Looking for the most recent Squad patch notes and news information? Well look no further, we've got you covered with all the most recent and up-to-date information regarding Squads updates and patch notes. If you're new to Squad, it's important to note the game is being developed by Offworld Industries, responsible for the creation of Squad, Post Scriptum, Beyond the Wire, and Starship Troopers Extermination. The developers are known to take their time creating titles, but they make sure to complete the task effectively and properly, rarely disappointing fans. However, Offworld Industries take a while to release new content and they enjoy ambiguity, especially within the release of Squad, withholding information from the player base to avoid receiving criticism if promises are not met, this is due to prior experiences.
Whilst the game remains in an incredibly healthy state, the developers are still thriving, releasing new content regularly and releasing hotfixes whenever players experience in-game problems. Here, you'll find an updated list of all the recent changes and implemented updates, including all their notes and changes affecting the game, released by developers. Regardless of the size of the change, it's all relevant and you can find it here down in this article!
Table of Contents
- All Squad Patch Notes For 2023
- Update v6.0.1 Release Notes
- Update v6.0 Release Notes
- Update V5.1.1 Hotfix
- Update V5.1 Release Notes
- Update v5.0.1 Release Notes
- Update V5.0 Release Notes
- Update v4.5 Release Notes
- Hotfix v4.4.1 Release Notes
- Update v4.4 Release Notes
- Hotfix v4.3.1 Release Notes
- Update v4.3 Release Notes
- Engine Upgrade v4.27 Release Notes
- Update v4.2 Release Notes
All Squad Patch Notes For 2023
Update v6.0.1 Release Notes
SYSTEM & GAMEPLAY UPDATES
- Decreased lateral sway by 10% for all rifles, DMRs, snipers, and AT launchers.
- Increased rifle ADS speed by 10% when using ironsights and 5% when using reflex sights.
- Greatly reduced minimum sway for all shoulder-fired anti-tank weapons when fully stabilized and aiming down sights.
- Reduced arming distance of all handheld anti-tank weapons to 10 meters, with the exception of the NLAW, which is now set to 20 meters.
- Adjusted weapon inertia on DMRs and sniper rifles to make them more consistent with other rifles and much easier to aim when point shooting.
- Reduced global LMG and MG bipod sway transition time by 33%, allowing bipodded weapons to stabilize faster.
- Adjusted damage falloff for the G3 and FAL to allow for a one-hit kill to the torso, upper legs, and upper arms within 20 meters.
- Increased auto-lowering timer of rifles, ARs, SMGs, DMRs, and Sniper Rifles to 50 seconds for easier room clearing and point shooting.
- Adjusted the camera perspective shift on AK74 and RPK74 series weapons with iron sights when sway is high. These ironsights should now feel better to use.
- Reduced sway offset for AK74 series rifles with 1P63 reflex sight by 50% to prevent the reticle from going out of bounds while moving in ADS at maximum stamina and stability.
- Reduced PLA’s YMA600 scope shadow sensitivity.
- Made the reticle of the VDV SV-98 thicker to make it easier to read at all magnification levels
- Added ranging to all BAF weapons equipped with the SUSAT optic.
GENERAL BUG FIXES
- Fixed a bug that caused bipods to not reduce weapon sway at all if the player deployed the bipod while crouched or prone.
- Fixed a bug that could cause “Host Closed Connection” errors in v6.0. Due to a build issue, the wrong iteration of this fix was included in v6.0; this is now resolved in v6.0.1.
- The suppression visual effects are now correctly applied to soldiers in all vehicle seats.
- The PF98 rocket launcher scope sight zeroing is no longer offset at 300m and above.
- Fixed a bug that caused distracting black triangles to appear on the scope when using the BAF SUSAT optic.
- In the Settings menu, AA options are now grayed out when FSR2 is enabled, as intended – FSR2 requires AA to be turned on to function. The game also now enforces AA values properly, depending on your “SCOPE IMAGE CLARITY” setting.
MAP UPDATES & BUG FIXES
GENERAL
- Standardized starting tickets for a number of map layers. Most layers on larger maps start with 300 tickets, while most layers on smaller maps start with 250 tickets.
MANICOUAGAN
- Invasion v1, v5, v8, v9 – Fixed a bug that could cause certain boats (e.g., the USMC RHIBs) to float or spawn too far away from the dock for players to reach them.
Update v6.0 Release Notes
The infantry combat overhaul intends to create the most fun, immersive, authentic, and teamwork-oriented infantry combat experience possible. The goals are to:
- Increase the amount of teamwork needed to win a fight.
- Create more meaningful tradeoffs between different factions, weapon types, and optic types.
- Keep the game fun while making it more approachable for new and existing players.
- Mitigate the amount of punishment newer players experience in combat while learning the game.
These patch notes will not list the exhaustive changes that we have made to each of the following areas, so please see the original infantry combat overhaul blog posts (LINK 1/LINK 2) for more detailed information about the changes:
- The suppression effect has been completely reworked to become more immersive and to enable the use of suppressive fire to become a valuable tactical tool for overcoming the enemy in combat. More powerful weapons will create a more intense and longer-lasting suppression effect. The suppression effect itself will reduce the ability of a player to be effective in combat, encouraging them to reposition themselves or seek cover.
- Newer players can stress less about knowing exactly where the enemy are and instead provide meaningful suppressing fire to fix the enemy in place so that others can flank or maneuver on them.
- Picture-in-Picture (or PiP) scopes have been added to the game, this is a more authentic way of representing magnified optics in a game. Instead of your whole screen being zoomed in when aiming through a magnified scope, only the area inside of the scope will be zoomed in. The field of view (space that the optic takes up on the player’s screen) for different optics will follow real-life measurements in most cases.
- Gunplay overall has been adjusted to create more fun, immersive, and authentic team-oriented infantry combat. The ability for a single player to affect the outcome of a firefight has been mitigated; effective communication and teamwork should overcome lone individual fighters in the majority of cases. All weapons have been adjusted and the weapons available to some factions have also been adjusted. Adjustments after release will be an ongoing effort to ensure we strike the correct balance.
- Different types of weapons and optics will now have much more meaningful trade-offs, magnified optics will not be the best choice in every situation.
- In the majority of situations, players who are in a bad position relative to the enemy are more likely to be wounded or suppressed, and less likely to be instantly killed, giving them meaningful moments to be able to react to incoming fire and making combat less punishing overall.
- Character movement has undergone changes to encourage greater communication and coordination between infantry and other infantry, as well as between infantry and vehicles.
- Overcoming tall obstacles will be more challenging for individual infantry players than before, work together with your teammates to buddy-boost over taller objects and plan your movements through urban areas more deliberately.
- Vaulting over obstacles is now triggered only when also holding the “Move Forward” key. Otherwise the character will instead attempt to climb on top of the obstacle. This is intended to give you more control over your actions in combat and help prevent accidental vaults causing deadly falls.
ADDITIONAL SYSTEM & GAMEPLAY UPDATES
- Added proximity indicators to the squad list:
- These are dots that appear alongside the names of squad and fireteam members within your local voice chat range. The color of the dot represents how far away from you they are (bright white for 0-25 meters and grey for 25-50 meters)
- Vehicles that can hold ammunition will now show a 3D ammo icon so that you can identify them more easily
- Updated several CAF faction reload animations to be more true-to-life
- Nametags will now only appear when there is a direct line of sight between you and your teammate
- Temporarily added a “Scope Image Clarity” option to the Settings menu. You can use this setting to choose whether to prioritize clarity or anti-aliasing while using scopes. You can learn more about why this setting is being introduced in the “Known Issues” section below
GENERAL BUG FIXES
- Players in a server’s queue will no longer get stuck in the queue when the server changes maps
- When projectiles pass through walls, they will now have appropriate exit VFX
- Aiming down sights with the AK-74M’s GP-25 grenade launcher while your FOV is set to 120 will no longer cause the gun to clip into your viewpoint
- Binoculars now behave correctly when FOV is set to 120
- Corrected the appearance of the ADF Crewman/Pilot icon on the deployment screen
- Fixed a bug that allowed vehicles with blown-out tires to drive over AT mines without detonating them
- Fixed a bug that could cause players to encounter an infinite running soldier animation after joining the server
- Fixed a bug that could cause the barrel and scope of sniper rifles to momentarily become invisible if a user collapsed a bipod while aiming down sights
- Fixed a bug that could cause the deployment loading screen to appear incorrectly
- Fixed a bug that could prevent players from damaging vehicles with emplacements in certain situations when playing on Jensen’s Range locally (not online)
- Fixed a bug that could prevent players from switching to certain seats in a vehicle even when they were unoccupied
- Fixed a bug that could prevent the IMF RKG3 AT Grenade’s SFX and VFX from playing - after destroying hedgehog traps or the second state of barbed wire
- Fixed a bug that prevented the salute emote from playing when used by a player on the ADF or BAF team
- Fixed a client crash related to WorldSettings
- Fixed a client crash that could occur while loading into the main menu after starting the game
- Fixed a minor visual issue impacting the glasses and visors of BAF soldiers
- Fixed an issue that could allow the third-person camera to clip through certain walls during emotes
- Fixed an issue that could cause occasional waves of server log spam when having multiple clients connected
- Helicopter control settings for Pitch, Roll, and Yaw are no longer reset each time the game is started
- Players can now exit HMG bunkers as intended
- Players will no longer become stuck inside the vehicle after attempting to exit the LAV, BMP1/BMP2, AAVPW, MT-LB, BFV, or M1126 vehicles in places where the vehicle’s exit points are obstructed
- The ADF EF88 Ironsight Rifle can now be zeroed reliably
- The emote wheel description for the Push Ups emote has been updated to reflect that it cannot be used while standing
- Water shields on amphibious vehicles are no longer deployed automatically upon vehicle spawn-in and will reliably deploy and retract properly when entering and exiting the water
- When a player using a recruit kit joins a squad and uses VoIP, the VoIP widget will now correctly display a recruit role icon next to their username
MAP UPDATES & BUG FIXES
-
RAAS v4- Replaced the BMD-1M with the BMD-4M for the VDV faction
-
RAAS v4- Replaced the PMV Mag58 3x with PMV RWS for the ADF faction
Black Coast
-
AAS v1- Replaced the BMD-1M with the BMD-4M for the VDV faction
-
AAS v1- Replaced the 2x Kamaz Logi with 2x BTR-DG Logi for the VDV faction
-
AAS v1- Added 1x LAV-25 for the USMC faction
-
RAAS v1- Removed the BMD-1M from the VDV faction on this layer
Goose Bay
-
RAAS v1- Removed the BMD-1M from the VDV faction on this layer
-
RAAS v10- Reduced the number of BTR-MDMs from 2 to 1 for the VDV faction
-
RAAS v10- Removed the BMD-1M from the VDV faction on this layer
-
RAAS v11- Reduced the number of BTR-MDMs from 2 to 1
-
RAAS v11- Reduced the number of MATV M2s from 2 to 1
-
RAAS v12- Reduced the number of BTR-MDMs from 2 to 1
-
RAAS v12- Removed the M1151 M2 Open Door vehicle from the USMC faction on this layer
Mutaha
-
RAAS v4- Replaced the M113 TLAV with the TAPV for the CAF faction
-
RAAS v4- Replaced the Sprut-SDM1 with a T72B3 on a 10min initial delay
-
RAAS v4- Removed the BMD-1M from the layer
Narva
-
RAAS v2- One helicopter with a 10-minute initial spawn delay has been added for each team
-
Destruction v1- Fixed a bug that could cause objectives and objective caches to spawn floating above the floor in certain areas
Pacific Proving Grounds
- Made various visual improvements to terrain.
- Added missing map boundaries
-
Seed v1- The PLANMC team can no longer place infinite HASCO bunkers for free. The team must also now abide by the three-player requirement.
-
PLANMC-VDV Training- The Sprut-SDM1 and ZTD05 vehicles are no longer missing from this layer
-
PLANMC-VDV Training- Fixed a bug that prevented RHIBs from spawning at the dock
Skorpo
-
RAAS v5- Replaced the BMD-1M with the BMD-4M for a total of 2x BMD-4M for the VDV faction
-
RAAS v5- Increased the number of Leopard 2A6Ms (on 15min initial spawn delays) from 1 to 2 for the CAF faction
Yehorivka
-
RAAS v2- Removed the T72B3 tank from the VDV faction on this layer
-
RAAS v2- Swapped the M1126 CROWS M240 with the M1126 CROWS M2 for 4x M1126 CROWS M2 total for the USA faction
-
RAAS v2- Swapped 1x MATV M2 with 1x MATV CROWS M2 for the USA faction
-
RAAS v2- Reduced the number of UH60s from 2 to 1 for the USA faction
-
RAAS v10- Updated the vehicle layout for both teams:
RAAS v10 BAF:
- 1x HX60 Transport (6min)
- 2x HX60 Logi
- 1x FV432
- 1x FV432 RWS
- 1x FV107
- 1x FV510
- 2x FV510UA
- 1x FV4034 (10min)
- 1x SA330 (10min)
RAAS v10 VDV:
- 1x BTR-D PKM (6min)
- 2x BTR-DG Logi
- 2x Tigr KORD
- 2x BMD-4M
- 1x Sprut-SDM1
- 3x Mi8
-
RAAS v11- Removed the BMD-1M from the VDV faction on this layer
-
RAAS v11- Removed the Sprut-SDM1 from the VDV faction on this layer
KNOWN ISSUES
We are aware of an issue that can cause the view seen through a picture-in-picture scope to be blurred for players using anti-aliasing or FSR. The severity of the blur is impacted by the FSR and resolution settings being used, so it may not look the same for each player who encounters it. The cause of this issue is very complex but we are hard at work to address the issue.To mitigate this issue in the meantime, we’ve implemented a “Scope Image Clarity” option in the Settings menu.
There are two options to choose from:
This setting makes the image sharper but may also produce visual artifacts and cannot be used with FSR. This works by temporarily disabling anti-aliasing when aiming with a scope, meaning that players using this option may encounter jagged edges while aiming. This is the option that is enabled by default and is ideal for players who want to prioritize a clear and accurate view through their scopes.
This setting smooths jagged edges, reduces visual artifacts, and makes it possible to use FSR, but may result in the blurry image described above. This option is ideal for players who want to prioritize anti-aliasing and FSR or who are not bothered by the level of blur they are experiencing.Feel free to give both options a try to see what works best for you. We appreciate your understanding and patience as we work to get this resolved as quickly as possible.
We are also aware that nametags do not appear when looking through a picture-in-picture scope. This is a temporary mitigation for a problem we found during development. Nametags appeared to be offset from their intended location while looking through picture-in-picture scopes. We have decided to remove them for now and will update you on any further adjustments to the nametag system in the future.
- Updated mod SDK to v6.0.
- Updated mod versioning to v6.0. This requires mods to be
re-cookedwith the v6.0 SDK in order to be compatible with the updated version of the game.
- Weapon sway configs in “Weapon Static Info” will be
overwrittenwhen the new SDK arrives. Remember to copy these values over to your new version.
- The walk speed multiplier while reloading and using items previously lived in the “Mutable Soldier”, but now it is controlled on a per-weapon basis. See “Walk Speed Multiplier” in “Weapon Static Info”. Changes made to the parameter in “Mutable Soldier” will be lost.
- The three parameters which together controlled ADS time have been consolidated into a single parameter in “Weapon Static Info”, adjustable per-stance. “StandLocBlendTime” was preserved but is not functional, so you can refer to this value to see what your pre-ICO weapon ADS time was.
- Added Gameplay Events Subsystem: This allows modders to easily bind events to common gameplay actions like reloading, aiming, and firing, without needing a reference to the soldier or player controller. We aim to add more bindable events in the future.
- Added Generic Punch System: This allows modders to use curves to rotate or translate the weapon and/or camera in response to gameplay events. This system is already being refactored, so feel free to experiment with it for now, please note that the input structs and blueprint nodes will change in the following SDK release.
Updating to Squad v6.0 will force your cache to clear, resetting the game settings to their default values. Remember that you can use the "saved keybind preset" feature to save and load custom keybinds so you don’t have to set them up again when clearing your cache.
Update V5.1.1 Hotfix
General Bug Fixes
- Server performance improvements
Map Updates & Bug Fixes
Pacific Proving Grounds v2
- Fixed an issue that prevented grass foliage from appearing on all PPG v2 layers
- Fixed a bug that caused map markers placed on the deployment screen to show up in a place different than where the player clicked while placing them
- Players can no longer clip into rock meshes
Server Performance
- Addressed an issue where Server Performance was impacted due to replicating more often than it needed to. Replicating an actor would cause all replicated properties of that actor to replicate again, regardless if it needed to or not.
- Fixed an issue where server side animation ticks weren’t being throttled as intended, causing the server to spend more time handling incoming move requests than intended.
Update V5.1 Release Notes
Pacific Proving Grounds v2 is an expanded version of the Pacific Proving Grounds map with brand-new islands and gameplay areas to discover.
PPGv2 Map Layers
- Seed v1 – USMC vs PLANMC
- AAS v1 – USMC vs PLANMC
- AAS v2 – ADF vs PLA
NEW & UPDATED MAP LAYERS
Added one new map layer:
- Yehorivka Invasion v4 – VDV vs IMF (New)
Replaced RGF with VDV on the following map layers:
- Black Coast Seed v1 – USMC vs VDV (New flag layout)
- Mutaha Seed v1 – USMC vs VDV
- Tallil Outskirts Seed v2 – CAF vs VDV (New restriction zones)
Replaced RGF with PLANMC on the following map layer:
- Goose Bay Skirmish v1 – CAF vs PLANMC
Replaced PLANMC with PLAAGF on the following map layers:
- Gorodok RAAS v6 – USMC vs PLAAGF
- Harju RAAS v4 – CAF vs PLAAGF
- Manicouagan AAS v4 – USMC vs PLAAGF
- Manicouagan RAAS v13 – CAF vs PLAAGF
- Manicouagan RAAS v15 – USMC vs PLAAGF
- Skorpo RAAS v4 – USMC vs PLAAGF
SYSTEM & GAMEPLAY UPDATES
- The BM21 Grad Rocket Artillery Truck projectiles will now deal 2 types of damage with the same warhead:
– Fragmentation Damage (1m-35m): Good for attacking infantry and light-skinned vehicles. Cannot go through walls.
– Explosive Damage: (1m-10m): Good for attacking vehicles and deployables. Can go through walls.
- Added an open-top PKM variant of the BTR-D APC for the VDV faction, this is currently limited to only a few map layers
- The ZTD05 now has woodland camo on PLAAGF map layers
- Vehicles with a QJY88 MMG will no longer overheat
- The commander PKT RWS on the VDV Sprut SDM1 MGS no longer overheats
- Reduced the respawn timer for the BAF FV510 and FV510 UA IFV from 15 to 10 minutes
- VDV LAT roles have been adjusted to match their intended kit setups:
VDV LAT 01:
AK12 + 1P87 Reflex Sight
RPG7v2 + Magnified Optic (2 HEAT rockets)
RPG7v2 + Magnified Optic (2 frag rockets)
VDV LAT 02:
AK12 + 1P78 Magnified Optic
RPG7 + Irons (1 HEAT rocket)
RPG7 + Irons (2 frag rockets)
- Players can now cancel looped emotes by pressing the emote key
- Full-body emotes will now be automatically cancelled when a player leaves the main base area
- Players must now be crouched or prone to use the Pushups emote
- Swapping deployables during the deployable placing animation no longer prevents players from using emotes
- Added SFX to the Star Jump / Jumping Jacks emote
- The keybinds mentioned in the text on the Customize screen will now change to match any custom keybinds that have been set
- Updated the loading screen
- Using foregrips on the AK12 Rifle now slightly reduces the weapon’s recoil
- Updated various images for Discord rich presence integration
- Implemented a debug command (DebugPrintCustomOptions) that can print all the server’s custom options to the console
- Implemented debug commands that allow admins to add/set/remove custom options: AdminSetCustomOption [key value] and AdminRemoveCustomOption [key value]
- The PLANMC and VDV factions are now commented out on the ExcludedFactions.cfg
GENERAL BUG FIXES
- Fixed a client crash related to applying damage to players
- Fixed a client crash related to changing display settings
- Fixed a bug that prevented the Salute emote from working properly while playing as an INS soldier
- Fixed a bug that allowed players to place deployables in unintended locations, such as floating in the air
- Fixed the water shields on VDV and PLANMC amphibious vehicles to now deploy properly when they enter the water
- Fixed a bug that exposed the CAF Leopard 2A6 MBT’s engine, allowing it to be destroyed by small arms
- Fixed a bug with Commander airstrike SFX cutting out just before the strike occurs
- Fixed mismatched armor values that prevented the VDV Sprut SDM1 MSG, VDV BMD04 IFV, PLANMC Z8J Helicopter, and ZBD2000 vehicles from properly taking damage
- Fixed a bug with the PLANMC’s deployable HMG Bunker being able to rotate outside of the bounds of its opening
- Fixed a bug that caused the ASVAL, AK12, M16A1 and M16A2 rifles to roll continuously on the ground when dropped by a dead player
- Fixed a bug where a player who was switching teams while placing a deployable, would leave behind an invisible copy of the deployable they were placing
- Fixed the reticle on the BAF Woodland FV107 Scimitar to only display a circle (no range markings) when not zoomed in
- Fixed a bug that caused the IMF BM21 Grad Rocket Artillery Truck’s projectile radial damage to be inconsistent
- Fixed broken water splash effects on the VDV BMD-4M IFV
- Fixed the ZTD05 MGS vehicle card list to correctly show the ticket cost (10)
- Fixed a bug that caused the vehicle list to show the availability of single-use vehicles as “1” even when there was more than one available
- Fixed an issue that caused the desert variant of the VDV BTR-DG Kord to show woodland camo when wrecked
- Fixed an issue that caused the woodland camo variant of the PLANMC ZSD05 Amphibious Logi to show the blue digital camo when wrecked
- Fixed a visual issue that caused the nose of the all VDV BMD vehicles to be pointed at too high of an angle when in water
- Fixed a small visual issue with the splash image for the VDV faction
- Fixed a minor issue with players clipping into the gun barrels on the PLANMC ZBL08 IFV, ZBD05 IFV, ZBL08 HJ73C IFV, and ZBD05 HJ73C IFV by going prone while on top of them
- Fixed clipping player viewpoint when standing on the BMD-1M IFV’s gun barrel
- Fixed a visual issue that could make some VDV vehicle tracks look strange up close
- Fixed a bug with the vehicle list that prevented the icon for the PLAAGF ZTD05 MGS from appearing correctly
- Fixed the item selection menu text and icon for the VDV AK12 GP25+1P78
- Fixed a bug that prevented the “Recently Played” badge text from appearing correctly in Simplified Chinese
- Fixed a bug that could prevent custom server options set via ServerConfig/CustomOptions.cfg from properly replicating to clients
MAP UPDATES & BUG FIXES
General
- Added RGF team image and description to Skorpo RAAS v2 and Yehorivka RAAS v03
- The PLA helicopter on Goose Bay RAAS v2 and Manicouagan RAAS v14 has been changed to the intended Z8-G instead of the Z8-J
- PLANMC and PLAAGF unit symbols and faction descriptions should now match correctly on all layers that use them
Anvil
- AAS v1 – Fixed a bug that could cause a PLA ZSD05 APC to spawn at an angle that rendered it unusable
Black Coast
- Players can no longer clip through the rooftop of a house near the train station
- Invasion v5 – PLANMC RHIBs can no longer have their engines started before the end of the staging phase on Invasion v5
Harju
- RAAS v1 – Updated the vehicle layout for both teams:
USMC:
1x Transport (6min initial delay)
1x M939 Logi
1x AAVC Logi
2x M1151 M2
2x AAVP
2x LAV25
2x UH1Y (10min initial delay)
RGF:
1x Transport (6min initial delay)
1x Kamaz Logi
1x MTLB Logi
2x Tigr KORD
2x BTR82A
1x BMP2
2x Mi8 (10min initial delay)
- Players can no longer see and shoot through a rock near the Wheat Farm
Manicouagan
- Updated layer names for RAAS v01 to v09 with a zero to better support alphabetical name sorting
- Invasion v9 – USMC boats now spawn correctly
- RAAS v14 – Fixed the PLA ZTD05 MGS appearing with blue camo while all other vehicles are woodland
Narva
- Destruction v1 – Fixed a bug that caused various objective caches at the Quarry to spawn in the air
- Invasion v3 – The Shopping Center is no longer mislabeled as the Old Hospital
- RAAS v2 – Fixed an issue where one of the buildings in the Dog Park Apartments area had no lighting
- RAAS v7 – Updated the RGF vehicle layout to include two Tigr KORDs instead of a Tigr RWS and a BTR80
Skorpo
- RAAS v2 – Replaced USA with BAF
SDK UPDATES & BUG FIXES
- Updated mod SDK to v5.1
- File names for Pacific Proving Grounds USMC vs RGF now use RGF instead of RUS
- Tallil Outskirts TC v1’s asset name has been updated to Tallil_TC_v1 to meet the standard of the rest of the Tallil layers
Update v5.0.1 Release Notes
BUG FIXES
- Fix attempts for frequent client crashes that could happen upon startup, on map switches, or, less commonly, mid-game.
- Fixed Skorpo RAAS v4 USMC helipad not repairing/rearming.
- Fixed an issue with players seeing underwater effects while they are on land on Manicouagan and Black Coast.
- Fixed issue where destroying the PLANMC Z-8J’s main rotor first would cause the hull to not take collision damage
- Fix for PLANMC ZSD05 APC + ZSD Logistics ejecting the gunner from the open top position upon the vehicle entering the water
- Fix for VDV BTR-MDM APC (with PKT RWS) showing the gunner’s soldier model squatting under the vehicle
Update V5.0 Release Notes
FEATURES
Added two new factions, the People’s Liberation Army Navy Marine Corps and the Russian Airborne Forces
The People’s Liberation Army Navy Marine Corps is a branch of the People’s Liberation Army focused on amphibious operations.
Soldiers
The PLANMC utilizes a unique digital blue-tinted naval camouflage pattern that identifies them as a naval invasion force. Some gameplay layers feature the PLA Amphibious Ground Forces which are very similar to PLANMC except using the standard woodland digital camouflage.
THE PEOPLE’S LIBERATION ARMY NAVY MARINE CORPS (PLANMC) Implementations:
Vehicles
- ZSD05 Open-Top APC
- ZSD05 Amphibious Logistics
- ZBD05 Amphibious Invasion IFV
- ZTD05 Mobile Gun System
- Z-8J Helicopter
- Retexture of existing vehicles with blue naval camouflage
CTM131 Logistics Truck
CSK131 Armored Car
ZBL08 Wheeled IFV
ZSL10 Wheeled APC
Kit Roles
- Rifleman (3 variants)
- Squad Leader (3 variants)
- Automatic Rifleman (2 variants)
- Marksman
- Light Anti-Tank (2 variants)
- Heavy Anti-Tank
- Machine Gunner
- Grenadier
- Combat Engineer
- Medic (2 variants)
- Crewman + SL Crewman
- Pilot + SL Pilot
- Recruit + Unarmed
PLANMC Map Layers
Anvil
- AAS v1 – PLAAGF vs ADF
Belaya
- RAAS v1 – PLANMC vs USA
Black Coast
- Invasion v5 – PLANMC vs USMC
Goose Bay
- RAAS v2 – PLANMC vs USA
- Invasion v3 – PLANMC vs USA
Gorodok
- RAAS v6 – PLANMC vs USMC
Harju
- RAAS v4 – PLANMC vs CAF
- Invasion v4 – PLANMC vs CAF
Jensen’s Range
- PLANMC vs VDV
Manicouagan
- RAAS v13 – PLANMC vs CAF
- RAAS v14 – PLAAGF vs USA
- RAAS v15 – PLANMC vs USMC
- AAS v4 – PLANMC vs USMC
- Invasion v9 – PLANMC vs USMC
Pacific Proving Grounds
- PLANMC vs VDV
Skorpo
- RAAS v4 – PLANMC vs USMC
Yehorivka
- RAAS v1 – PLAAGF vs USMC
- RAAS v5 – PLAAGF vs USA
THE RUSSIAN AIRBORNE FORCES (VDV)
The Russian Airborne Forces is a fully mechanized Russian Armed Forces branch specializing in fast and hard-hitting amphibious assaults.
Weapons
AK-12 Rifle with 9 variants:
Iron Sights, Iron Sights + Foregrip, Iron Sights + Foregrip + GP25, New 1P87 Red Dot Optic, New 1P87 Red Dot Optic + Foregrip, New 1P87 Red Dot Optic + Foregrip + GP25 , 1P78 Optic, 1P78 Optic + GP25, 1P78 Optic + Foregrip + GP25
AS VAL Suppressed Rifle
- Only available with the new “OKP-7” non-magnified red dot optic on the ‘Scout’ kit role SV-98M Bolt Action Sniper Rifle
- Only available on the ‘Sniper’ kit role
- Comes with a new 1P69 magnified sniper scope optic
Vehicles
- BTR-D Transport
- BTR-DG Amphibious Logistics
- BTR-D Kord APC
- BTR-ZD Anti Air
- BTR-MDM APC with PKT RWS
- BMD-1M IFV
- BMD-4M IFV
- Sprut SDM-1 MGS
- Mi-8 Helicopter VDV variant with gray markings
- Access to RGF vehicles: T72-B3 MBT, Kamaz Logistics Trucks, BRDM-2
Kit Roles
- Rifleman (3 variants)
- Senior Rifleman SL (3 variants)
- Automatic Rifleman (2 variants)
- Sniper
- Scout
- Light Anti-Tank (2 variants)
- Heavy Anti-Tank (2 variants)
- Machine Gunner
- Grenadier
- Combat Engineer
- Medic (2 variants)
- Crewman + SL Crewman
- Pilot + SL Pilot
- Recruit + Unarmed
VDV Map Layers
Anvil
- RAAS v4 – VDV vs ADF
Black Coast
- RAAS v1 – VDV vs USMC
- RAAS v5 – VDV vs IMF
- AAS v1 – VDV vs USMC
Fools Road
- AAS v2 – VDV vs USA
Goose Bay
- RAASv1 – VDV vs CAF
- AAS v2 – VDV vs CAF
- Invasion v4 – VDV vs USMC
Gorodok
- RAAS v3 – VDV vs USA
- AAS v3 – VDV vs CAF
- AAS v4 – VDV vs USMC
- Invasion v2 – VDV vs IMF
Harju
- AAS v1 – VDV vs USMC
- Seed v1 – VDV vs USMC
Jensen’s Range
- PLANMC – VDV vs VDV
Logar Valley
- Seed v1 – VDV vs USMC
Manicouagan
- RAAS v10 – VDV vs CAF
- RAAS v11 – VDV vs USA
- RAAS v12 – VDV vs USMC
- AAS v5 – VDV vs USA
- Invasion v8 – VDV vs USA
Mutaha
- RAAS v4 – VDV vs CAF
Narva
- RAAS v2 – VDV vs USMC
- Invasion v1 – VDV vs USA
Pacific Proving Grounds
- PLANMC vs VDV
Skorpo
- RAAS v5 – VDV vs CAF
- Invasion v2 – VDV vs IMF
Yehorivka
- RAAS v2 – VDV vs USA
- RAAS v10 – VDV vs BAF
- RAAS v11 – VDV vs CAF
COSMETICS
Added two new emote packs:
Attitude Pack ($2.99 USD)
- Peace / Victory
- Eyes on You
- Pinched Fingers
Free PT Pack (Free)
- Star Jump / Jumping Jacks
- Pushups
System & Gameplay Updates
- Added a privacy policy notice
- Adjusted the Russian Army Desert, US Army Desert, and US Army Woodland uniform patterns to bring them more in line with the appearance of the other factions
- The training menu has been updated to include two additional buttons that allow you to access the PLANMC and VDV factions on both Pacific Proving Grounds and Jensen’s Range. A scroll bar was added to accommodate all of the Jensens range variations and is a temporary solution until this menu is redesigned.
- Added a vehicle icon representing MGS (Mobile Gun System) vehicles to the UI
- Updated the description for the M16A2 and its variants
General Bug Fixes
- Fixed a bug that could cause a loud clicking noise to be heard immediately after switching maps
- Fixed a client crash related to weapon sounds overwhelming the audio system
- Fixed a bug that caused the Commander creeping barrage area attack width indicator on the minimap to appear more narrow than the attack actually was
- Fixed a UI issue when placing director lines around other markers on the minimap, which then prevented the markers from being able to be deleted
- Fixed a UI issue in the server browser to no longer include the game version number in the the “Mode” column when you are running the same version of the game that the server is being played on
- Fixed a bug that allowed deployables to be placed on top of vehicles, which would then stay in place even after the vehicle had moved away
- Fixed a UI bug that could prevent the server browser mod details pop-up from appearing when joining a modded server that included a mod which players did not have installed
- Fixed a visual issue with the right-side tracks on the PLA ZTZ99A MBT
- Fixed an issue that force lowered soldier weapons when walking through certain camo netting
- Fixed a UI bug that could cause the role request button to overlap with the vehicle claim request button on the radial menu after interacting with an ammo crate
- Fixed an issue with the iron sights alignment for the IMF M16A2 rifle, they should now be properly lined up
- Fixed a minor UI issue with the PLA ZBD04A IFV’s turret indicator appearing incorrect for the commander seat
- Fixed a minor visual issue that caused the antenna on the back of the USA M1126 M2 APC to load incorrectly and look more like a plant than an antenna
- Fixed a bug that allowed IMF infantry to place unlimited sandbags instead of the intended limit of 10 per player
Map Updates & Bug Fixes
Anvil
- Fixed an issue where getting ragdolled (run over by a vehicle) while in water caused a permanent ragdoll state
Belaya
- Updated RAAS v5 so the first flag for IMF is no longer pre-captured
Lashkar Valley
- Fixed an issue where players fell/teleported below the landscape while using a bipod
Manicouagan
- Fixed a visual issue that caused the water inlet wall at the Power Station to appear darker than intended
Narva
- Updated the taller apartment buildings to include a rooftop access stairwell
- Various POI’s have been updated to improve game flow
- Added Narva RAAS v7 (with Helicopters!) – USA vs RGF
Pacific Proving Grounds
- Fixed an issue that caused character preview models to look extremely glossy
SDK Updates & Bug Fixes
- Updated mod SDK to v5.0
- Updated mod versioning to v5.0. This requires mods to be re-cooked with the v5.0 SDK—any mods using the v4.5 SDK will be incompatible with v5.0
Update v4.5 Release Notes
FEATURES
Added more content for the newly improved Militia faction:
- M16A2 Rifle
- BMP-2 (no ATGM)
- UB-32 Rocket Artillery Emplacement
SYSTEM & GAMEPLAY UPDATES
- Switching to or reloading a coaxial vehicle weapon no longer causes the main gun to unload
- Commander artillery map markers have been updated to make the danger and corresponding radius of the artillery clearer to players. The actual radius and density of artillery strikes have not changed.
- AAVP, FV432 RWS, M113 TLAV, and MTLB 6MA APCs no longer require players to equip a crew role in order to use the driver and gunner seats
- Reduced the respawn timer for the T-62 MBT from 20 minutes to 15 minutes
- Increased the downward aiming angle of the ZiS3
- Reduced construction point cost for several fortifications and emplacements:
Conventional Forces
- HASCO Wall – from 300 to 150
- HASCO Single – from 100 to 50
- HASCO Bunker – from 250 to 150
- HASCO HMG Bunker – from 350 to 200
- HMG Emplacement – from 200 to 150
- Indirect Fire Shelter – from 350 to 300
- Razorwire – from 20 to 15
- Sandbag Wall – from 40 to 25
- Sandbag Wall + Firing Ports – from 40 to 25
Irregular Forces
- Irregular Wall – from 100 to 60
- Irregular Sandbag Wall – from 20 to 10
- Irregular Sandbag Wall + Firing Ports – from 20 to 10
Made adjustments to the inventories of the CAF and BAF engineer roles:
CAF Engineer
- Changed C7A2 + C79A2 (4 mags) to C8A3 + C79A2 (5 mags)
- Increased smoke grenades from 2 to 4
- Increased razor wire from 1 to 2
- Increased sandbags from 1 to 2
BAF Engineer
- Changed L85A2 + SUSAT (4 mags) to L85A2 + Elcan (6 mags)
- Increased smoke grenades from 2 to 4
- Increased razor wire from 1 to 2
- Increased sandbags from 1 to 2
- When you’re part of a fireteam, your Fireteam leader will now have a marker that appears above them (similar to the existing Squad Leader markers)
- Added a splash screen with server rules that appears when joining a server and added a rules tab to the deployment screen (Enter key by default) that allows players to review rules during a match more easily.
- The end of the match screen now has Add To Favorite button, so you can add a server as a favorite without leaving the game.
- Added a “Recently Played” badge to Find Match results and the server browser
- Added a “Max Ping” filter to the server browser
- Server cards layout has been updated
- Added info tooltips for Playstyle and Experience tags in the server browser
- Empty servers no longer appear when using the Find Match feature
- Added a visual indication (checkmark) of whether a player has customized their server browser filters or not
- Added HUD markers to the compass in the tutorial
- Added sound effects for soldier ragdoll impacts and scraping based on physical surface
- Added a setting to hide the “player connected” and “player disconnected” messages on the HUD
- Players can now select and copy the game version displayed on the main menu to allow for easier bug reporting
GENERAL BUG FIXES
- Improved the post-processing effect on the main menu
- Interact widgets now appear as intended even when soldiers are in front of or ragdolled near the item
- Fixed a bug that awarded teams 80 points for destroying an objective in Insurgency instead of the intended 50
- Fixed a bug that prevented players inside of vehicles from being killed or ejected from their vehicle while inside a restriction zone
- Fixed a bug that could cause exploitable visual and gameplay issues when a player entered a vehicle in a certain way
- Operating the ZiS3 field gun emplacement without aiming down sights no longer causes camera issues
- Fixed a bug that caused the reload animation for emplacements to break if a user exited an emplacement midway through a reload
- Fixed an issue that caused smoke launchers to fire more canisters than intended
- Fixed several visual issues with the US Army soldier uniforms
- Weapons on the BMP-1 now have the correct switch and reload sounds
- Using the UAV camera no longer causes soldiers to appear to stutter while moving
- When joining a faction, the Objective mode pop up will no longer cover up the deployment tutorial
- Fixed several bugs related to the server browser UI
- The mute and unmute buttons on the Music Player now behave as intended
- Added missing Simplified Chinese translations
- Fixed a bug that prevented icons like the red exclamation mark from appearing alongside relevant notifications
- Fixed a visual issue FV510 IFV and FV520 CTAS40 IFV left track disappears at a certain range
- The BAF ammo box visuals now show the NLAW instead of the AT4
- Fixed gunshot sounds to USMC M16A4 Rifle
Map Updates & Bug Fixes
General
- Fixed minor visual issues on Al Basrah, Anvil, Black Coast, Harju, Manicouagan, Mutaha, and Narva
Belaya
- Fixed an issue that allowed players to walk through walls in a certain location
- Adjusted the sheds at F3-6-4 so that players no longer have to crouch to enter them
Goose Bay
- Increased the restriction zone size for both teams on Seed v1
Gorodok
- Players can no longer vault through windows with bars on them in certain locations
Manicouagan
- Players can no longer see and shoot through the floor in a certain spot at the Dam Outlet
Mutaha
- Increased the restriction zone size for both teams on Seed v1
- Improved the minimap on Seed v1
- RGF main base trucks can now resupply as intended on Seed v1
- Fixed an issue that prevented the T72S from spawning in the MEA main rearm zone on Tanks v1
Yehorivka
- Fixed a bug that prevented players from falling through the barn roof properly
SDK Updates & Bug Fixes
- Updated mod SDK to v4.5
Hotfix v4.4.1 Release Notes
BUG FIXES
- Fixed a crash relating to dragging soldiers
- Fixed a performance issue that caused large FPS drops after opening a pack from the store during a match
- Fixed a bug that caused the camera to zoom in and out when aiming down sights with the PLA HAT kit (PF98 tandem or high explosive)
- Fixed a bug that caused the camera to zoom in and out while raising your hands with an Unarmed kit
- Fixed an issue that caused the driver camera to behave strangely when driving in vehicles with viewports
- Fixed an issue with the driver’s camera position being misaligned on the following vehicles:
- BAF LPPV Armored Car
- CAF TAPV Armored Car
- CAF LUVA1 Utility Vehicle
- Fixed an issue where interactions with ammo bags, ammo crates and vehicles were blocked if there were other soldiers next to it
KNOWN ISSUES
- When a soldier moves in front of an item with an interact widget (e.g., an ammo crate or a vehicle), the interact widget may disappear and not re-appear until you look away. It is still possible, however, to interact with the item without the interact widget being visible. Players may also encounter issues interacting with items near ragdolled players. We’ll be doing our best to provide a fix to these issues in the next update.
- When switching weapons on a tank, a reload sound plays although there is no actual reload happening. Make sure to press R to reload. This will be fixed in a future update.
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:
- Mutaha Seed v1 Update (The 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.)
- 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
- Added the Significance Manager* to Squad
*See the bottom of the patch notes for more information
- 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
- 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 here: [URL LINK] - Server Tagging – Added automatic language detection
The game will automatically detect your language based on your Steam settings and apply that to the Find Match feature. If you have already changed your language setting in Squad, this will not impact you - Full servers with queues will no longer appear while using the Find Match 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
- The maximum firing range of the BM21 Grad Rocket Artillery Truck has been increased from 1650m to 2000m
- 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
- 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
- The M1937 mortar emplacement is now easier to enter
- Added an AutoScroll feature to the main menu UI
- 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)
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
- When a player loads a tank’s main weapon, switches to the coaxial weapon, and then switches back to the loaded main weapon, the player no longer has to press the reload key again before firing the main weapon
- 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
- Find Match filter settings now save when closing the settings menu with any input
- The Find Match 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 v4.4
- Updated 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.
Hotfix v4.3.1 Release Notes
Squad Hotfix 4.3.1 is now live! It focuses on fixing a few issues that could cause corrupted textures and removes the ability to stack IMF fortifications on top of one another.
Check out the list of changes below:
GENERAL BUG FIXES
- Fixed an issue that could cause textures to appear corrupted
- Fixed an issue where the landscape could appear to have large spikes sticking out of it after a map change
- Fixed an issue that allowed players to stack some IMF fortifications like Hull Down and Dirt Crate Walls on top of one another
- Fixed a bug that caused country name abbreviations in server tags to be inappropriately localized
- Fixed localization on some multi-select menu items
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
- Map Layers
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 the 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)
- Tags include:
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
- Find Match type
- 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.
MILITIA FACTION REWORK
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
- AKS-74 + 1P29 Optic
- 2x RGD-5 Frag Grenades
- Unlocked at Squad Size 2
Squad Leader 04
- AK74 + GP25 + 1P63 Optic
- 2x 40mm HE Grenades
- 1x RKG-3 Anti-Tank Grenade
- Unlocked at Squad Size 3
Squad Leader 05
- AK74 + GP25 + 1P78 Optic
- 2x 40mm HE Grenades
- Unlocked at Squad Size 6
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) This is intended to incentivize more dynamic movement along flag lattice, affording teams that have been pushed off a middle flag more time to stabilize, reconstitute and strategically plan a counterattack.
- Removed -10 ticket loss when a flag is lost for the AAS, RAAS and Skirmish game modes. Currently, teams that lose a flag are already at a large detriment due to – having lost ground/key strategic land areas; likely having lost one or more FOBs in the area (each FOB is -20 tickets); likely have lost several infantry tickets (give ups); losses of any additional vehicles/logis (costing tickets) or disabled vehicles at the lost flag (which now cannot resupply or quickly rebuild FOBs). This change is intended to make losing flags less of a blow to the overall battle.
- 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 an issue that prevented the icon for the SPG-9 emplacement from appearing after it had been built
- 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 a main base, while in editor.
Engine Upgrade v4.27 Release Notes
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.
Update v4.2 Release Notes
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
- Added DX12 as the default graphics API
- 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.
- 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
- 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
FEATURES
- Added a new feature, Emotes
- Access the emotes radial menu in-game by holding the “X” key (Learn more about emotes: LINK)
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.