We trust everyone is well-rested after the winter holidays and sufficiently fueled ready for a new year of Squad community antics. We’re straight into 2020 with the regular favourites for this first installment of this year’s Weekend Roundup!
You stormed the Black Friday gates, didn’t get hacked on Cyber Monday, and may have even survived Thanksgiving with the family. Why not get a little fun going this time?
Squad will be 20% off for the Steam Winter sale! If you’ve been waiting to treat yourself or that special someone to an artillery barrage, there’s no time like the present.
Winter Break
While we have your attention, we wanted to let you know that Offworld Industries will be on Winter Break beginning on December 21st. We’ll be back in the office on Monday, January 6th, but please be aware that response times will be slower at this time as we operate with reduced staff.
We hope you all have a chance to enjoy a seasonal celebration with your loved ones and we appreciate all the love you've given us throughout the year! Here's to an even more awesome 2020!
Greetings Squaddies, we hope all of you are having a wonderful holiday season, and if not, well...maybe you should get on Squad and relieve some stress!
So, with that holiday spirit in mind, we've been checking our list and checking it twice to see what in the game has been naughty or nice and boy did we find some naughty boys. Some of the highlights of this update are the removal of buddy rally except the Insurgent faction and a few adjustments to the commander.
That's not all though, we got a long laundry list of updates and fixes to sink your fangs into this holiday season, so get out there and show each other that wonderful holiday spirit!
Beta 18 Patch Notes
Infantry Gameplay
Removed Buddy Rally feature from all factions exception Insurgents.
Updated lean raycast to be more robust (less potential for full wall clipping).
Updated minimum rearming for persistent ammo from 3 mags to 2 mags.
Updated brightness for DSHK and Beretta M9A1.
Updated GB crewman and pilot face to not have face camo.
Updated GB Rifleman1 to have a camouflaged face.Updated infantry smoke grenade fx to be better optimized with a more efficient texture and particle cutouts.
Updated smoke grenades to have no light emitters for improved performance.
Updated LAT, Tandem, TOW impact VFX against armor (fewer emitters, more performance).
Updated CAF Carl G Tandem projectile's minimum arming distance to ~40-50m (was 80+m).
Fixed being able to sprint during bandaging - cannot do this anymore.
Fixed the headset on the British soldier being too reflective.
Fixed GB Engineer having an ironsight icon instead of a SUSAT icon in the role selection menu.
Fixed rockets having no impact FX on the sand.
Fixed infantry bodies being visible inside smoke grenade clouds.
Fixed smoke effects resetting when changing Effects settings during gameplay.
Fixed previous weapons still being equipped after changing kits in a vehicle.
Fixed exploit where Players that disconnect from a server do not take tickets away from that team - (When an Incapacitated player disconnects, they take away a ticket. When a Live active player disconnects, they do not take away a ticket).
Fixed kit limits and inventory for CAF Rifleman Kits.
Fixed CAF Crewman SL, Pilot SL being in the wrong order.
Fixed a few inconsistencies in CAF kits.Fixed C8A3 Eotech rifle not having any firing animations on the rifle.
Fixed ET552 reticle being misaligned between the C8A3 Eotech and C8 M203 Eotech variants.
Fixed C14 reticle being offset from the center, making marker creation via Radial being offset.
Vehicle Gameplay
Added Abandoned Vehicle Cleanup System - Unoccupied Vehicles that are in the field and not in 150m proximity of a friendly RP or FOB, a 20-minute timer causes the vehicle to start taking burning damage. This system is intended to reduce the amount of long-abandoned vehicles in the field, while not being too heavy-handed with player’s choosing to park their vehicles strategically (or “capture” enemy vehicles for some time.)
Updated the Vehicle Emergency Accident Recovery option in the Radial Menu UI for the Helicopters to be hidden for now - this feature is currently not supported with Helicopters.
Fixed Soft Map Boundary not always working when helicopters fly too far out of bounds.
Fixed T72B3 zeroing on the AP, HEAT, Frag, and Coax weapons.
Fixed MATV Woodland wreck showing desert skin.
Fixed Technical DShK - fixed spelling on the interactable popup (wrong lower cases).
Fixed CAF M939 Transport Truck not having ammo resupply, crewman request, and vehicle recovery options.
Fixed helicopter instrument panel reflections to align with local space instead of world space to prevent rotation.
Fixed BFV TOW arming distance, should be the same as the emplaced TOW now.Fixed TAPV blurry driver's seat.Fixed TAPV M2 gun being offset while moving and driving.
Fixed issue with MATV asphalt dust blinding the player.Fixed missing reload sounds on T-72.
Fixed Leo2A6 wreck having missing faces.
Fixed TAPV Driver having his feet poke out of the TAPV's chassis.Fixed Leo2A6 incorrect UI hint with seat 4 "Q" key.
Commander Gameplay
Updated Commander ticket cost to 2 tickets (down from 5).
Fixed the Support Action category image for the commander list.
Fixed third-person camera breaking when the player flies far away and then flies close by again, then switches to the soldier in UAV.
Fixed Client Crash when a commander is trying to access actions in a specific way.
Fixed UAV z-fighting issues by adding a near clip plane for UAV users.
Fixed INS & MIL Spandrel not being a valid vehicle to activate the Commander Support Actions.
Fixed not being able to enter the UAV view (button appeared to be missing in some circumstances).
Fixed specific command actions closing the UAV view unintentionally.
Fixed CO being able to retain commander abilities active status after getting in a vehicle when near a hab.
Fixed incorrect voice over lines for RUS, GB, INS Commander.
Deployables Gameplay
Updated Indirect Fire Shelter deployable to be much more resilient to Explosives, Mortars and Artillery projectiles.
Updated Interact Zone for deployables - increasing the interact zone so now shovels can interact with deployables from farther away.
Fixed the Vehicle Bay on Jensen's range, so it now allows up to 3 vehicles spawned in the world at one time from each Vehicle Bay.
Fixed having to enter a Deployable Emplacement by holding the 'F' key - now it is a keypress.
Fixed INS FOB Radio having higher hp and different damage values to the other FOB Radios.
User Interface
Added CAF fixed theme music upon joining (using the USA as a placeholder for now).
Added CAF fixed win/defeat themes (using the USA as a placeholder for now).
Gameplay Map Layers
Added new map layers: CAF Narva RAAS v1 and CAF Tallil Outskirts RAAS v1.
Updated CAF map layers to use a soft map boundary system.
Updated Main Menu Entry Map - Helicopter sounds are now much quieter.
Al Basrah Invasion v1 - fixed glitched temp ammo crate @ VCP.
Belaya Invasion v1 fixed a minor naming issue with random CP's.
Chora RAAS v1 - fixed Radio Station having the wrong CP name.
Gorodok - lowered max altitude for Helicopters from 1500m to 800m.
Mutaha TC v1 updated to include soft boundaries.
Narva RAAS v1 fixed CPs having offset names that were misleading to where the actual cap zone was.
Narva Invasion v1 adjusted vehicle layout.
Yehorivka Invasion v2 - Tweaked vehicle layout to give USA more capability.
CAF Kamdesh Invasion v1 - Fixed black minimap, added randomized CPs, and fog of war.CAF Kohat Invasion v1 - fixed TAPV being woodland instead of arid.
CAF Kohat Invasion v1 - fixed Insurgent protection zone no deploy being too large, preventing insurgents from building on the Radio Tower CP.
CAF Manic-5 fixed main base helipads from being too high off the ground.
CAF Manic-5 RAAS v1 fixed not being able to lean inside specific capture points.
CAF Manic-5 RAAS v3 fixed US ammo crates not resupplying.
CAF Manic-5 RAAS v4 fixed capture points not working.
CAF Manic-5 Invasion v1 & v2 fixed not being able to lean inside certain capture zones.
CAF Manic-5 Invasion v2 fixed USA ammo crates not being useable.
CAF Manic-5 Skirmish v1 / v2 disabled Commander.CAF Manic-5 Skirmish v1 fixed sunken ammo crate at CAF main.
CAF Nanisivik Invasion v1 fixed flipped LUVA1’s.
CAF Yehorivka RAAS v1 fixed ammo crates at CAF main.
Environments
Updated collisions on 118 trees with a new set standard collision so that the top third (bendy part) of all trees no longer have a collision. This is especially relevant for helicopter pilots.
Reduced large 4k foliage textures to 2k, where they did not need that high fidelity for performance improvements.
Updated Middle East power poles so that projectiles no longer collide with them.
Updated Oak and Birchwood materials to allow projectile penetration.
Fixed visual artifacts and missing mesh pieces on Industrial Office.
Fixed collision and LODs on several Middle Eastern urban buildings.
Fixed LOD popping on urban residential buildings, construction crane, dirt/rubble piles, and European grassy cliffs.
Fixed floating geometry/bad collision on a rubble afghan house.
Fixed several cliff physmat issues.
Fixed gas cylinders missing geo on their interior faces and material to avoid unnatural "glowing" effect.
Fixed door frames on the urban building, added simple garage doors.
Fixed oak shrub material issues.
Fixed bunker corridor textures.
Fixed crotalaria bush LODs.
Fixed back face on the roof trim of Eastern European houses.
Fixed hole in roof and stairs on Middle Eastern urban building and fixed material errors.
Fixed Middle Eastern residential building not allowing things like deployables/ammo bags to be placed on the roof of the building.
Fixed the woodshed LOD2 tri reduction setting, so the holes in the rear wood planks now remain visible at far distances.
Fixed Z-fighting near stairs, UV mapping on the part of the window frame and LOD polycounts, and transition distances on Middle Eastern block building.
Fixed police station building static’s windows so players can no longer jump through them.
Fixed upper wood planks collision on yeho destroyed barn buildings.
Fixed invisible walkway on the upper exterior of the European yellow residential building.
Fixed wooden house antennae using the wrong texture and having a misaligned door.
Fixed visible gaps in ornate house seams.
Fixed floating decals and incorrect collision on several Middle Eastern compound houses.
Al Basrah
Added a "No Deploy Zone" at the same depth as the pain volume to prevent players from glitching FOB radios into the bottom of rivers.
Updated the shadows not to be drawn on grass, crops, and trash for optimization.
Fixed floating trash foliage in grid F8-9-6.
Fixed floating road spline in grid F7.
Fixed floating trash and wood planks at Basrah Airport.
Fixed incorrect Ground Physmats near poppy production POI, causing very slow vehicle driving.
Belaya
Fixed a couple of floating buildings in POI Nikola.
Chora
Updated RU Main Base on AAS v2 to have a larger opening for vehicles leaving Main.
Fixed some triangle lighting artifacts inside buildings.
Fixed water canal spillage near Radio Station POI.
Fixed compound walls that players could walk through grid G9-7-7.
Fool's Road
Fixed jagged road edges on Fools Road.
Adjusted gaps between trailers at FOB Papanov.
Fixed tunnel wall glitch exploits.
Fixed broken materials on Fools road tunnels.
Fixed floating tree near Homestead.
Gorodok
Added more details to POI’s in the NW sector, adding several new trench defense positions.
Updated Gorodok Minimap.
Updated Lighting.Reduced fog density.
Fixed field brightness values.
Fixed floaters and other smaller issues.
Fixed industrial building sign frame and piping having wrong, incorrect texture.
Kamdesh
Fixed floating bush grid C5-1-8.
Jensen’s Range
Added BMP-2 and CAF vehicles to the Vehicle Armor Diorama.
Logar
Updated the outdated Landscape & Foliage on one of the oldest maps, increasing the texture quality up to the standard of more recent Squad maps.
Manic-5
Updated cull volume settings for better performance optimization.
Updated lighting layers.
Removed inadequate performance greenhouses.
Mutaha
Added road from SE main and several other small POI improvements.
Updated terrain detail painting.
Updated Mutaha minimap.
Updated cull distance for medium and large statics so they won't cull in the UAV view.
Updated Police station razor wire fence to have a pain volume.
Updated two building clusters to use wider wall openings.
Updated the interior of a grape dryer building due to blocked stairs.
Fixed floating wall in grid F3-4-7.
Fixed some floating splines.
Fixed double moon on the Mutaha dusk layer.
Fixed Mutaha compound walls having the wrong physmat for the metal lattice.
Narva
Fixed LOD distances to avoid decal popping.
Fixed Old Hospital window frame UV’s.
Fixed Apartment Building missing faces and gaps in doorways.
Fixed water plane texture flickering depending on the viewing angle.
Fixed Building near Geneva Apts having windows that back onto another building.
Fixed player collision on Narva's small birch trees.
Fixed player collision on the chimney of a small industrial building.
Fixed player collision on Narva's train depot building.
Fixed some trees that were clipping through buildings.
Tallil
Increased view distance to ~1500m and decreased fog density.
Updated fog color.
Updated cull distance of small foliage rocks on Tallil to render further out.
Fixed multiple missing faces on the Damaged Aircraft Bunker concrete slab section.
Fixed Aggressive bush popping on LOD’s.
Fixed cement slab debris not having collision grid F7-5-3.
Fixed rock formation allowing players to lean into rocks grid J6-5-9.
Fixed floating grapevines in Eridu (replaced with Olive Trees).
Skorpo
Updated Skorpo's minimap to include short tunnel (from Korsneset to Halcene) and shallow shoals on the coast near Marina.
Updated Skorpo to soft map boundaries on many map layers.
Fixed Norwegian House LOD materials.
Sumari
Added more detail to the Training Camp area.
Fixed various floating trash NW of Walled Courts.
Fixed moon banding on the ultra-dynamic sky (AAS_v1).
Fixed incorrect vehicle collision on Wood bridge in grid B3-2-3.
Yehorivka
Updated Belovia POI with more detail for infantry gameplay.
Updated other POI for small gameplay enhancements and improvements.
Updated Yehorivka Minimap.
Fixed several small bugs.
Modding
Added simple editor tools (post-process materials) for visualizing elevation in the viewport.
Added clickable link to EULA for first-time mod uploaders.
Added error feedback to mod uploaders when Steam is not open.
Removed the warning (spam) of including engine/game content in a cook.
Removed 4k and other unneeded texture samples in master materials (foliage shaders mostly).
Removed DirectX 10 (SM4) option since it's not supported.
Updated name of 1 al basrah lighting layer: LL_Sunset instead of LL_Sunrise.
Updated name of team info for Russia: RUS_DE instead of RU_DE and RUS instead of RU.
Updated kit names for the USA from USarmy to USA.
Fixed demoreccommands.
Fixed many CAF redirectors.
MISC
Updated MapRotation.cfg for B18 with new CAF maps.
Removed lightbulb statics from Main Base helipads.
Removed broken depth of field toggle from admin cam.
Known Issues
TAPV is using MATV wreck as a placeholder.
Commander - Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This is going to be fixed in a future update to align the map CO icon with all the other icons for CO, which is a star.
Commander - When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from - even if the person doing the transmission has moved afterward.
Commander - A10 gun run & SU25 rocket strike sometimes lands way off-target. We have narrowed down this issue to the Commander CAS marker being placed near/on top of building statics, causing the A10 / SU25 to fly at a high altitude, which throws off the targeting — working on a solution for this to come in a future update.
Helicopter Tail Rotor component currently can only take damage from collisions with the ground, statics, and other vehicles. Projectile damage to tail rotors comes in a future update.
Helicopters have various handling tweaks, damage values, and small bugs that are being addressed in a future update.Vehicle Reset Feature does not currently work with Helicopters.
Clients frequently crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which prevents players from joining most public servers. The workaround solution, for the time being, is to press “Send and Close.” A proper fix for this issue is under investigation.
Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent crash reports.
Players occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during the map switch but did not spawn during the staging phase. We are actively investigating a fix for this bug.
Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — actively investigating a fix for this bug.
Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
Occasionally Self-bandaging fails. We are actively investigating a fix for this issue.
The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. We are investigating a fix for this issue.
Insurgent HAB still has a spawning issue where there’s a chance the player spawns on top of the model instead of inside it — actively investigating a fix for this bug.
ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is in the long term.
Vehicles parking brake gets stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’ — investigating a fix for this issue.
"Alt-tabbing” out of Squad during a loading screen freezes the client. The recommended solution, for now, is to run in the “Borderless” mode.
Ammo rack component (on IFVs and Tanks) takes a very long time to repair.
Audio module for Squad is initialized at the game start. If a Player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again.
SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds then you did.
Localization for most language translations is currently out of date. We plan to push a full localization pass when we are much closer to full release and are locking down all the text that needs to be translated for the game.
Local/Offline Bug with Commander - Insurgent / Militia Handheld Drone does not move in local.
Local/Offline Bug with Commander - UAV hovers in one position instead of moving along the flight path in local.Local/Offline Bug with Commander - CAS does not do damage in local.
Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
It’s the last Wrench of the year and we’ve definitely got some presents, regardless of if you’ve been naughty or nice. We’re still down with Krampus coming after you for your misdeeds, though.
Join us on the Community Modding Discord where you can join discussions and meet the modding community. It’s a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.
Bundeswehr Mod by Bundeswehr Mod Team
We’re stoked to welcome the Bundeswehr team back to the Wrench, only partially so people stop asking the Wrench team for an update. Even better, they’ve launched their own website — a glorious resource for all things Bundeswehr mod!
Work commences on their first Fulda Gap layer, to be known as the “Battle for Uttrichshausen.” Going on what we’ve seen so far, it should be particularly intense.
To round out the month, the team is also presenting =AFFE=.: Jinjer’s G36A3 in basic configuration, as well as his Panzerfaust 3.
Finnish Defence Forces by FDFMod Team
Things are really picking up over at the FDFMod HQ! This time, they’re passing along progress shots of both completely new vehicles, like the SISU NA-122, and others getting their coat of paint on. You are, of course, going to need a Crewman kit to pilot some the awesome new hardware, so they’ve included that new kit too =).
They’ve not been slouching in the small arms department either, with a variety of weapons being finished and topped off with goodies like optics.
They’re swiftly approaching the end of graphics work on small arms and will be moving on to implementing (and assuring quality, of course) them in the engine soon.
Australian Faction by Aussie Mod Team
The Lads from Nod are pushing overtime in this last month of the year to make sure you have some truly gorgeous eye-candy for your holiday feast. With fingers crossed, they’re moving into the world of fixing up bugs, creating the remaining roles, and praying to Sphere for a smooth release.
The Aussie Mod Team would like to extend their utmost thanks for all the support throughout the year and encourage you to keep kicking ass in 2020! (You’ve got a week or two to start stretching.)
If you’d like to help the Aussie Mod team, or just offer some feedback, be sure to join their Discord server to offer your thoughts, feedback, or fixes.
Svinesund from Alac
Alac writes, “This time I could produce a bit more. So have the progress on one of the main village and the customs facility.”
Not content to stop there, he’s also been hard at work on the faction’s camouflage. While it won’t be a fully accurate pattern, it will be optimized to provide better concealment than tan or green in the stark landscape presented by Svinesund. Deployables have also been reworked with a white camo net for the HMG bunker, and a handcrafted camo net for HABs.
Alac hopes to have the map available for testing by Christmas if you’re interested in taking it for a spin!
Sign-off
Enjoy your holidays, squaddies. We’ll see you for a whole new year of badassery in January!
Would you like to see your mod featured in The Wrench? Let us know by submitting it here!
Squad Modding Hub Management Team Out.
Please note: Offworld Industries is not responsible for mod content. Please contact the creator for assistance.
We have come to the finals of Squad Charity League with the last fight for season 4 between Doc's Office and Iron Wolves. To tune in and watch the battle of the giants for charity: https://www.twitch.tv/squadcharityleague with Truespeeda.
You never know, might even win some goodies. All donations go to a great cause which is charity: water.
As many of you know, Squad’s roots go back to modding in the Battlefield series and, as such, modders have always been near and dear to our hearts. Fortunately, we’ve got nothing but love, so we wanted to make it a little easier for folks to get involved with the modding community — more so than simply joining the wonderful resource that is the Squad Modding Hub Discord. As a result, we’re happy to present a series of Squad SDK Tutorials!
The first batch will take you through topics like creating animations, rigging weapons, and creating turret-based weapons. The Squad Tutorial SDK Playlist is available on our Youtube channel, or you can simply start watching below. Enjoy!
You can download the (100% free) Squad SDK on the Epic Games Store website or by accessing it via your store client. Have fun, and don’t forget to show us what you create and maybe we’ll see it on the whitelist someday!
We’ve got some quick fixes for you! The highlights are:
Fixed a bug where the button was not displayed after calling in Commander UAV.
Attempted fix for a server crash that sometimes happened when respawning on Insurgency game mode as a Squad leader.
Fixed CAF squad leaders not being able to call in airstrikes.
Fixed CAF fireteam leaders not having a radial menu.
Fixed a smoke grenade performance issue.
Attempted fix for a client crash that could sometimes happen to commanders mid-game.
Improved the view from the UAV to have less dancing lines caused by Z-fighting.
This should restore the necessary updates to the Canadian Armed Forces, making them fully ready to roll again! Speaking of, they’ve also received a variety of updates, including a brand new vehicle. This release marks the start of continued efforts to crush bugs, see them driven before us, and hear the lamentations of their Jira tickets. Plus content improvements. =)
Canadian Armed Forces Changelog
Added TAPV Vehicle. It’s a Light Fast vehicle with great off-road capability and high ground clearance. Armed with CROWS M2 HMG.
Added helicopters to the following CAF layers: Manic Gorodok Yehorivka Nanisivik. The CAF are using UH60’s on loan from the USA for the time being.
Added CAF Pilot kit role.
Added CAF Rifleman 01 kit role with C8A3 w/ EoTech (1 role per squad, unlocked at 6).
Added CAF Rifleman 02 kit role with C8A3 w/ C79A2 (1 role per squad, unlocked at 6).
Reduced Nanisivik to 2 map layers: Invasion v1 and RAAS v1.
Reduced the frequency of LUV-A1 Light Transport on most map layers (mostly replaced by the TAPV). This small unarmed logistics vehicle will still retained in a limited capacity on some Invasion layers.
Removed ammo rack from LAV6.
Updated Manic-5, adding detailing to the middle POIs.
Updated Manic-5 with “soft” map boundary for use with helicopters.
Updated CAF Map Layer naming to a consistent standard: “CAF_mapname_gamemode_version” (version number is relative to CAF only).
Adjusted minimum arming distance for CAF HAT (in-line with US HAT.)
Adjusted CAF Sniper removed frag grenade.
Adjusted CAF Combat Engineer kit role to be limited to 1 max /squad (2 max /team still).
Adjusted CAF LAT kit role to have x1 M72 instead of x2.
All CAF kits get minimum 2 smokes, Medics & SL get 4.
Updated CAF SL kits: choice between 3 kits: C8 with EeTech, C8 w/ C79A2, C7A2 w/ C79A2.
Added a AF SL variant character model now has a beret.
Adjusted Automatic Rifleman (with C9 + C79A2) to now be part of the fire support kits instead of direct combat roles.
Adjusted all kits without magnified optics to get binoculars.
Updated Kamdesh RAAS v1 to be CAF vs RUS instead of CAF vs INS.
Fixed mouths on CAF characters, their mouths now move when transmitting VOIP like the rest of Squad factions.
Fixed LUV-A1 transport not having the ability to rearm for infantry.
Fixed a bug when a CAF soldiers gets incapped, his equipped weapon will stay afloat
Fixed naming format for CAF HAT munition types (in-line with US HAT.)
Commander
Fixed a bug with Commander UAV button not appearing after deploying
Fixed a server crash related to Commander abilities
Known Issues
Commander: Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This will be fixed in a future update to align the map CO icon with all the other icons for CO. (A star.)
Commander: When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he will then hear all of the local audio broadcasts at the same time, originating from the point where they were originally transmitted from – even if the person doing the transmission has moved afterward.
Commander: Artillery can destroy Indirect Fire Shelters (not intended).
Commander: A-10 gun run & SU25 rocket strike sometimes lands way off-target. Working on a solution for this, to come in a future update.
Commander – UAV camera view experiences dramatic z-fighting, especially at high levels of zoom. Working on a solution for this, to come in a future update.
Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update.
Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update.
Vehicle Reset Feature does not currently work with Helicopters.
Clients frequently crash at the end of a round, upon map switch due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which will prevent players from joining most public servers. The workaround solution, for the time being, is to press “Send and Close”. A proper fix for this issue is under investigation.
Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports.
Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug.
Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug.
Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
Occasionally Self-bandaging fails. Actively investigating a fix for this issue.
The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. Investigating a fix for this issue.
Insurgent HAB still has a spawning issue where there’s a chance the player will spawn on top of the model instead of inside it. Actively investigating a fix for this bug.
ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term.
Vehicles parking brake will get stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’. Investigating a fix for this issue.
“Alt-tabbing” out of Squad during a loading screen will freeze the client. The recommended solution, for now, is to run in the “Borderless” mode.
Ammo rack component (on IFVs and Tanks) takes a very long time to repair.
The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad will need to be restarted to get the microphone to work again.
SFX bug while Firing in full auto. If the player presses fire button for a short period of time, the sound effect gives the impression that you fired more rounds then you actually did.
Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game.
Local/Offline Bug with Commander: Insurgent / Militia Handheld Drone does not move in local.
Local/Offline Bug with Commander: UAV hovers in one position instead of moving along the flight path in local.
Local/Offline Bug with Commander: CAS does not do damage in local.
Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range,if a player exits an Emplacement while looking through the scope, the Scope will remain on the Player’s HUD until they get back in the Emplacement and then Scope out.
Fixed a bug where upon flying the handheld drone far away and back again, you would lose all your weapons until you respawn.
We're super excited to see CAF come into its own and we're very proud of the dedicated work the CAFMod team has put into making it shine! Enjoy the new chopper maps. =)
We’re marching forward into the first weekend of the last month of 2019. Crazy, right? Hopefully, 2020 will fill us with vision, insight, and even more delightful puns.
Last weekend we saw the finale of the Offworld Industries Squad Championship bring together the finalists of Division 1 and Division 2 to stake their claim as champions of the first season of this official OWI tournament. The action was live for nearly 6 hours across Twitch, Youtube, Steam and Facebook as all 4 teams fought with everything they had to try and clinch the top spot. After 4 intense rounds, and every available asset and tactic deployed, we are proud to announce the winners of the first-ever OISC tournament.
Division 1
RaveN + Productive Game
Division 2
Some Random Guys
Congratulations to both of our champions! These teams have been strong contenders from the start and they've earned the prizes of unique in-game weapon skins, as well as codes to be used in the Squad merch store. We cannot forget their glorious opponents: Blueberry eSports and Sigma Tactical who fought magnificently, proving their mettle across the tournament and making the final a truly close tie.
We would like to close out the tournament with huge thanks to the tournament staff, stream team, and communities who provided the help and expertise to make this first tournament a success. Thank you!
Welcome to duty, Commander. Your assets are online and ready for deployment.
That’s right, squaddies: the ultimate leadership role has landed in Squad. From devastating artillery to UAV overwatch, the Commander is well equipped to lead your team to victory. Assuming they’re up for the challenge.
Beta 17 Patch Notes
Systems
Commander Role
We’re introducing a new leadership role that is focused on planning, keeping the team on task, and bringing just the right amount of reinforcement. The intent for this role is to keep intel flowing between the various Squads, and, in ideal circumstances, Commanders can create a dynamic plan for the entire team to follow.
We envision that this role can be played in a variety of styles, we have intentionally kept the options open for players to experiment with. For example:
A Commander can keep their squad size very small to primarily focus on keeping the rest of the team in the loop on enemy intel markings, planning new FOB build locations, coordinating air assault drop points, using the UAV to mark and scout enemy locations, as well as providing devastating fire support through artillery and airstrikes.
The Commander role could be used by a Squad Leader that still has a full squad fighting in offensive or defensive situations. This “frontlines” Commander would still be able to help augment the team through the use of his Commander actions and keeping each squad on task, but with a more direct engagement in the battle.
Another way to utilize the Commander role could be used by a Squad Leader focused on Logistics and building rear defensive locations with a strong emphasis on intel gathering and reconnaissance.
For the unconventional factions of the Militia and Insurgents, the Commander role has access to a large size mortar attack as well as a handheld remote-controlled drone.
This small handheld drone is very maneuverable and can fit into tight spaces, though it is limited by a maximum altitude and has a 10-minute battery life. Plenty of time to gather intel or deliver a special surprise for to the enemy.
Commander Details
Commander role is filled via a volunteer and voting process. In order to participate in a vote for CO, the player must be a Squad Leader in a squad with at least 1 squad member. A vote cannot be initiated until there are at least three squads that exist.
Commander costs the team -5 tickets for each death — Be sure to stay out of the line of fire!
Conventional Faction Commanders have access to a UAV: MQ-9 for USA, GB and CAF; Pchela-1T for RUS. Both models can be used for remote reconnaissance.
Conventional Faction Commanders have access to 155mm Artillery barrage. The artillery can be either be a creeping artillery, where the barrages fall in an advancing line with each successive strike, or static artillery where barrages all target one location.
Conventional Artillery is accurate, but has 2 “ranging” shots before the main barrage starts.
Conventional Commanders have access to an A-10 gun strike (USA, GB, and CAF) or SU25 rocket strike (RUS).
Unconventional Commanders have access to a static Heavy Mortar barrage. Heavy Mortars are less accurate and have less splash damage and penetrating power, but do not have any “ranging” shots before the barrage starts.
MIL and INS also have a small handheld drone that is very maneuverable and can fit into tight spaces, though it is limited by a maximum altitude and has a 10 minute battery life. Plenty of time to deliver a special surprise to the OPFOR.
Commander has a direct channel for SLs to contact, default keybind is Numpad 0.
Conventional Commander actions must be within a 30m radius of a friendly fully built HAB.
Unconventional Commander actions must be within a 30m radius of a friendly fully built HAB or nearby a friendly vehicle.
Commander is not available for Skirmish Game Mode.
Commander is also not available on Logar and Sumari due to their size.
Each Commander ability has a timer that is reset if a new commander is elected.
Commander Action Cooldown Timers
Artillery, Creeping = 30 min
Artillery, Static = 30 min
Heavy Mortar Strike = 20 min
A10 Gun Run = 15 min
SU25 Rocket Run = 15 min
Handheld Drone = 10 minutes, plus any previously remaining flight time.
UAV = 10 min
Note: Times are subject to change based on on-going feedback.
Game Modes
Added Voice over callouts for Game Mode:
CP capture/destroyed/loss,
Round Win/Lose for all factions
(Militia are currently using RUS voices as a placeholder).
Added Round Loss Music to all Factions.
Updated all Invasion layers to now use Randomized CPs with Fog of War.
Adjusted Invasion map layers: Defenders have +100 starting tickets.
Adjusted TC Ticket Bleed Rate
60-69%:1 ticket/min
70-79%:2 ticket/min
80-89%:3 ticket/min
90-94%:30 ticket/min
95-97%:60 ticket/min
98-100%:120 ticket/min.
Fixed TC Anchor hex cutoff mechanic not triggering after enemy Anchor point is captured.
Fixed TC Anchor hex touching zones that were not calculated correctly.
Fixed TC and Destruction game modes “round startup upon player connecting” to be 60 seconds like all other game modes.
Infantry Gameplay
Added a stamina penalty for leaning, with stamina loss over time when moving as well as using it in bursts. Note: Further improvements to the leaning system and ways to prevent its abuse are in development for a future update.
Added stance based stamina regeneration. Stamina will now regenerate faster while crouched and stationary. The fastest regeneration is while prone and stationary.
Added a Semi-Auto Shot speed limiter to reduce effectiveness of out of engine speed macros. Semi-Auto Shots are limited to 0.125 shots per second (which is 8 shots per second). This value may be tweaked in future updates, as well as having potential for individual weapon balancing in the future.
Updated leaning to have different movement speeds. (Crouched movement speed is halved while leaning.)
Updated Medic calls to now have faction specific audio. (Militia are currently using RUS voices as a placeholder.)
Updated RPG7 Launcher firing sounds.
Updated VZ.61 Scorpion firing sounds.
Updated texture quality for the following weapons: M9a1 Pistol, PPSH41, AKM, AK74 and RPK.
Improved the prone lean trace blocking to help decrease the chances that a player can see through the world on steep hills. Further work to be done on this in a future update.
Adjusted the minimum wait time to enter Rally spawn wave to 30 seconds (was 20 seconds)
Adjusted all infantry kits to have 2 smoke grenades.
Adjusted rearm costs for RPK & AKM drum mag (now 8 ammo points) and RPK banana mag (now 3 rearm points).
Adjusted Insurgent SL#2 kit requirements to now not require any squad mates (standard for all factions).
Adjusted Insurgent SL#3 to get an AKS74 1p29 (instead of SKS PU)
Adjusted Insurgent LAT & Medic SKS PU (Optic) mag count to 12.
Adjusted Insurgent Raider kit limit -now 4 per team.
Adjusted US/GB/RU Combat Engineer kit limit: 1 max per squad (max per team same as A16: 2 per team).
Adjusted both US HAT kits AT inventory to use: 1x M3 MAAWS Tandem, 1x M3 MAAWS HEAT, 2 M3 MAAWS Smoke.
Adjusted M3 MAAWS HEAT to do similar damage as RPG7 HEAT.
Adjusted US LAT kit (AT4) to 2 kits per team.
Adjusted US Army Marksman inventory:removed frag grenade for balancing.
Fixed enemy knives suppressing players.
Fixed missing equip sounds on Binoculars, Smoke grenades, Ammo Bags, Mines, Sandbags.
Vehicle Gameplay
Added vehicle velocity inheritance to players ejecting from vehicles in motion. If a player ejects past a certain velocity, player will ragdoll and also take damage on impacting the ground.
Added a Vehicle Emergency Recovery option. Useful for flipped over and stuck vehicles. Accessed thru the outside of the Vehicle using the Radial Menu, this action requires ~40 seconds to right a flipped/stuck vehicle.
Updated all vehicles to use a new and improved Speed Dependent Gearbox system. Instead of shifting gears at engine RPM ratios, gear shifting now happens depending on vehicle speed. This will make sure vehicles are always in the best gear driving uphill.
Updated turret rotation sounds for Mortars, SPG9s, and other Deployable Tripod Emplacements.
Updated turret rotation sounds on the FV432 turret and the M1A2 Loaders turret.
Updated US Army MATV and US Logistics Truck to use plain green camo and chevron markings to match their other vehicles.
Updated Helicopter damage effects so they are more visible and epic. (That’s a technical term.)
Updated Helicopters to have a subtle camera shake during active flight. Camera shake intensity is based on RPMs of engine.
Updated Helicopters so that they can now be steered for a short while after disabling the engine.
Updated Helicopter tail and main rotor components. These components can now be repaired even if there is an object blocking their collision. The repair widget will show a UI message to indicate the obstruction. If the obstruction is not cleared and the engine is turned on, the rotors will break again. Be sure to clear any obstructions from the rotors BEFORE turning the engine back on.
Adjusted Helicopter collective sensitivity.
Adjusted UH60 & MI8 component health: tail & main rotor: 400hp (up from 300), engine component: 1200 (down from 1500).
Adjusted FV510: Removed the ammo rack. IFVs with ATGM and Tanks are the only vehicles now with the ammo rack vulnerability component.
Adjusted BMP-1 ZU23 to no longer require Crewman kit to operate.
Increased mag count for Ural ZU23, BMP-1 ZU23, and MTLB ZU23 from 5 to 10 mags.
Increased mag count for MATV, FV432, and Technical Dshk from 7 to 10 mags.
Fixed Player always facing east after exiting a vehicle.
Fixed input Yaw multiplier on helicopters being manually set in .cfg file.
Fixed Helicopter landing camera rotation on minimap.
Fixed Helicopter Altitude meter not being accurate past 1500m.
Fixed Helicopter wrecks being invisible after reconnecting to the server.
Fixed Technical (UB32) S5 Rocket projectiles not being visible at longer ranges.
Fixed S5 Rocket projectiles (Technical with UB-32 S5 Rockets) being able to fire from within the Main Base Protection Zone. Although the projectiles will always be destroyed, there is still some chance from other clients’ point of view that the projectiles will appear to be firing duds. We plan to eliminate vehicles from firing inside Main Base Protection Zone altogether in the future.
Fixed all tracked vehicles not turning well on the spot by adding an additional check on the current gear.
Fixed FV432, MTLB ZU23, BMP1 ZU23, and BTR80 respawn time to 6 minutes on all layers. (Previously 10 minutes on some layers.)
Fixed BTR80 Commander seat for RU Desert and Militia no longer has erroneous Crewman kit requirement.
Fixed T62 turret collision which caused occasional issues.
Fixed S5 rockets to have correct lasting effect on smoke trails.
Fixed some odd teleport bugs happening in certain situations around tank wrecks. Please do not taunt the Sphere.
Fixed helicopter rotor dust now blends properly with cockpit glass.
Deployables Gameplay
Updated Insurgent HAB static with a new interior layout to help eliminate players spawning on top. Spawning on top is still an occasional issue and will be fixed in a future update.
Fixed collisions on the ZU23 and Mortars to now collide properly with vehicles and vehicle physics bodies.
Fixed metal being too dark on the M252 Mortar. (Sorry Blind Guardian fans.)
User Interface
Added a toggle on the command screen to collapse the squad list, so the map can now be displayed in fullscreen glory. (Especially useful for Commanders.)
Added a chat bubble toggle to the deployment and command screens to show or hide text chat on HUD. (Also accessible in UI options.)
Added new Round Ending text messages based on an expanded range of ticket differential.
Added an “Enemy Helicopter” spotted map marker for SLs.
Added a toggle option in map controls for director lines on the minimap. Defaults to On.
Removed [GAMENOTIFICATION] showing up in server messages.
Removed vehicle respawn time estimates from the Ticket Legend in lieu of having more specific ticket info in the Vehicle Legend.
Removed the SL override for FTL markers: when SL places a marker, it will no longer auto-delete all FTL markers.
Updated FTL to allow placement of enemy markers.
Updated FTL to allow deletion of FTL markers only.
Updated FTL markers to be visible for all squad members.
Updated the Request Pickup icon: when this icon is placed on the map, any Helicopter Pilot or APC/IFV Driver will get a notification to pick up the Squad Leader that placed it.
Increased the length of time that the Adminwarn command stays on a player’s HUD.
Improved widescreen support in the deployment and command menu.
Fixed “No Respawn” Vehicles displaying a spawn time on the Vehicle List on the Command Map: they will now be listed with no respawn time.
Map Layers
We’ve created a layer spreadsheet for server owners here.
Al Basrah Insurgency v1: Removed a cache that spawned inside an un-enterable building near gas station.
Al Basrah Skirmish v1: Fixed missing map borders.
Chora AAS v2: Adjusted US and RU Vehicle spawn start locations to give a more balanced timing to arrive at the middle objective.
Chora Invasion v1: Night renamed to Choara Invasion v2.
Chora Skirmish v1: Fixed missing map borders.
Fools Road AAS v3: Renamed to AAS v2.
Fool’s Road Invasion v1: New map layer with GB vs MIL.
Mutaha: Fixed minimap to include missing warehouses and other buildings.
Mutaha: Fixed floating compound in the south edge of map, west of the highway
Mutaha: Fixed mud physmat in rivers.
Narva: Fixed various buggy LOD’s.
Narva: Fixed collisions on dead trees at US Main.
Narva: Fixed Floating Road grid G6-6-6.
Sumari: Updated lighting for several layers.
Skorpo: Updated lighting for several layers and updated Landscape rock texture.
Skorpo: Fixed floating rock near Uskedalen Radio Station.
Skorpo: Fixed grass growing on highway near Haugland south.
Skorpo: Fixed glitchy rocks near waterfall grid L14-6-7.
Skorpo: Fixed hole in landscape in grid O12-7-5.
Yehorvika: Updated lighting for several layers and adjusted tree colour saturation.
Yehorivka: Adjusted brightness of the autumn trees on yeho to be less vibrant.
Yehorivka: Fixed small errors on minimap and removed helipads off minimap. (H icon indicates Helipad.)
Fixed Workshop building collisions so players can no longer vault through the windows.
Fixed Industrial Offices collision so players can no longer vault through the windows.
Fixed lighting error on metal wall and corrugated fence statics.
Fixed incorrect collisions on concrete rubble piles.
Fixed incorrect collisions on Pinyon Pines.
Fixed pine tree collisions.
Fixed lighting issues with the wheat fields.
Fixed bad texture on dead pine logs.
Fixed Skorpo Norwegian Building collisions with Rallypoint glitching.
Modder Improvements
Added physmat mud_light as a driveable physmat. Renamed old mud physmat mud_deep for riverbeds and areas that are hard to pass for vehicles.
Removed vehicle resource weapons and added resources to SQVehicleResorceWeaponInventoryComponent: modders will need to update their custom vehicles to migrate to the new “SQVehicleResorceWeaponInventoryComponent” to replace the old ResourceWeaponInventoryComponent.
Updated the SQMapBoundary to automatically generate its boundary on the minimap, so modders no longer have to manually paint the Map Boundary onto the minimap. Its use can be seen on Tallil or Kohat, otherwise where helicopters are featured.
Updated BP_Vehicle_Spawner to have an auto alignment to help automate placing vehicles on map layers and auto fixing vehicle spawner glitches. This can be adjusted or turned off.
Misc
Added the ability to join another server via server browser while currently in a server or in local training range.
Added the ability to queue up to another server while currently in a server or in local training range. The HUD will show a small queue widget to let the player know their current queue status.
Added a clamp for gamma. Only apply Gamma changes immediately while not in match.
Added a Listmaps admin command.
Improved the ability for servers to log commands through RCON.
Fixed a bug on the Server Browser that prevented the Enter key from being able to confirm a server password when enter is pressed.
Commander: Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This will be fixed in a future update to align the map CO icon with all the other icons for CO, which is a star.
Commander: A-10 gun run & SU25 rocket strike sometimes lands way off-target. Work is in progress.
Commander: UAV camera view experiences dramatic z-fighting, especially at high levels of zoom. Work in progress.
Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update.
Helicopters have various handling tweaks, damage values, and small bugs that will be addressed in a future update.
Vehicle Reset Feature does not currently work with Helicopters.
Clients frequently crash at the end of a round, upon map switch due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which will prevent players from joining most public servers. Workaround solution for the time being is to press “Send and Close”. A proper fix for this issue is under investigation.
Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports.
Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Work in progress.
Occasionally a player will not spawn at a Rally Point. This often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug.
Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
Occasionally Self-bandaging fails. Actively investigating a fix for this issue.
The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. Investigating a fix for this issue.
Insurgent HAB still has a spawning issue where there’s a chance the player will spawn on top of the model instead of inside it. Actively investigating a fix for this bug.
ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term.
Vehicles parking brake will get stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’.
Alt-tabbing out of Squad during a loading screen will freeze the client. The recommended solution, for now, is to run in “Borderless” mode.
Ammo rack component (on IFVs and Tanks) takes a very long time to repair.
Audio module for Squad is initialised at the game start. If a Player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad will need to be restarted to get the microphone to work again.
SFX bug while Firing in full auto. If the player presses the fire button for a short period of time, the sound effect gives the impression that you fired more rounds then you actually did.
Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game.
Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range,if a player exits an Emplacement while looking thru the scope, the Scope will remain on the Player’s
HUD until they get back in the Emplacement and then Scope out.
Commander - When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he will then hear all of the local audio broadcasts at the same time, originating from the point where they were originally transmitted from - even if the person doing the transmission has moved afterward.
Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
Local/Offline Bug with Commander – CAS does not do damage in local.
CAF soldiers are unable to use the radial menu to access the commander Air Strike abilities. A fix is in progress.