Squad - Krispy
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Squad - Krispy
Update - 10th June 2021
Thanks to everyone for their submission on the {LINK REMOVED} we issued on our socials yesterday, we are still accepting your feedback but as a heads-up we have had a lot of internal discussions and while monitoring the feedback from players, server owners and the modding community OWI have made the decision to re-open mods back into the licensed server browser indefinitely.

The same caveats from Phase 1 of the Open Modding event still apply: If we notice a major disruption to Squad we will pause the ability for mods to appear in the default browser.

Our intention here is to provide more ownership and collaboration to server owners and modders in working together to help provide the different experiences they are facilitating.

Original Post
Thanks go out to all the server owners, players, and dedicated modding teams that made this event possible! We’ve had a very successful open modding event during the last week!

At this time we are coming to the scheduled end of the open modding event. Instead of ending today, we're extending the open modding to next Monday June 7th so we all get one more weekend of modded fun together.

We ask that all licensed servers remove any non-whitelisted mods by Monday 7th June at 12:00PM GMT.

Before we start lifting restrictions on mods in general, there are a number of issues on our end that need to be addressed, including the following:
  • Stability issues relating to mod versioning.
  • An infinite Loading Screen issue that affects mods with custom factions.
  • An issue where, after downloading a mod through the game client, the game must be restarted in order to access any map layers which come with the mod.
  • An issue where installed mods cannot be updated properly through the game client.
These were mostly known issues, and this test run gave us an idea of what to expect when we open the floodgates for the real thing. We are currently investigating these issues.

The team is very passionate about revisiting another testing phase for modding, followed by another open modding event once the most serious issues have been resolved.

We want to thank everyone for the time and passion in making this phase of the open modding event a success, we couldn't have done it without you all :)

Our team has been going over the analytics we have available to us throughout the event and we aim to provide a breakdown of what we learned and discovered from this event and will also be issuing a survey to gauge player feedback from the event. I will share the link once it has been finalized.

Lastly, please note that as this open modding event comes to an end (for now), that does not mean that mods are no longer playable in Squad! Several servers running mods can be found in the Custom server browser, and there are often events scheduled by their respective communities on their social channels. If you like a particular mod, join their communities to keep track of their progress while we work on the necessary improvements on our end.
Squad - Krispy
Good day squaddies,

Over the last couple of weeks, you may have noticed that we have allowed some licensed servers to run modifications as part of their server license; you may even have joined them a couple of times to see what was going on. These tests were part of a testing phase to see what kind of effect this may have if we were to open this for all licensed servers.

Today we will see that test taken to a new limit by allowing all current server license holders to apply modifications to their server so their communities can experience a whole new side to Squad.

For too long now, the modding community’s efforts have been relegated to the Custom Server Browser or had to go through an arduous process to receive whitelisting to allow their mods to be run within the main server browser. As Squad itself is the spiritual successor to a mod project, it hasn’t sat well with parts of the team that modifications would be restricted in this manner. So, we’re going all out and allowing the server owners to freely pick which modifications they may like to play within their servers.

The Open Modding Event - Phase 1 is planned to run from 10am - 26th May 2021 until 2nd June 2021, though if we see an unexpected technical outcome, we may have to close the event prematurely. If this does occur, we will inform you as soon as possible.

To ensure you can see which servers are running a modification, make sure you have enabled the “Show Modded Servers” filter when in the server browser. This will show a Wrench icon next to the server name to inform you that the server is running a modification. If you select a server and do not have the required mod, this should download in the background before allowing you to enter. However, it is strongly advised to visit the Steam Workshop pages of any mods you have tried for complete information and ways for you to feedback to these modding teams to let them know what you think of their work so far.

Following the event, we will be issuing a survey to gather your feedback but make sure you are also following our Squad socials throughout the week as we will be showcasing some of the mods and perhaps which servers are running them at the time.

Before we sign off, there are two Known Issues that people should be aware of:
  1. Infinite loading animation (running man) when joining a round:
    This happens when a mod is downloaded in-game, and the player immediately joins a server running the mod with a layer that's using a custom faction setup. The player just needs to restart their game once, and this will resolve the issue for future launches of the game.
  2. "File Mismatch" bug after mod update:
    This bug happens when a player has an out-of-date version of a mod installed and attempts to join a server using the newer version of the mod. They will be prompted to download the update via in-game but will continue to see a 'file mismatch' message when they attempt to join. For this one, the player must unsubscribe and resubscribe to the mod via the Steam workshop or verify their game files via Steam. The 'File mismatch' error can also be displayed legitimately when a player has a newer version of a mod, but the server runs an older version. In this case, the server requires updating and restarting
A big thank you to the servers that ran as part of the initial testing run, and we look forward to hearing from you all about your new Squad experiences with mods.
May 19, 2021
Squad - Krispy
  • Fixed the Vehicle armor penetration issue.
  • Fixed bans issued in-game not persisting after map switch.
  • Fixed a server crash when banning a player via RCON.
  • Fixed an issue with Ammo Bags and other equipable deployables not having its ghost update state working correctly (displaying green when it should display red) and having the placement error message failing to appear.
  • Fixed an issue with BMP1 and BMP2 Armor Mesh, removing a material that had no triangles assigned to it.
  • Adjusted format of the admin name in bans entry, to include both admin's name & admin's steamid.
Squad - Krispy
Hello squaddies,

Last week on Thursday, May 13th the team released v2.7, which among other changes, had a fix to reduce and remove the bug that was affecting players’ ability to load/unload supplies from logistics trucks and helicopters, and a BP player controller fix. The logistics bug was initially introduced in our v2.4.1 release, and since patching it in v2.7 we have seen a dramatic decrease in the frequency of reports regarding this issue. However, after the release of v2.7, we started receiving reports that vehicle armor meshes were not behaving correctly. Specifically, armor thickness values are not working as intended. All vehicles are affected.

After the initial reports of the issue on Thursday, we immediately started our investigation. Once we verified that there was indeed an issue, work was underway Thursday, Friday, and over the weekend to build and test a hotfix that could correct these armor mesh anomalies. While the team was able to correct the armor meshes, plus other crashes/bugs, this led to the discovery of a problem with the modding framework. If we were to apply the armor mesh fix, it would cause a crash if mods were installed on a player’s machine when trying to launch Squad. In light of the recent modding push, this would affect more players than ever before.

With this information at hand, we reviewed the options that were available to us including:
  • Releasing a v2.8 hotfix update to fix the issue directly. This is what we were working on last week, and over the weekend. Unfortunately, the changes that we had to make to fix the armor bug introduced a Squad crash as soon as the game tries to load the main menu, for anyone who has mods installed. Unsubscribing to all mods would be required, and we are not very keen on that option.
  • Preventing the v2.8 mod compatibility crash by redoing the armor mesh fix in a different way, or changing the way mods are loaded. This would probably take quite a lot of time, longer than we would like for pushing a hotfix for the armor issues.
  • Rolling back to v2.6 plus the logistics UI supply mitigation fix and the BP player controller fix (making custom modded player controllers compatible with map switches) in v2.7. This will effectively restore the armor meshes to what they were before. This would give us more time to revisit our armor mesh changes and ensure they do not cause issues or crashes. Unfortunately, this would also come with all the changes in v2.7 being “rolled back”, which we would have to be patient with until the next update.
Of these options, we have decided to go with the last option. We are currently building v2.6.1 - once this has been built, tested, and verified by our QA team, it will be made public for download.

We will continue to keep you updated on this situation as more information becomes available.
May 13, 2021
Squad - Krispy
Hello squaddies,

Thank you for your patience as we worked on solutions for the “Logi bug” which has been a prevalent issue during recent Squad games, and a big thank you to those of you who joined in on the UAT tests over the previous weekend to help us test if this solution was viable for release.

As well as bug fixes, this update includes a reworked gameplay update which we are referring to as the “Recovery State”, older players may know it more commonly as “Dead dead” though now with some adjusted functionality. Our intention with the Recovery State is to temper aggressive playstyles after a player has been revived during combat.

If you are experiencing residual issues after the update, be sure to go to Settings -> “CLEAR CACHE” after updating.

Let us know in the forums how your experience is with this update by visiting this link, and we’ll see you on the battlefield.

System & Gameplay Updates

Added back “Dead Dead”, reworking its functionality in what is now called the "Recovery State":
  • This mechanic was removed in Alpha 13, but now makes a return with new UI and UX features.
  • When an Incapacitated player is revived with a Field Dressing, they will enter the Recovery State. Being downed while in this state results in immediate death, with no chance to revive.
  • The state is indicated by a skull icon in the bottom right of the HUD and by a fullscreen desaturation and blur post-process effect. This effect impairs combat effectiveness.
  • If untreated by a medic, the Recovery State will end automatically after 60 seconds.
  • If healed by a medic, the Recovery State timer will be shortened based on the percentage of health. If healed to full health, the Recovery State will end immediately.
  • This feature is designed to temper aggressive play after Revive, reinforcing the importance of triage and re-org after taking casualties. The intention is to encourage players to stay in cover and communicate when they get revived, rather than rushing back into the fight like lemmings. That should never be an effective strategy. Players should depend on each other for cover and situational awareness after revives.
  • Please note that this is not the same as Insta-Death, where massive damage kills a soldier instantly without the chance to revive. That feature will get its own tuning in the future.
Other changes related to the Recovery State:
  • Post Process effects for Low Health, Bleeding, Incapacitation have all been reworked. Transitions between effects have been smoothed out.
  • When insta-killed or when giving up, you will now see your vision fade over a couple of seconds, rather than immediately returning to the spawn screen.
  • Added an option in Settings to use various Player Controls with a Double Tap Control scheme.
  • Added functionality to use both toggling and holding controls at the same time by double-tapping the given control.
  • This works for sprinting, aim downing sights, leaning, crouching, and freelook.
  • All of the controls are individually configurable, so the player can decide which modes they want for each control.
  • Updated all vehicle hulls, turrets, wrecks & emplacements with a new armor mesh component, which will allow for more dynamic armor penetration calculations in the future.
  • Updated RAAS Lanes randomization logic, to make sure that the random number generator used is initialized properly. This should improve the random factor in the RAAS layers, making them less predictable. The RAAS map layers themselves are still pending analysis & rework in terms of configuration to improve randomness even further.
  • Updated all Vehicles using Open-Turrets to now be able to use A/D controls to Left/Right Traverse, similar to vehicles with Closed Turrets.
  • Updated the Deployable ZU-23 to also now be able to use A/D Controls to Left/Right Traverse.
  • Adjusted Character Ragdolls to include a minor tweak to the way the momentum is carried forward to the ragdoll. Further tuning and adjustments are still planned and are required in order to give the ragdoll more weight and consistency with the momentum.
  • Updated firing sounds for all G3 Rifle variants to have a more beefy characteristic report, to showcase the larger caliber and older cold war tech doctrine that these weapons represent.
  • Updated logging in the server ban.cfg file, to include which admin did each ban entry.
  • Updated and optimized the remainder of Vehicle Skeletal Mesh LODs - Jeeps, all Vehicle weapons, all MBT turrets, all IFV turrets, FV107, BRDM2, TAPV. This optimization should improve overall performance, especially for players with a low-range CPU.
  • Adjusted all M249 LMG variants to have increased deviation from 6 to 12 MOA, for gameplay balance and for authenticity according to RL references.
  • Adjusted INS Modern Technical engine sounds to have increased volume over range.
  • Adjusted Skeletal Mesh LOD optimizations on Jeeps to extend the range in which the wheels are animating, as they were getting culled in too close range, which made it noticeable enough to see the cull.
  • Adjusted Vehicle HUD with a minor change to extend the max length of ammo icon rows from 10 icons to 12 icons. Vehicle HUD should now properly show the number of rounds for the BMP1 IFV, M1A2 MBT, and Leo 2A6M.
Bug Fixes
Potential Fixes for the following issues which are all symptoms of the same root issue:
  • Logistics Supply UI issue (aka the “Logi bug”) - Occasionally vehicles that carry supplies will be bugged for some players, resulting in those players not being able to use the supplies, including loading, unloading, and rearming from the vehicle.
  • Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start.
  • Player stuck on the spawn screen after entering certain seats on the vehicle issue - most frequently happens on APCs.
  • The root issue stems from a player’s client unloading some data at the round end, which the server assumes it still has loaded. When the client reloads the data on the map switch, it uses the wrong GUID for various components (which is what the server and client use to sync up parts of the game). The client then no longer understands what the server is sending as there’s a conflict between the GUIDs used for some components, which results in symptoms like not loading in vehicle turrets, passenger seats, the Supply UI, and other components fully / properly.
  • Fix for the log getting spammed with “EAC Unknown Client”. This was an issue discovered during our ongoing investigation efforts to resolve all known mass disconnect issues. We are still actively investigating the resolution for mass disconnects with the help of server hosters.
  • Fixed an issue with UI chat not displaying Kicks and Bans, they are now once again visible in the in-game chat text/logs.
  • Fixed an issue with the CAF LAV6 IFV where the main gunner experienced camera shake when the pintle-mounted C6 machine gunner was firing.
  • Fixed an issue with the Random Server Rotation option which incorrectly allowed the same map layer to run twice in a row.
  • Fixed an issue with Helicopter burning Effects, where the vehicle was showing as in flames, even though the vehicle was not yet in the critical health state. Helicopters should now only show flames when they are in the critical burning health countdown.
  • Fixed an issue with the ZU-23 elevation animation stuttering in the pitch axis for the gunner.
  • Fixed an issue where the UI would incorrectly show a Player using the recruit kit after joining a squad and picking the rifleman kit.
  • Fixed ammo bags being unable to deploy on slopes.
  • Fixed landmines being able to be placed on extreme slopes.
  • Fixed an issue with the Vehicle Info Card on the Command Menu which allowed the Player to hover over enemy vehicles to see if they were active or on their respawn timer.
  • Fixed an issue with server log spam when Players try to shoot in the main base.
  • Fixed an issue with CAF Crewman SL kit role not rearming the Repair Kit when the player switches to a CAF crewman SL outside of the main base.
  • Fixed an issue with the GB Rifleman body using the wrong material, resulting in awkward-looking textures.
  • Fixed an issue where wrecked vehicles were not getting the relative location of the turret correctly.
  • Fixed several issues with the Streamer Stealth Mode options, where several notifications were not hiding Player names, such as Connected and disconnected notifications, various Commander notifications, various Teamkill notifications, Server Names in the Command Menu.
    Fixed an issue with Streamer Stealth mode still having a visible server name while in the Team select menu.
  • Fixed an issue with landmine detonation, where occasionally Players would see the detonation effects of the mine without it actually detonating - mine damage and VFX should now always happen at the same time.
  • Fixed an issue where MIL was using the INS FOB Radio and was also using the deployable INS Oil Barrel Walls. MIL now uses the correct FOB Radio and Log Wall deployables.
  • Fixed some minor typos in the Medic Bag and Field Dressing notifications when attempting to heal dead or enemy players.
Map Updates & Bug Fixes
  • Added new map layer Sumari AAS v2.
  • Added new map layer Kokan AAS v2.
  • Updated Fallujah Skirmish v1 to use Morning Lighting instead of Night.
  • Adjusted Mestia AAS v1 to add a Ural transport truck for MIL so the team has enough vehicle seats for all 50 players at round start.
  • Adjusted CAF Al Basrah Invasion v2 to increase the attacker team success rate on the first capture point.
  • Adjusted CAF Fallujah Invasion v1 to increase attacker success on the first point.
  • Adjusted Fools Road Skirmish v2 Main Base protection zone to be larger for both teams’ main bases, from 50m to 70m.
  • Fixed an issue with Al Basrah Insurgency v1 where GB Helicopter would sometimes explode if it spawned on the easternmost Helipad.
  • Fixed an issue on CAF Fallujah RAAS v1 where CAF and MEA tanks were spawning at different times.
  • Fixed a display name issue for CAF Al Basrah layers.
  • Fixed an issue on Tallil RAAS v4 where the RUS BMP-2 IFV respawn timer was incorrectly set to 15sec, now correctly set to 15 min.
  • Fixed an issue on Yehorivka RAAS v 1, one M1A2 MBT initial spawn delay was 20min, should now be 15min to be in line with all other MBTs on the layer.
SDK Updates
  • Added v2 Eastern European apartment variants that have roof access.
  • Added new camera manager to handle Post Process FX. Search for "Camera Manager" in the Content Browser.
  • Added shortened Railroad Tracks as props.
  • Updated Vehicle Spawner Hard References.
  • Updated SQRotorBladesComponent to now be blueprintable, allowing to create blueprint subclasses of it.
  • Updated Vehicle spawner will now skip initial spawn delay if Specific Vehicle is specified.
  • Updated MI8 CAS Kord aim offsets.
  • Enabled Global Clip Plane.
  • Fixed an issue with mods using custom PlayerControllers, that was causing loss of admin permissions & voice chat functionality for players who were on the server during the transition between maps that are using different PlayerController classes.
  • Fixed Equippable Deployables not using their placement error data tables. Make sure your custom items have a Placement Failure data table set. See Engineer Sandbags for reference.
v2.0 Known Issues
  • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
  • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
  • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
  • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
  • SL icons show up for every kit on ammo crates when rearming.
  • Player kit role icons are sometimes not being displayed on certain menu screens.
  • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
  • Some players may be experiencing very low-res textures after the v2.0 release. If you are experiencing this issue, you are likely under the minimum recommended specs for VRAM (4GB). This may be mitigated by ticking the “unlock pool size” box in the settings menu under the textures tab, but it may come with more performance stutter.
Legacy Known Issues
  • Player (Client) occasional 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.
  • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
  • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
  • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
  • 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. This will be addressed in a future update.
  • Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
  • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
  • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
  • 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.
  • 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 currently in long-term development.
  • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
  • 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 needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
  • 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 than you did — This will be addressed in a future update.
  • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
Local/Offline Issues & Bugs (these currently have a lower priority):
  • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
  • Local/Offline issues currently have a lower priority.
  • 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.
Squad - Krispy
Hello Squaddies,

My name is Jenny, and I am the Server Licensing Manager at OWI. Welcome to our fourth edition of the server spotlight. This feature will highlight some of the community servers that we think you may want to check out, share information about them, and show what they are up to or where they excel.
Whether they are old or new, it's always good to highlight the fantastic stuff our established server owners are doing every day.

Never Play Alone

Never Play Alone is an international gaming and entertainment organization that was founded in 2018 with the mission of building a community of content creators, tech enthusiasts, and aggressively average tryhards. The mindset of "never play alone" remains the guiding principle as the organization evolves into a lifestyle brand that markets influencers, creates unique apparel and develops proprietary software.

Squad affords communities who play First Person Shooters the opportunity to communicate, coordinate and conquer together in a 100 person server which complements our organization's motto, "Never Play Alone" perfectly. It is our pleasure to offer a "come as you are, leave when you wish" style of membership to any mature players (18+) looking to maximize the fun of a realistic shooter with like-minded adults. Our fantastic game administrators and Squad enthusiasts, Predator-B and Greyghost, have even developed a Nuristan mod for the game!

GAMING: The primary glue that binds all members of Never Play Alone are the games we play. At any given time, Never Play Alone sponsors or hosts servers for 15+ games simultaneously. For games we host, we ensure appropriate trained and vetted staff cover both seeding efforts and aggressive administration of the servers according to detailed and concise guidelines developed by each of the game's biggest fans and the NPA staff.

COMMUNITY: Our friendly and welcoming community is completely inclusive and embraces the free flow of ideas and gaming styles of a diverse community of players. Our members find like-minded friends within 20+ areas of common interest where they interact daily to share stories, meet new people, and even arrange in-person gatherings. We responsibly monitor all of the platforms our members use, from social media to our multiple game servers, and ensure a safe friendly environment. We do this through daily personal team interaction and proprietary software developed and managed by the members of our great community!

PROFESSIONALISM: We only partner with the most professional organizations. We're currently partnered with Discord, DreamHack, Nitrado, Extra-Life.org, and Arma apparel. While maintaining a fun and friendly environment is a top priority, the senior community staff members also focus on long-term strategic business goals. All of our public interactions, posts, videos, streamers, and branding follow established guidelines in order to reinforce that Never Play Alone is the most professional community with which to partner.

https://discord.gg/NPA

Jenny’s Notes:
I had lots of fun on the server, the community was very engaged and focused on the game. Some of the players told me that they never play anywhere else as they enjoy the server and feel the admin team is one of the best. I would highly recommend visiting this server.

And last but not least we have:

Elite Gaming Corporation [EGC]

Elite Gaming Corporation [EGC] was started in November of 2020 by a group of friends who met on Squad and had the desire to create their own server and gaming community. EGC currently has over 300 active members who have built incredible relationships through the love of Squad and gaming. Our community’s motto is “For Gamers, By Gamers”, meaning the decision-makers of this community are dedicated to ensuring our server and community caters to all gamers! We know what makes this game fun and have curated our server rules, active admining, and map rotation to ensure just that.

Elite Gaming Corporation’s community consists of die-hard Squad fanatics! We all feel that Squad brings a completely different type of gameplay than your normal FPS. You have the FPS side where you get to pew-pew bad guys and you also get that strategic side where you constantly have to be communicating with 49 other players to win a game. Another aspect that we love about Squad is that you can play the same map 50 times and have a completely different experience each time! Playing Squad brings our community members closer with one another, and we’ve even had instances where members found that they live in the same city, or work a similar job. Squad has brought hundreds of people together from all different walks of life together, to play an awesome game.

Elite Gaming Corporation was founded on the premise of providing a fun gaming experience for every gamer. We strive for absolute inclusivity regardless of race, religion, or sexual preference, and we remain steadfast in ensuring this commitment to inclusivity is ever-present on our licensed servers. We also focus on making new players feel welcome to our server! At any given moment, you will find our members Squad Leading and helping out players who are newer to the game.
We currently have over 300 members who come from many different walks of life: different countries, ages, and occupations. We also have a very large Active Military Member and Military Veteran population!

We also have Training and Events we host every week along with our Competitive Team playing events during most weekends!

To close out, our members and staff are really what makes us great! We have over 40 staff members that put in hours upon hours a week to make EGC the community that we are and couldn’t thank them enough for making EGC one of the top servers and communities in Squad!

https://discord.gg/EliteGamingCorp

Jenny’s Notes:
I very much enjoyed playing on this server, the admins are supportive and game-focused. The players told me they love the server as they have an engaging and active admin team. I highly recommend this server.
May 5, 2021
Squad - Krispy
Hello squaddies!

Today we have an updated edition of The Wrench, before we begin though we just want to let you know about the Open Modding event that will be occurring from May 12 to May 19, in which all licensed servers in the main server browser can run mods without the need for the mod being whitelisted. We'll be sharing more information about the event next week but here is an updated look at just some of the mods currently in development.

EDIT: 6th May 2016 -Due to an SDK update potentially dropping next week, we will be pushing the Open Modding event by one week. The new date for the event will be May 19th to May 26th. In the meantime, the open mod testing on a few select servers will continue. Thanks for your understanding.

Sanctuary

Sanctuary is inspired by old-school CQC maps with 10 tickets per team.






Steel Division
Steel Division focuses on nighttime layers featuring lights, night vision, and more air and ground support. They don’t have any unique command support call-ins yet but plan on adding a thermal UAV and an AC130.




Croatian Armed Forces

The Croatian armed forces will bring another NATO member country to Squad using a mix of old Soviet, Yugoslav, and modern NATO equipment. In addition to the new equipment, the mod will also include two maps set in Croatia.

Shown here are the LKW 5t mil gl 4x4 truck, PLASTIKA M93 hand grenade, and the HS Produkt VHS-D2 (all used variants of the VHS-2 will be included).

Discord: https://discord.gg/YvvRGCY94J





French Faction

The French faction is coming, they’ve been testing the initial scaled-down version of the mod during the testing phase leading up to the open modding event. Their plan is to select and recreate the equipment of the French ground forces from 2010 to 2020.


https://drive.google.com/file/d/1fd8KhhVdxY36uI0Ex8HYNUEmSOTQIkB4/view?usp=sharing
https://steamcommunity.com/sharedfiles/filedetails/?id=2198088821





Brazilian Army

The Brazilian army team aims at having an initial release and playtest by the end of the year. They plan on representing equipment being used by the Brazilian Army since 2010. The mod will also include two maps, one representing the Amazon rainforest and an urban map, possibly set in a favela or other large Brazilian urban center.

Please go check out their discord and website for more Info
https://discord.gg/ucXhXEKcaT
http://squadbrazil.rf.gd





Dorilsk

Set in a fictional valley in north-western Russia, Dorilsk is Rookheim’s debut into map creation. Originally just a testbed to learn UE4, it has now been refined into a playable state. The map is characterized by thick spruce forests surrounded by highly defensible positions that will require coordination, teamwork, and a lot of firepower to both take and hold. POI:s include a radio tower, villages, river crossings, camouflaged camps, a construction yard, a swamp, ruins, and a hastily fortified airfield. The map features, among others, an invasion layer where an under-equipped RGF will have to stage a desperate defense against attacking Militia forces.





SquadZ: Origin

This is a zombie MOD, which allows players to experience the absolute firepower of human beings in a Squad, and also the sense of oppression and despair brought by zombies. Currently, it has 7 modes and 13 maps, and 53 maps are playable. More camps, gameplay, and guns will be added in the future. At the same time, the game environment in the MOD will also allow new players to quickly adapt to and participate in the game.

Hives (Destroy the zombie nest)
TheLost (Human survival in a given amount of time)
Extraction (Human survival in a given amount of time) AI
LastStand (Defend the last stronghold of mankind)
LastStandV2.0 (Defend the last Stronghold of mankind) AI
VIP (Protect the VIP to survive within the specified time) AI
Battleground (Battlefield mode, stay tuned for the next version)

https://b23.tv/P4vGVG




REBORN: SQZ

REBORN: SQZ is a PvP zombie mod pitting 1-life humans against an ever-growing team of zombie players. Similar to "infection" modes in other games, humans spawn at the start of the round and survive as long as possible. The zombie team has a variety of classes and abilities to try and spread the virus, while the humans' best weapons are communication and teamwork.

REBORN features several custom modes:
Last Stand - Humans build & defend a SuperFOB until time runs out or they are overrun.
Hives - Humans search for the main zombie hives and attempt to destroy them.
Extraction - Humans capture relays to reveal an extraction zone and escape.
Escort - Humans drive & protect an APC as it travels between refueling stations.
Survival - Humans place a FOB and send out parties to capture supplies.

REBORN features 11 maps, including 5 custom maps built specifically for the mod! More vanilla maps will be added and custom maps are always in the works.

Other changes include a custom scoreboard (counting infections, kills, & revives), balance changes, custom FOB deployables, custom human classes, night vision, and more! The mod is under active development, including community map submissions and feedback. Come join the HORDE!

https://discord.gg/89A2a4k63R





Wake Island

The Wake Island Crew proudly presents: We manage to get our lazy selves up and update the Mod to Squad 2.6 with all the comforts that come along with it including better water thanks to the addition of screenspace reflections. Wake features a wide variety of game modes from AAS over Invasion to Skirmish and TC. We hope that Wake will someday get the chance to be played on every server.

https://steamcommunity.com/sharedfiles/filedetails/?id=2010827510





Squad Vietnam

Greetings from the Squad: Vietnam team! It’s been some time since we’ve shown our work in The Wrench. Boy, do we have a lot to show. Our team has been hard at work creating everything from grass to grenades and all under the ever-watching eye of our master optimizer Hoover. We set out to accurately recreate the Vietnam War theater and we aren’t going to disappoint.

Our US Army faction is taking shape equipped with so many iconic vehicles and weapons. US troops will take to the skies in Hueys with door gunners laying down a river of lead while on the ground their counterparts roll through the rice paddies and jungles of Vietnam in style in their M113 APCs. Supported by commander asset call-ins such as Cobra attack helicopter strafing runs and F4 phantom delivered napalm strikes the US faction packs a punch that will make the Vietcong wary.

Wary but not defeated, our Vietcong faction will wage a guerrilla war against the western invaders using all manner of equipment. It will be no surprise to learn that Chinese and Soviet-made small arms like the AK47 & Type 56 will be commonplace with even captured US weapons making their way into VC hands. Ever the formidable foe the Vietcong faction like their historical counterparts have adapted to the heavily armed US forces, using all manner of RPGs, explosives, and traps to level the playing field.

Lastly but by no means least a word from our flagship map creator Tuaam. Upcoming with Squad Vietnam is a 3.5x4km map designed around a mix of irregular close and long-ranged combat. Players will experience the marshy and dense lowlands of the Mekong Delta which can be aptly described as a scrutinizing game of cat-and-mouse. The new map, "Mekong Encounter" is a mix of rice paddies, rivers, and villages with landmarks like our riverside town, which has been marked by local skirmishes between US and NLF forces and lies in ruin. The U.S Army must defend its Military Base and airfield, which is under attack by VC mortar fire and irregular attacks. The Vietcong, on the other hand, must assault the Base and drive the US out, by first securing the Island Plantation and then capturing the stronghold town. Both fight to the bitter end in a game of hide-and-seek, where one has the upper hand of secrecy while the other has the policy of sheer destruction.

We hope to deliver the in-depth Vietnam war experience that so many Squad players crave, all while running silky smooth thanks to our focus on quality and optimization. Make sure to join our discord for weekly teasers and updates as well as checking out our Instagram page for background on some of our assets. - Giddy

https://discord.gg/2Z42SbY9jV
https://www.instagram.com/squad_vietnam_mod/






Plymouth

Plymouth is a fictional US-based map centered around an island suburbia. With Russian ground forces advancing through the hilly mainland to the flatter coast, and then to the main island, it should provide a map with a heavy focus on strong defensible positions it will allow for a truly unique experience in Squad.



Apr 17, 2021
Squad - Krispy
We have just deployed a v2.6 hotfix to address your concerns with players abusing the new client-side "demo recording" functionality to find enemy positions. This new update will disable client-side demo recording on servers by default, though servers can still choose to enable demo recording for players, either for everyone or on an admin permissions level basis. We opted to push this hotfix now, particularly to alleviate these concerns for the tournament matches that are scheduled this weekend.

This hotfix does not include a fix for the logi supplies issue yet; this is still actively being worked on. It seems to be a case where loading things in the wrong order causes this (and other issues, like the less common 'missing turret bug'). Our initial fix attempts did not fully remedy this in our internal testing, so investigation will continue.

Thanks for your reports of these and other issues. Happy shooting!
Apr 14, 2021
Squad - Krispy
Hello Squaddies,

Today brings the new Squad Update V2.5 containing more bug fixes and updates to assist the V2 release. Included as part of this update is a new Replay functionality that will allow you and your squad to capture those glorious moments of play from within the game client itself to share later.

Be sure to share your best (or worst) moments with us via our social channels with the hashtag #CanIGetARally so we can help spread your amazing feats and be let us know if you encounter any issues via our Discord channel here.

If you are experiencing certain issues after the update, be sure to go to Settings -> “CLEAR CACHE” after updating. This will resolve common issues after updates.

System & Gameplay Updates
  • Optimized most Skeletal Mesh LOD’s. This means that most meshes will now correctly LOD (crush down) bones on characters, weapons and vehicles as they get farther and farther away. For example, vehicle antennas and steering wheels will no longer animate/be activated when they are too far from the camera to be seen, and at extreme ranges the wheels and suspension will no longer animate. This saves precious VRAM and CPU usage. It will benefit all players, but is expected to particularly benefit players with 8 or less GB of VRAM, and those with weaker/older CPUs. The meshes updated include: All Character Meshes. Most Infantry Weapons. Most Vehicles.
  • Added new Replay functionality and UI. You can find this under the Replay tab in the Settings menu.
    1. You can now create and manage recordings of gameplay easily via this menu. Includes the option to automatically record your multiplayer games.
    2. After playing a round, an automatic replay is created, you can rename these to save them permanently.
    3. Automatic replays are automatically deleted when over the maximum number of automatic replays set by the user, starting with the oldest replays.
    4. Note: recordings made locally in this fashion may not include data from far away entities, or things that were not replicated to the player during play.
    5. Also includes a small fix to an issue in the settings menu UI where if you clicked on a tab more than once, it would push you back to the Game settings menu.
    6. Note: There are still some issues to resolve with using Replay functionality. Fast forwarding/rewinding on the demo often causes a crash. Also Grenade throws won't be seen on a replay. Sometimes weapon firing audio cannot be heard. These are the same longstanding issues that will be addressed in time.
  • Added a notification message in the Server Browser when a player is attempting to join a server running with modded content.
  • Updated teamkill bans to once again be displayed in the text chat.
  • Updated ZU-23 Anti Air Gun with a new Targeting Sight Reticle. Includes emplacements and vehicles.
  • Adjusted HAB activation delay to 20s (was 10s).
  • Adjusted the INS Mosin Nagant M38 Carbine variant Max Damage Value from 120 to 94. This change does not affect full-length Mosin Nagant rifles.
  • Adjusted the GB L85A2 LDS Sight to have a thicker Reticle for better visibility in all lighting conditions.
  • Adjusted CAF LAV 6 commander and open-top mg seats (Seat 3 & 4) to no longer require Crewman kit roles.
  • Adjusted the RUS/MEA BMP2 IFV to no longer require a crewman role for Seat 3, the vehicle commander.
  • Adjusted Helicopter mouse deadzone to be a much smaller value so mouse movements on low DPI are much more responsive.
Bug Fixes
  • Fixed an issue with color banding. This was caused by r.SceneColorFormat being clamped to 0 to avoid exploits, changed it to be clamped to 4.
  • Fixed an exploit related to Commander Assets which could be intentionally cloned/spammed in certain High Packet Loss situations.
  • Fixed an issue where, if a round ended while a player was bipoded, that player’s camera would be permanently clamped in the next round, as if they were still bipoded.
  • Fixed more desync issues with the FOB Bleedout progress bar.
  • Fixed more potential settings exploits.
  • Fixed an issue where modded servers were being incorrectly listed as Vanilla servers. Server Browser should now show all mods that are loaded on a server.
  • Fixed an issue with map boundaries where Tracked Vehicles that drove outside the map boundary would only have 7 seconds to return to the area of operations, instead of the full intended 20 seconds.
  • Fixed an issue with the MEA Simir Kord & RUS Tigr Kord, where the vehicle’s weapons would require 50 ammo points to rearm upon spawning.
  • Fixed an issue with the MEA Simir HMG, which previously had an instant rearm time. It now has an 8 second rearm time, in line with other Vehicle HMGs.
  • Fixed an issue with the INS Mosin Nagant Rifle where partial reloading would incorrectly add an extra 6th round.
  • Fixed an issue with CAF soldiers tongues and teeth using a glove texture.
  • Fixed an issue on the Infantry Tutorial where US Soldier models were changing to lower quality LODs at too close a range to the camera.
  • Fixed an issue with the Helicopter tutorial where players were unable to get in another helicopter for a few minutes after crashing their current helicopter.
  • Fixed an issue with the M2 ACOG missing a luminescent dot in the reticle.
  • Fixed an issue with the TK Autoban time being set incorrectly by default.
  • Fixed an issue with the RUS 1P78 Scope 3P Mesh missing LODs.
  • Fixed a Client Ensure issue related to Capture Point Neighbors.
  • Fixed a potential race condition in the RCON connection handling, which could cause server crashes.
Map Updates & Bug Fixes
  • Updated Sumari Skirmish v1 lighting.
  • Adjusted Fallujah lighting saturation and angle of the morning sun to prevent/reduce potential shadow artifacts.
  • Adjusted some of the level and layer map names to use the map's full name.
  • Adjusted Al Basrah Invasion v1 vehicle layout, GB has 1x FV520 CTAS IFV, INS forward vehicles are now only Minsk Motorbikes, Modern Technical +BMP1 Turret now respawns.
  • Adjusted Chora AAS v3 Flag layout to be identical to AAS v1, but with USA vs RUS.
  • Adjusted the ExcludedLayers.cfg to no longer include all the map layers in comments.
  • Fixed an issue on Yehorivka with a compound causing graphical anomalies, replaced yeho_compound_v5 with a newly created prefab.
  • Fixed an issue with Track Attack Game Mode where vehicles were not spawning.
  • Fixed an issue on Narva TA v1 with floating repair stations and ammo crates for both teams.
  • Fixed an issue on Gorodok RAAS v3 where the actual in-game boundary did not match the minimap boundary.
  • Fixed Mutaha AAS v2 from being listed in ExcludedLayers cfg.
  • Fixed an issue on CAF Fallujah RAAS v1 with one of the two MEA T72AV MBT’s spawning instantly instead of being delayed by 15 minutes.
  • Fixed an issue on Skorpo Invasion v1 with the map boundary spline intersecting with the tunnel in grid O18-1-3.
  • Fixed an issue on Yehorivka AAS v1 with an incorrect respawn delay for GB FV107 Recon Vehicle (was 10 seconds now set correctly to 10 minutes).
  • Fixed an issue on Kohat AAS v1 with an incorrect initial spawn delay for one of MEA helicopters (was 60 minutes, now 6 minutes).
  • Fixed an issue with Tallil RAAS v4 BMP2 IFV having an initial 20min spawn delay when it should not have.
  • Fixed an issue on Fools Road Skirmish v2 with the location of the RUS Main Base protection zone.
  • Fixed an issue with CAF Belaya RAAS v2 the RUS Helipad was not inside the main base resupply zone.
  • Fixed an issue on Yehorivka RAAS where the GB LPPV had no space to spawn.
  • Fixed a typo in layer name of CAF Jensen's Range.
  • Fixed an issue on Goose Bay Invasion v2 and CAF Yehorivka Invasion v1 where the MIL T62 was using the wrong camouflage.
  • Fixed an issue on Sumari AAS v1 where the GB LPPV had no space to spawn.
SDK Updates
  • Updated all Blueprints which switch meshes based on map Biome (Handheld Rally Mehs, etc) to default to the first Biome in the array if they are fed an undefined or unrecognized Biome.
  • Updated experimental MI8 and MI17 CAS Helicopters to use the HMG Kord as door guns.
  • Adjusted the license plates on some static mesh cars to now use a string of numbers and letters instead of Arabic writing, increasing flexibility for these assets in a wider variety of Biomes.
  • Removed broken vehicle bay handler component from BP_PlayerController. This is also a significant memory optimization, as it prevents dependencies from being loaded.
v2.0 Known Issues
  • "Logi Bug" with resources being unavailable for certain players when they interact with logistics-enabled vehicles.
  • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
  • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
  • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
  • SL icons show up for every kit on ammo crates when rearming.
  • Player kit role icons are sometimes not being displayed on certain menu screens.
  • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
  • Some players may be experiencing very low-res textures after v2.0 release. If you are experiencing this issue,you are likely under the minimum recommended specs for VRAM (4gb). This may be mitigated by ticking the “unlock pool size” box in the Settings menu under the textures tab, but it may come with more performance stutter.
Legacy Known Issues
  • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
  • Player (Client) occasional 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.
  • “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix, and we are actively in the process of debugging the issue.
  • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
  • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
  • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
  • 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. Will be addressed in a future update.
  • Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
  • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
  • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
  • 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.
  • 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 currently in long-term development.
  • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
  • 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 unplugs their microphone and then plugs it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
  • 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 than you did — This will be addressed in a future update.
  • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
Local/Offline Issues & Bugs (these currently have a lower priority):
  • 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.
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