed a minor visual bug with the PLA ZBD04A’s turret
  • Made several improvements to the appearance of the PLA ZTZ99A MBT
  • Fixed a bug that prevented the rangefinder of the PLA PF98 launcher from displaying properly in local training mode
  • Fixed an issue that caused the PLA QJY88 RHIB to cost five tickets instead of one
  • Fixed an issue that caused the PLA QLG10 grenade launcher to cost ten ammo instead of seven
  • Adjusted several PLA weapon and vehicle names for accuracy
  • Corrected the item description for the PLA QBU88 marksman rifle
  • Fixed a bug that caused the PLA LAT kit role to display rifles incorrectly
  • Fixed an issue that prevented the wrecks of PLA ZSL10, ZBL08, and ZBD04A vehicles from sinking
  • Fixed an issue that prevented environmental effects (sand, snow, mud) from appearing on PLA soldier uniforms
  • Fixed a bug that allowed the driver of the PLA ZBL08 IFV and ZSL10 APC to be killed by explosive rounds hitting the vehicle’s front side
  • Fixed a bug that prevented the front water shield of PLA ZBL08, ZSL10, and ZBD04A vehicles from successfully deploying in the water
  • Adjusted the PLA ZBD04A IFV’s weapon loadout to follow the standards set by other vehicles in the game
  • Adjusted the order of the BTR80 Woodland APC’s gunner weapon selection
  • Fixed a missing ammo rack component on the PLA ZBL08 HJ73C desert variant
  • Improved animations on the PLA ZSL10 APC when interacting with the open-top turret
  • Fixed a visual issue with the turret of the PLA ZTZ99A MBT vehicle
  • Fixed an issue with the reticle on the T72B3 MBT’s turret
  • Fixed several issues relating to vehicle icons appearing incorrectly
  • Fixed several visual issues with Insurgent soldier models
  • Fixed an issue that could cause the medic role to appear as available when there are already two medics in the squad

Map Updates & Bug Fixes

  • Black Coast
    • Minor visual fixes
  • Chora
    • Minor visual fixes
  • Fallujah
    • Fixed an issue where a weapon cache would spawn floating in the air on Insurgency v1
    • Fixed an issue that caused water splash VFX to display inappropriately while shooting inside tunnels
  • Gorodok
    • Added obstruction to an exploitable spot for radio placement
    • Minor visual fixes
  • Harju
    • Fixed an issue where defender and attack staging zone text was incorrect on Invasion v5
    • Added new loading screen music
  • Kohat
    • Updated the minimap
    • Fixed an issue where PLA players were mistakenly able to build the HJ8 ATGM
  • Lashkar
    • Fixed a bug that allowed PLA SLs to use the buddy rally feature and the commander to use CO abilities near vehicles on Invasion v4
  • Narva
    • Fixed an issue where PLA had four logis and no transport truck on RAAS v6
  • Pacific Proving Grounds
    • Fixed an issue that caused the vehicle list on v2 (PLA vs USMC) not to appear
  • Skorpo
    • Fixed an issue where helicopters crashed into the water would not respawn
    • Fixed an issue with the minimap on RAAS v2 and v3
    • Fixed an issue that caused a player to hit an unintended obstacle while running in the trench at M8-2-7
    • Minor visual fixes
  • Sumari
    • Fixed an issue that could cause the map to appear washed out, negatively impacting performance


SDK Updates & Bug Fixes


  • Updated mod SDK to v4.2
  • Updated mod versioning to v4.2. This requires mods to be re-cooked with the v4.2 SDK — any mods using the v4.0 SDK will be incompatible with v4.2


Known Issues


  • Depending on the specific hardware setup, some players may experience frame rate stutters during gameplay - most notably while aiming down sights. If this happens to you, please switch to DX11 in the Graphics Settings Menu, restart the game, and try again.


NOTE: With this update, we have forced a cache clear (reset of game options) due to changes and optimizations to the graphics settings as part of the engine upgrade. There are new options to explore, so go check them out! Additionally, remember that you can use the "saved keybind preset" feature to load your old keybinds if you’d like.
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Unreal Engine Upgrade 4.27
Hey Squaddies!

In addition to bug fixes and cool new content that will be part of this week’s release, update 4.2 also includes an Engine Upgrade. This update is a technical back-end improvement that may not add flashy content to the in-game experience, but is an integral part of us continuing to upgrade Squad and ensure that it has a lot of longevity to come. It will also help to better support us in all of the exciting content plans we have for 2023.

We’ll be keeping a close eye on how this engine upgrade impacts performance, and thank you all in advance for any bug reports you send our way. We will add a dedicated forum thread for reporting issues directly related to the engine upgrade.

For those of you that are interested in all of the technical nitty-gritty, we’ve got a great breakdown of the engine upgrade below! For those of you that are less inclined to keep reading, just be on the lookout for anything you wish to report - performance edge cases or new bugs, we want to be aware of all of it. Thank you for partnering with us in the continued quest to make Squad better!

---------------------------------------

What is an engine upgrade?

Squad is built using Epic’s Unreal Engine. In this blog we’ll use the term Unreal Engine or UE here to refer to both UE4 and UE5. UE5 is an evolution of the development line of UE4, not a separate development started from scratch.

Squad’s origins are closely tied to UE4. Squad started development on one of the first versions in 2014, and released on Steam with version 4.10 in 2015.

Since then Epic has released 20 major updates to the Engine, and Squad has been following. Often multiple engine releases were combined in one update, leading to a total of 6 engine upgrades since launch. Engine upgrades are often a major effort, especially for a large game like Squad, since existing game functionality will need to be adapted to changed engine functionality.

Why upgrade the engine?

It is possible to get engine improvements into the game without updating the engine. We can bring individual fixes from new engine versions into an older version (merging), which we frequently do for crash fixes for example, or we can even start developing the engine independently from Epic. The former becomes harder the further behind we are in engine versions, as changes pile up on top of each other. The latter would prevent us from benefiting from the work all the talented people at Epic do.

We decide, whether to update the engine, based on a number of factors

  • How meaningful the improvements of the new engine version are for Squad
  • The time we have to invest into upgrading the engine
  • How much complexity we remove by reducing the number changes we have back-ported from newer engine versions
  • What benefits are we getting from 3rd party plugins, which are only available for the latest engine versions

Improvements in the engine could be better performance, better visuals, supporting new features, as well as new tools and workflows to support the development.

Does it give better performance?

In the early days of the engine, there weren’t any large-scale multiplayer games like Squad on UE, and the requirements of this type of game weren’t well supported. Squad launched with a maximum player count of 40 per server. Successive updates to the engine, especially during the “Fortnite period”, enabled a much larger scale for the game, but in turn usually required us to remove some of our own optimizations, in favor of using the engine’s way of making the game run better. That’s why an initial release of Squad on a new engine version often didn’t significantly increase performance, but the following updates did, as we were able to gather more information on shifting bottlenecks and used the new tools to their full potential. Engine upgrades enable us to make the game run better, or to maintain performance while we’re increasing the scale and features available.

DirectX 12

From a technical perspective the most impactful change we made in this update is in the graphics API. While UE4 has supported Direct3D 12 (the graphics API part of DirectX 12) for years, in the past the disadvantages outweigh the benefits of using the low level API in Squad. With UE 4.27 we found that DirectX 12 is now ready for Squad and enabled it as the default graphics API. Direct3D 12 brings huge gains in rendering scenes with lots of objects, as it allows the necessary CPU work to be better distributed. This has the potential to create new bottlenecks, with buffers getting flooded with the sheer amount of data available and the frame rate potentially being less stable.

In the past months we spent a lot of time on overcoming issues like this. We expect that DirectX 12 will be the best choice for almost all Squad players, but since there are countless possible system configurations we can’t know for sure and included the option to switch back to DirectX11 in the main menu. If you experience issues, please give it a try and send us feedback. DirectX 12 also allows support for advanced temporal upsampling algorithms.

AMD FSR 2

We have integrated AMD FSR version 2.1.2, which is the latest version available for Unreal Engine. FSR 2 is an open-source temporal upsampler. Based on information in the current and previous frame, as well as information passed in from the game, like how the camera is moving, it can calculate more detail into images than has been rendered. This allows to render games in a lower resolution than the native monitor resolution and then upsample the image to the native resolution, without a significant loss in image quality.

This upsampling process takes far less time and memory on the GPU, then rendering the image natively at that resolution would take. In short, using FSR gives better performance in scenarios where you are GPU-bottlenecked. There are also temporal upsampling solutions from Nvidia and Intel, which we’re evaluating. For this release we decided to ship with FSR 2 only, as it is supported on all GPUs and as an open-source solution was easy to integrate.

What else can we expect from UE 4.27?

The focus of the engine upgrade has been performance. Depending on your individual system, it is possible to get double the frame rate, or more, in some scenes compared to previous versions. The gains will be more limited or non-existing when there are lots of moving objects, like other players, vehicles and projectiles around you. That is because all the necessary updates your client computes and you receive from the server will start taking up more time than the rendering of the scene. Squad is making heavy use of distance and visibility based optimizations, to reduce how many times objects are updated. The engine comes with advanced methods to help determine what information is most relevant to you at any given time and focus on updating what really matters to you. We are now working on transitioning some of our optimizations to these advanced methods, to unlock better performance in situations, which are full of action.

A difference that will be immediately visible is the new water, which was possible to create thanks to better support by the engine for the features required to render it. The new engine version also comes with many bug and crash fixes, as well as tools and workflow improvements. Over time these will enable us to rework existing features and content in Squad for better performance or visuals. In total there are tens of thousands of engine changes between UE 4.23 and 4.27. Some of these changes will bring new bugs, many of which we have found and fixed, but there will be others which we haven’t. As always, please report any new bugs you encounter in discord.

Why not upgrade to Unreal Engine 5 instead?

Unreal Engine 4.27 is generally considered a very stable and mature release, as many of the more ambitious and experimental changes to the engine were developed for UE5. Taking this intermediate step allows us to gather information on the state of the game with this version, making it easier to pinpoint the root cause of any issues we may face in a future engine upgrade. If an issue doesn’t appear on UE4.27, but it does on UE5, we can look at the changes between those versions. If we try to jump a lot of engine versions at the same time, this becomes much harder due to the accumulation and stacking of changes.
 
Última edição:
Esse último update de engine deu um impacto muito positivo no game, o que rodava antes a 30-50fps com a pífia escala de resolução em 50%, agora roda em 1080p, 100% nos 50fps+ estáveis
 
Irregular Militia Forces Spotlight
There is plenty of new content coming with Squad update 4.3 and we will reveal more as we approach the final release date, but in the meantime let’s talk about the cornerstone of this update, the rework of the Irregular Militia Forces! This is not an exhaustive list and we will communicate all the changes in the Release Notes!

The Irregular Militia Forces faction is getting an overhaul to bring them more up to par with the other factions in the game. We’ve long felt that the militia were the weakest faction compared to the rest and have been looking forward to bringing them on par with our latest factions. We’ve updated them in a way that also leans into the concept of creating more unique-feeling factions.

Eventually we want each faction to have a unique feel, strengths, and weaknesses, leaning into asymmetrical design. For militia our changes have focused around making them more ambush and entrenchment/defensive focused, as well as improving the quality of their infantry since their vehicle line-up still leaves a lot to be desired when compared to conventional factions.

Faction strengths: The faction will excel at rapid mobility, ambushing, entrenchment (ie. defensive positions), and mobile artillery. These strengths will be emphasized by teams who use higher degrees of coordination and communication.

Faction weaknesses: The faction suffers from a weaker line-up of vehicles, especially having no helicopters and older-generation infantry fighting vehicles and main battle tanks. In addition to this they also have weaker command strike abilities compared to conventional factions.

NEW ROLES

Ambusher

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The ambusher is a special role that only the irregular militia forces will have access to. As their name implies, they are expected to lay ambush positions enabling their squad to launch surprise attacks on passing enemy infantry or vehicles, or to provide concealed camouflage positions as part of a larger defensive effort. Having only weapons with iron sights and limited ammunition will mean that they will need to rely on the rest of their squad to help them clean up targets that aren’t taken out in the initial ambush.

You will find them in the ‘direct combat’ roles category. They will make use of a deployable personal camouflage net that will conceal one soldier lying prone on even ground. You will have access to two loadout variants available, one with fragmentation rifle grenades, and one with short-range anti-vehicle hand grenades. These weapons are more difficult to use than their conventional equivalents.

  • Ambusher 01
    • FAL
    • 5x Fragmentation Rifle Grenades
    • 1x Personal Camouflage Net
  • Ambusher 02
    • M4
    • 2x RGD-5 Frag Grenades
    • 2x RKG-3 Anti-Tank Grenade
    • 1x Personal Camouflage Net

Infiltrator

fc1c2f888dbc1f8e69fc0bcc778f1c81844c7406.png


The infiltrator is a close-quarters focused role versatile against infantry and vehicle that will best serve their squad by being present during the opening moments of a close-range ambush or by maneuvering under cover fire to enemies hunkered down in hardpoint positions such as buildings or bunkers, letting their grenades loose and being on point for clearing them out.

They are available in the ‘fire support’ role category and will be of limited use at long range. Similar to the ‘raider’ role of the insurgents faction, they make use of a high-capacity, short-range primary weapon (AKS-74U with 45-round magazines) and fragmentation grenades. In addition to this they also carry a machine pistol as a secondary weapon, and RKG-3 anti-tank grenades.

  • Infiltrator
    • AKS-74U + 45-round magazines
    • Vz 61 Skorpion
    • 2x RGD-5 Frag Grenades
    • 4x RKG-3 Anti-Tank Grenade

NEW VEHICLES

BM-21 “Grad” Rocket Artillery Truck

c884203e6ccb66db137e4acaf2161d37c891bbb9.png


The BM-21 “Grad” is the first MLRS (multiple launcher rocket system) to be added to the game, and arguably the first true self-propelled artillery vehicle that we have added. It fires powerful 122mm rockets with a minimum arming distance of 100 meters, has a minimum firing distance of 900 meters, a maximum firing distance of 1500 meters on even ground, and will only be present on larger maps within the game.

Due to its limited effectiveness at shorter ranges, getting the most bang for your buck out of this weapon system will involve closely communicating and coordinating with spotters to ensure that you are hitting an area populated with relevant targets, and that your rockets are landing on target. It will be used most effectively against mass concentrations of infantry in the open, enemy FOBs, or static light to medium vehicles.

Armored Ural & Technical

146b6b0cc8d13689b898e08a8b32a4c51f942b04.png


The militia will be receiving several variants of an improvised, up-armored Ural 375, as well as the modern pickup truck. The idea behind these vehicles was to offer a bit more protection to the light vehicles of militia since their overall vehicle line-up is lacking compared to more conventional factions. Hastily-welded steel sheets will protect some of the vehicle’s occupants from small-arms fire although larger caliber ammunition will still pass through.

The up-armored vehicles will provide limited survivability to occupants when inadvertently running into enemy infantry. The up-armored technicals will still be served best by ambushing enemies or used in defensive positions that offer maximum protection. The armored Urals will provide slightly more reliable transport and logistical support for the militia, as they will rely on supplies for their defensive specialization, and doubly-so as they continue to lack helicopter support

NEW EMPLACEMENT

ZIS-3 Field Gun

80062fdf111989588f7cd5da653254e35d6782ec.png


The ZIS-3 field gun is the first of its kind to be added to the game. It is a weapon emplacement, with up to two being able to be constructed within Irregular Militia Forces FOBs. It will have fragmentation, HEAT, and smoke ammunition types available so will be effective against both infantry and vehicles at long range but be cautious as prolonged use will sap a FOB of ammunition supply.

The ZIS-3 will best be employed in ambush positions, covering choke points or used in positions with long lines of sight where the threat of return fire will reduce the likelihood of quickly incapacitating the operator. This weapon is a relic of world war 2 and as such its HEAT ammunition lacks the armor penetration capabilities of modern weapons but will still need to be taken advantage of in order to offset the Irregular Militia Forces’ lack of conventional heavy vehicles.

NEW FORTIFICATIONS

Camouflage Netting

3d9b4f1ef52cd06238deeb22b753fd134596c159.png


As part of the update, the Irregular Militia Forces will get access to several new camouflage net fortifications. The lean-to, wall, and canopy will provide multiple opportunities for concealing not only infantry fighting positions but the canopy in particular is large enough to conceal vehicles, HABs, hull-down positions, or can just be used as a decoy position to confuse enemy UAVs.

The camouflage netting fortifications will help the militia both set up ambush positions at critical choke points or simply enhance a larger defensive position.

Hull-down Position

The hull-down position is a fortification whose primary intent is to offer additional frontal and side armor protection for armored vehicles such as the BMP-1 or T-62 on even ground. Up to two can be built per FOB and will allow the militia’s older-generation armored vehicles to contend against their better conventional counterparts.
 
Manicouagan Map Spotlight
With the release of the 4.3 update, we will be saying goodbye to the Manic-5 map. Since joining the Squad map roster with the release of the Canadian Armed Forces faction, Manic-5 was liked by some but overall was recognized by our community as one of the least popular and weakest maps for a variety of reasons. Well we’ve heard you and undertook a mission to rework the map and raise the quality, with that we’d like to introduce you to Manicouagan.

Lore: After making a successful amphibious landing at Goose Bay in Labrador, Canada, opposition forces have pushed south along the 389 Highway into Quebec and seized the Daniel-Johnson hydroelectric dam and the surrounding area. This has crippled the power infrastructure of the northeastern United States and prompted counter-attacks from US and Canadian forces. After a lull in the fighting, US and Canadian forces are making a final attempt to retake the dam.

Manic-5 was originally an experimental map that played around the ideas of creating more linear flow within the game space, as well as experimenting with drastic changes in elevation. And although the most positive element of the map was probably the novelty at how the map felt different from other maps in the game, Manic-5 suffered from numerous design problems such as:

  • Poorly flowing paths between points of interest (POIs)
  • Linear pathing didn’t feel as good as having the freedom to choose an approach to an objective
  • The drastic changes in elevations tied up potential gameplay area, made traversal tedious and time consuming, as well as created overly powerful overwatch positions which could control large areas of the map

Rework Goals

When beginning the rework of the map, the two priorities were to retain elements of the original map and to bring the design more in line with the most enjoyed Squad maps (such as Yehorivka and Gorodok), in particular the concept of allowing players to have freedom when it comes to choosing how to approach an objective or POI.

The first major step in the rework was to clamp how drastic the changes in elevations were. Overall the elevation changes on Manicouagan are roughly 60% of what they were in the original map. This step enabled resculpting of the terrain to allow much better flow between adjacent POIs, open up more area of the map for gameplay, and limit how powerful elevated overwatch positions could be. In order to preserve some of the original spirit of the map, there are still relatively significant changes in elevations, but care has been taken to craft these more carefully to avoid or mitigate the issues we saw in the original. The Daniel-Johnson dam remains on the map but it too was shrunk to about 70% of its original size, and efforts have been made to mitigate it from being used as an overwatch position over the valley below.

Dam - Manic-5
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Dam - Manicouagan
082b8d783ab09b95947831451b9027c77b7cb8aa.png


After the elevation was reduced, the density and distribution of POIs was pre-planned to improve the balance between having a good variety when random POIs are selected on a game mode like Random Advance and Secure (RAAS), while keeping the distances between points roughly fair and usable for more symmetrical game modes like Advance and Secure or Skirmish. And although lots of new POIs have been created for Manicouagan, many of the originals still exist in some form, although their position or composition may have changed. In general, most of the POIs on Manicouagan will have multiple numbers and types of approaches, these generally fall into three categories:

  • Open approach - suited for vehicles or high-risk & high-reward tactics
  • Covered approach - suited for infantry leap-frogging from cover to cover
  • Concealed approach - suited for a disciplined squad to have a chance at sneaking onto the objective before being noticed

Another large part of the Manicouagan rework was to integrate amphibious water systems into the map. The reservoir behind the dam and the rivers that cut through the map have been updated with deeper water. These will provide opportunities for amphibious-capable factions to flank and approach enemy positions from unsuspected directions. Factions that lack amphibious capabilities (such as the US Army or Canadian Armed Forces) will be limited to making use of the bridges and shallows that form crossing points for their ground assets. In order to prevent factions without amphibious capability from being too punished or bottlenecked at crossing points, the main rivers on the map will be shallower towards the edges of the map to ensure they still retain freedom to access most parts of the map and the coloration of the water on the minimap will reflect this.

Thanks for reading, we’re excited for you to experience the new version of the map and here are a few extra shots of the before and after rework!

Antenna - Manic-5
6430719a26bfc9557fa0d2039f11c79a5bb9788e.png


Antenna - Manicouagan
fb17fcc53bb9798c7a78f8fe2b2507aeae6559f4.png


Firebase Mississauga - Manic-5
0209eb71a18133dfd915401d9c103e5349fb4bf0.png


Firebase Borris - Manicouagan
201e444cfa047fae44f279e4dce5bce0f96724b5.png
 
Queria tanto conseguir jogar esse jogo sem comunicação, gosto da proposta mas cadenciada mas não tenho mais saco pra comunicação em equipe e aqui em casa é complicado também!
 
SQUAD UPDATE V4.3 RELEASE NOTES
Features

Added the “Manicouagan” map. This is a complete remake of our Manic-5 map.

Map Layers
  • Manicouagan AAS v1 - CAF vs RGF
  • Manicouagan AAS v2 - USMC vs RGF
  • Manicouagan AAS v3 - USA vs RGF
  • Manicouagan Invasion v1 - CAF vs RGF (RGF Attacker)
  • Manicouagan Invasion v2 - CAF vs RGF (CAF Attacker)
  • Manicouagan Invasion v3 - USA vs RGF
  • Manicouagan Invasion v4 - USMC vs RGF
  • Manicouagan Invasion v5 - USMC vs RGF (Flooded Map)
  • Manicouagan Invasion v6 - CAF vs PLA
  • Manicouagan Invasion v7 - CAF vs IMF
  • Manicouagan RAAS v1 - CAF vs RGF
  • Manicouagan RAAS v2 - USMC vs RGF
  • Manicouagan RAAS v3 - USA vs RGF
  • Manicouagan RAAS v4 - CAF vs PLA
  • Manicouagan RAAS v5 - USMC vs PLA
  • Manicouagan RAAS v6 - USA vs PLA
  • Manicouagan RAAS v7 - CAF vs IMF
  • Manicouagan Seed v1 - CAF vs IMF
  • Manicouagan Skirmish v1 - CAF vs RGF
  • Manicouagan Skirmish v2 - USMC vs RGF
  • Manicouagan Skirmish v3 - USA vs RGF
Note: This map replaces Manic-5, which will no longer be playable, nor available in the modding SDK

Added two new features, Find Match & Server Tagging.

Server Tagging
Server owners have the ability to tag their servers with the list of tags that we provide. These tags can be used to quickly find a server in the Server Browser. You can filter tags via the updated filter panel. Tags include:
  • Language
  • Game Modes
  • Playstyle
    • Relaxed - Communicate, coordinate, play for fun
    • Focused - Play to objective, play to win
    • Milsim - Tactics and subordination
  • Experience Preference
    • New Player Friendly - Explore the game and learn the ropes
    • Experience Preferred - You are expected to know game mechanics and common server rules
  • Map Rotation type
    • Set Rotation
    • Map Voting - For servers using their own map voting system
Note: Untagged servers will be shown only when you have server browser filters on default (or unfiltered)

Server Browser
In addition to having tags, the server browser also has new tabs that will allow you to quickly hop back on a server that you liked:
  • Favorites tab
  • Recents tab
  • Find Match
You can search for a server by pressing the Find Match button on the main menu screen. There is a Search Preferences menu that will allow you to narrow down the type of server you want to play.
In addition to tags and game modes, search preferences include:

Find Match type
  • Multi-Choice (default) - Will show 3 servers to choose from
  • Automatic - Connects to the first found server
  • Maximum Ping
  • Minimum Players
  • Match Elapsed Time
Additional notes on how Find Match works:
  • Only shows modded servers if you have these mods installed
  • Doesn’t show full servers

Redesigned the Main Menu UI
We are excited to announce a new visual update to our main menu. We revamped the design to be more sleek and modern while making it easier to navigate. The new main menu features a cleaner layout with updated graphics and animations that enhance the user experience. We hope you enjoy our main menu's new look.

Rework of the Militia faction

Role Configurations Highlights:

Command & Support Roles
Squad Leader 01

- AKS-74U + Iron Sight + 45-round magazines
- 2x RGD-5 Frag Grenades
Squad Leader 02
- M4 + M68 Optic
- 2x RGD-5 Frag Grenades
Squad Leader 03 (Unlocked at Squad Size 2)
- AKS-74 + 1P29 Optic
- 2x RGD-5 Frag Grenades
Squad Leader 04 (Unlocked at Squad Size 3)
- AK74 + GP25 + 1P63 Optic
- 2x 40mm HE Grenades
- 1x RKG-3 Anti-Tank Grenade
Squad Leader 05 (Unlocked at Squad Size 6)
- AK74 + GP25 + 1P78 Optic
- 2x 40mm HE Grenades
Medic 01
- AKS-74U
- 2x RGD-5 Frag Grenades
Medic 02
- AKS-74 + 1P29 Optic
- 1x RGD-5 Frag Grenade

Direct Combat Roles
Rifleman 01

- FAL
- 2x RGD-5 Frag Grenades
Rifleman 02
- M4
- 2x RGD-5 Frag Grenades
Rifleman 03
- AKS-74 + 1P63 Optic
- 2x RGD-5 Frag Grenades
Rifleman 04
- M4 + M68 Optic
- 2x RGD-5 Frag Grenades
Rifleman 05
- AKS-74 + 1P78 Optic
- 1x RGD-5 Frag Grenades
Rifleman 06
- SKS + PU Optic
- 2x RGD-5 Frag Grenades
Ambusher 01
- FAL
- 5x Fragmentation Rifle Grenades
- 1x Personal Camouflage Net
Ambusher 02
- M4
- 2x RGD-5 Frag Grenades
- 2x RKG-3 Anti-Tank Grenade
- 1x Personal Camouflage Net
Automatic Rifleman 01
- Minimi + No Tracers
- 1x RGD-5 Frag Grenade

Fire Support Roles
Infiltrator 01

- AKS-74U + 45-round magazines
- Vz 61 Skorpion
- 2x RGD-5 Frag Grenades
- 4x RKG-3 Anti-Tank Grenade
Automatic Rifleman 02
- RPK-74 + 1P78 Optic + No Tracers
Grenadier 01
- M4
- 2x RGD-5 Frag Grenades
- 5x RPG-7 Fragmentation
Grenadier 02
- AK74 + GP25
- 10x 40mm HE Grenades
LAT 01
- FAL
- 5x HEAT Rifle Grenades
LAT 02
- AKS-74 + 1P29 Optic
- 2x RPG-7 HEAT
- 2x RPG-7 Fragmentation
Marksman 01
- SVD
- 1x RGD-5 Frag Grenade

Specialist Roles
Machine Gunner 01

- PKM + 1P29 Optic + No Tracers
HAT 01
- AKS-74U
- 2x RPG-7 Tandem HEAT
- 2x RPG-7 Fragmentation
HAT 02
- FAL
- 2x RPG29 Tandem HEAT
Saboteur 01
- AKS-74U
- 3x Timed Explosives
- 3x TM62 Anti-Tank Mines
- No IED

New & Updated Weapons

FAL Rifle Grenades
The militia can now make use of rifle grenades for their FAL rifles. There are fragmentation & HEAT rifle grenades available depending on which role is used. Due to a limited effective range, these warheads will pack a slightly bigger punch than the underslung grenade launcher rounds from other factions.

RKG-3 Anti-Tank Grenades
A blast from the past, the RKG-3 anti-tank grenades have returned to the game. After being thrown into the air, the RKG-3 will deploy a parachute to orient itself downwards to damage vehicles it makes contact with (it will not do splash damage to vehicles). The grenade will have limited effectiveness against infantry and is currently unable to damage vehicle components (ex: engine, tracks, ammo rack - this is a known issue).

AK Series Reload Animations
Militia has received a new set of reload animations for their AK series (AK-74, AKM, etc) weapon which will give them a slight decrease to the reload speed of these weapons. A tactical reload (still ammunition in the current magazine) will see the current magazine quickly swapped out with a new one that’s already in-hand, while the dry reload (no ammunition in the current magazine) will depict what’s colloquially known as an ‘Iraqi reload’. These new animations will also apply to the Insurgent faction but conventional factions using AK series weapons will continue to use the original reload animations.

AK Series Iron Sight Picture
In addition to the new reload animations, we’ve also adjusted the sight picture on the AK74, AKM, SKS, AKS74U, Mosin, PKM, PKP and PPSH using iron sights to prevent the weapon from being skewed. This also moves the iron sight’s sight picture closer to being more authentic although we feel we’ve struck the right balance between looking realistic (which when done so with 100% realism, many players find difficult to use) and usable.

New & Updated Vehicles

BM-21 “Grad” Rocket Artillery Truck
The BM-21 “Grad” is the first MLRS (Multiple Launch Rocket System) to be added to the game, and arguably the first true self-propelled artillery vehicle that we have added. It fires powerful 122mm rockets with a minimum arming distance of 100 meters, has a minimum firing distance of 900 meters, a maximum firing distance of 1500 meters on even ground, and will only be present on larger maps within the game.

Due to its limited effectiveness at shorter ranges, getting the most bang for your buck out of this weapon system will involve closely communicating and coordinating with spotters to ensure that you are hitting an area populated with relevant targets, and that your rockets are landing on target. It will be used most effectively against mass concentrations of infantry in the open, enemy FOBs, or static light to medium vehicles

Armored Ural & Technical
The militia will be receiving several variants of an improvised, up-armored Ural 375, as well as modern pickup trucks. The idea behind these vehicles was to offer a bit more protection to the light vehicles of militia since their overall vehicle line-up is lacking compared to more conventional factions. Hastily-welded steel sheets will protect some of the vehicle’s occupants from small-arms fire although larger caliber ammunition will still pass through.

The up-armored vehicles will provide limited survivability to occupants when inadvertently running into enemy infantry. The up-armored technicals will still be served best by ambushing enemies or used in defensive positions that offer maximum protection. The armored Urals will provide slightly more reliable transport and logistical support for the militia, as they will rely on supplies for their defensive specialization, and doubly-so as they continue to lack helicopter support.

  • Armored Ural 375 Transport
  • Armored Ural 375 Logi
  • Armored Technical Transport
  • Armored Technical Logi
  • Armored Technical M2
  • Armored Technical SPG-9
  • Armored Technical DSHK

BMP-1 & SPG-9 Update
With 4.3 we’ve adjusted the minimum arming distance and recoil impulse of the BMP-1’s 2A28 “Grom” main cannon and the SPG-9 recoilless rifle. The arming distance has been reduced from 35 meters to 6 meters and recoil impulse has been lessened, these changes should make these weapons more effective in combat in addition to bringing their values more in line with authenticity.

New Flag & Voicelines
Militia will now have a new flag and updated character voice lines.

New Vehicle Camouflage
Militia vehicles have received a new coat of paint as we’ve updated their camouflage pattern to be something a bit more realistic looking!

New Emplacement

ZIS-3 Field Gun
The ZIS-3 field gun is the first of its kind to be added to the game. It is a weapon emplacement, with up to two being able to be constructed within Irregular Militia Forces FOBs. It will have fragmentation, HEAT, and smoke ammunition types available so will be effective against both infantry and vehicles at long range but be cautious as prolonged use will sap a FOB of ammunition supply.

The ZIS-3 will best be employed in ambush positions, covering choke points or used in positions with long lines of sight where the threat of return fire will reduce the likelihood of quickly incapacitating the operator. This weapon is a relic of world war 2 and as such its HEAT ammunition lacks the armor penetration capabilities of modern weapons (only 120mm of armor penetration) but will still need to be taken advantage of in order to offset the Irregular Militia Forces’ lack of conventional heavy vehicles.

New Fortifications

Dirt-Filled Ammo Boxes
Militia will receive a lineup of new defensive fortifications crafted out of dirt-filled ammo boxes in the new update. These will be their basic building blocks for defensive positions. In addition to these, militia will still have access to log walls and sandbags.

Tank Traps (Hedgehogs)
Tank Traps are cheap and quick-to-build fortifications that can be used to block off roads, bridges, or choke points in order to set up an ambush on vehicles. Vehicle occupants will have to dismount and deal with tank traps in order to clear the path so it will be ideal to lay these in locations where militia can ambush the vehicle or its dismounts otherwise these will only be a marginal nuisance.

Hull-down Position
The hull-down position is a fortification whose primary intent is to offer additional frontal and side armor protection for armored vehicles such as the BMP-1 or T-62 on even ground. Up to two can be built per FOB and will allow the militia’s older-generation armored vehicles to contend against their better conventional counterparts.

Camouflage Netting
As part of the update, the Irregular Militia Forces will get access to several new camouflage net fortifications. The lean-to, wall, and canopy will provide multiple opportunities for concealing not only infantry fighting positions but the canopy in particular is large enough to conceal vehicles, HABs, hull-down positions, or can just be used as a decoy position to confuse enemy UAVs.

The camouflage netting fortifications will help the militia both set up ambush positions at critical choke points or simply enhance a larger defensive position.

System & Gameplay Updates

  • Made further visual improvements to the US Army soldiers
  • Configured multiple vehicles to eject players from open seats when in deep water
  • Retextured medium and large ammo crates
  • Rebalanced machine gun mag counts to overall increase the amount of ammo carried by AR / MG kit roles
  • Removed Ticket Bleed from RAAS layers on all flags except when all flags have been captured (which still has -60 tickets per minute mercy bleed)
  • SQ-17206 - Removed -10 ticket loss when a flag is lost for the AAS, RAAS and Skirmish game modes
  • In Seed mode, flags now only require 1 player to capture
  • Made improvements to two-handed gesture animations
  • Added idle animations for the Preview and Customize screen soldier
  • Made improvements to the camera animation on the PLA ZSL10 Wheeled APC open-top turret
  • Added desert camo for the QJZ89 Remote Weapon Station

General Bug Fixes

  • Fixed a client crash related to SQVehicleWeaponTOW
  • Fixed a client crash related to USQEmotePlayer::OnEmoteEnded
  • Fixed a client crash related to ScriptCore.cpp
  • Fixed a client ensure issue related to RetractBipod
  • Fixed several visual issues with the shop and customize screens
  • Fixed multiple minor visual issues related to clipping while emoting or gesturing
  • Fixed an issue that could cause 2-handed gestures not to work correctly on certain layers
  • Fixed an issue that could allow players to use squad leader specific gestures while dragging bodies
  • Fixed an issue where a player could find themselves unable to lean and ADS if a third person emote is triggered during the transition from prone to standing
  • Fixed an issue where players could appear to hold items like their weapons while using the facepalm emote
  • Fixed an issue where users could not use the applause gesture with the decoy rock item equipped
  • Fixed an alignment issue with rocket launcher animations
  • Fixed an issue that caused the ASLAV APC to have no engine sound at max revs
  • Fixed several landscape performance issues including landscape breathing
  • Fixed an issue that prevented the icon for the SPG-9 emplacement from appearing after it had been built
  • Fixed an issue where players could become invincible if entering the admin camera while within the main base
  • Fixed an issue that caused the barrel of the C7A2 M203A1 to disappear in third person when switching to any grenade ammunition type
  • Fixed an issue that caused the barrels of the C9A2 LMGs to be invisible in third person
  • Corrected incorrect Chinese text on the PF98 HAT Launcher’s laser rangefinder
  • Fixed an issue that caused bullet tracers to spawn from a soldier's chest instead of their weapon barrel
  • Fixed a collision issue with the LAV2 Coyote
  • Fixed an issue that could cause water splash SFX to be inconsistent across multiple players
  • Fixed several issues related to the graphics settings display
  • Fixed an issue that prevented the icon for ammo crates from appearing when another player is too close to it
  • Fixed a minor visual issue with the BRDM-2 Spandrel
  • Fixed an issue that caused the M38 DMR’s optic to be invisible in third person
  • Fixed an issue that could cause the turret for the M2A3 IFV woodland variant to swap to a desert texture when the vehicle is destroyed
  • Fixed an issue that caused the ironsights of the AUS EF88 Rifle to be invisible in third person
  • Fixed an issue where spawn screen layer names could block interaction with spawn points in rare circumstances
  • Fixed an issue that caused a character model to appear shiny and warped
  • Fixed an issue with the voiceover for objectives becoming neutral
  • Fixed minor visual inconsistencies between first and third person sleeves for certain US Army kit roles
  • Fixed an issue that caused the first person weapon reloading animation to become desynced when using freelook
  • Updated the weapon selection order of the ZTZ99A MBT to the standard set used by other vehicles
  • Fixed several incorrect tooltips for open-top turret weapons
  • Fixed an issue that caused the FV520 CTAS40 IFV vehicle to be incorrectly labeled as “FV520 WCSP IFV” on the interact popup
Map Updates & Bug Fixes

Al Basrah
- Fixed a pair of minor visual issues
Anvil
- Fixed a lighting issue on AAS v2
Black Coast
- Fixed several minor visual issues
- Fixed an issue that could cause the UH60 to explode upon spawning on the Essex
- Fixed several visual issues with the Subpen
- Fixed an issue where players could fall through invisible holes under the sub launch bays in the Subpen
- Fixed an issue that caused Client Log spam when the radial menu was opened and closed
Chora
- Fixed a visual issue that could cause gaps in the wall to form
Fallujah
- Fixed multiple minor visual issues
Goose Bay
- Fixed a landscape issue that could cause players and vehicles to become stuck in a lake on the Western side of the map
- Fixed several minor visual issues
- Fixed an issue that allowed a radio to be placed in an unreachable spot at the Refinery
- Fixed an issue that could allow players to shoot below fences
Gorodok
- Fixed an issue that caused some PLA vehicles to not appear inside the main base rearm zone on RAAS v12
Harju
- Fixed a minor visual issue relating to roads
- Fixed an issue that caused some RGF vehicles to not appear inside the main base rearm zone on RAAS v5
Pacific Proving Grounds
- Fixed an issue on v2 where USMC had four LAV25 ARVs instead of the listed two
Yehorivka
- Moved an incorrectly placed ammo crate on RAAS v10
- Fixed an issue that could cause players to spawn on the roof when having the RUS main spawn selected on TC v3

SDK Updates & Bug Fixes
  • Updated mod SDK to v4.3
  • Updated mod versioning to v4.3. This requires mods to be re-cooked with the v4.3 SDK—any mods using the v4.2 SDK will be incompatible with v4.3.
  • Fixed an issue where players could become invincible if entering the admin camera while within the main base
 
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[squad.fandom.com]
- 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
 
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

485079b4450309b0b59be16681b1a81d45e176f7.png

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. 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

8745fe2f595a61e1da3c9d6f22d8945a1d20d806.png

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!
 
Gostaria de comentar essa última notícia já que tem o potencial de mudar completamente o jogo, trazendo-o de volta para um lugar melhor onde ele já esteve, quando o espírito era mais parecido com o Project Reality. O jogo estava precisando disso faz tempo!

Basicamente o sway e o recoil das armas vão ficar "mais 3D"; sua arma não vai estar sempre alinhada e o recuo será em 3 eixos, que basicamente é toda a dificuldade de se acertar um tiro na realidade. Além disso, a supressão irá funcionar de maneira diferente e no geral deve ser "mais forte". E para completar a experiência, o movimento ficou mais lento no geral e a stamina foi ajustada de acordo. Junto com isso, uma série de revamps no som e "efeitos especiais" associados com tudo isso, o famoso SFX.

Por que disso tudo?
Porque o jogo tinha virado um run'n'gun' que prestigiava ações individuais, esforços coletivos muitas vezes podiam ser frustrados por um jogador tryhard (e a comunidade meio tóxica do SQUAD tem muitos desses) que jogava o jogo como um FPS casual e principalmente porque tiroteios terminavam em "crack shots" de poucos tiros, ao invés de um jogo de xadrez armado.

Não acho que isso esteja "diminuindo a nota de corte" ou nivelando por baixo, mas que isso seja uma tentativa de deixar o jogo mais cadenciado, planejado, cooperativo e no fim, mais divertido.

Ansioso para voltar a jogar pois faz tempo que não sinto tesão no jogo justamente por esse fatores descritos aí.
 
Gostaria de comentar essa última notícia já que tem o potencial de mudar completamente o jogo, trazendo-o de volta para um lugar melhor onde ele já esteve, quando o espírito era mais parecido com o Project Reality. O jogo estava precisando disso faz tempo!

Basicamente o sway e o recoil das armas vão ficar "mais 3D"; sua arma não vai estar sempre alinhada e o recuo será em 3 eixos, que basicamente é toda a dificuldade de se acertar um tiro na realidade. Além disso, a supressão irá funcionar de maneira diferente e no geral deve ser "mais forte". E para completar a experiência, o movimento ficou mais lento no geral e a stamina foi ajustada de acordo. Junto com isso, uma série de revamps no som e "efeitos especiais" associados com tudo isso, o famoso SFX.

Por que disso tudo?
Porque o jogo tinha virado um run'n'gun' que prestigiava ações individuais, esforços coletivos muitas vezes podiam ser frustrados por um jogador tryhard (e a comunidade meio tóxica do SQUAD tem muitos desses) que jogava o jogo como um FPS casual e principalmente porque tiroteios terminavam em "crack shots" de poucos tiros, ao invés de um jogo de xadrez armado.

Não acho que isso esteja "diminuindo a nota de corte" ou nivelando por baixo, mas que isso seja uma tentativa de deixar o jogo mais cadenciado, planejado, cooperativo e no fim, mais divertido.

Ansioso para voltar a jogar pois faz tempo que não sinto tesão no jogo justamente por esse fatores descritos aí.
Concordo pra você, se o jogo se chama SQUAD tem que optimizar a cooperação da sua...SQUAD.
 
a questão dos scopes também tem que ser resolvida, não tem porque ser tão tosco na engine e dificulta
 
a questão dos scopes também tem que ser resolvida, não tem porque ser tão tosco na engine e dificulta
acho que o início desse vídeo vai lhe deixar tranquilo:


Como disseram lá no fim do post: a intenção deles é trazer a implementação mais realista de lunetas já feita para um jogo.
Pelo vídeo, dá pra dizer que chegaram bem perto.
Legal ver a arma se mexendo "em 3D" e toda solta na tela.
 
Esse vídeo aqui é ainda melhor pra mostrar as diferencas:



Fenomenal

Me deu vontade de jogar de novo depois de ver este vídeo. Vou arriscar
 
Me deu vontade de jogar de novo depois de ver este vídeo. Vou arriscar
Espera sair o update antes.
Isso aí é build de teste ainda, só convidados.

Ficou muito bom mesmo, bem realista a parte de scopes e miras, e o jogo devem sim mudar substancialmente pra algo que envolve mais fogo e manobra e menos skillz.
Animado também... foda é saber o que vou ter que deletar pra baixas os 90Gb do jogo.
 

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