We have made dozens of improvements, changes and fixes, and also some fine tuning of weapons, kits, vehicles and of course, game performance.
We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.
Squad v3.2 will be released on Wednesday, August 24th at 18:00 UTC.
At ease,
Offworld Industries
Changelog
System & Gameplay Updates
Updated all vehicle-launched smoke VFX. The new VFX have improved visual aesthetics, improved animations / smoothness, thicker smoke, and last longer.
Updated vehicles with new behavior when they become submerged - if a vehicle becomes completely submerged, any soldiers in open seats will get ejected from the vehicle. This has currently been configured for a range of vehicles with open seats, with the rest being configured in a future update.
Updated water damage drowning for infantry to be more consistent when entering water with low health. Drowning in water should no longer be able to kill you instantly when below 51 hp. Incapacitation by drowning should now almost always take exactly two ticks of water damage over 14 seconds; you will only go down with 1 tick of water damage when below 5 hp.
Adjusted M249 iron sights slightly forward away from the camera.
Adjusted Vz61 Skorpion iron sights slightly forward away from the camera.
Adjusted the CAF M113A3 TLAV APC to no longer require a Crewman kit role for operating the turret.
Updated RHIB Watercraft handling. It now has a small rudder, allowing small changes in direction even when the engine is not providing thrust, so long as the boat has enough forward speed. This should make precise maneuvering easier, especially when approaching / near the shore.
Updated RHIB Watercraft to now include faction flags for easier identification.
Adjusted the visual deploy animation of the Browning HP pistol, soldiers will now turn off the safety (changed from cocking the hammer back).
Adjusted the look of the CAF / GB smoke grenade canisters - they all now use more true-to-life markings: L83, L100, L68, L69, L70 and L71 grenades.
Updated the KPVT 14.5mm HMG damage, firing rate, accuracy, armor penetration & overheating parameters to better align with real-world performance, and bring it more in line with similar class weapons’ performance.
Increased damage per shot to 220 (up from 170).
Increased rate of fire to 600 rounds/min (up from 400).
Increased bullet spread to 2.3 MOA (up from 1.5).
Increased armor penetration to 32mm at 500 meters (up from 27mm).
Adjusted weapon overheating so now the weapon should be able to fire at least 2 full magazines, and then some, before overheating.
Updated AT mines with a number of improvements.
Reduced the size of the "trigger" collider - AT mines will now only explode when a vehicle drives directly over the mine with its wheels / tracks.
Added the ability to pick AT mines up, and place them in your inventory. Only available when the mine is in an undug state. Only available to kit roles who have the same AT mine type in their loadout. Cannot be picked up when inventory has full mines.
Reduced ammo cost to 35, from 50.
Increased the amount of mines available in kit role loadouts: Conventional Combat Engineer - now 3, up from 1. Irregular Sapper - now 2, up from 1. AUS Combat Engineer Kit 1 - now 4, up from 2.
Updated infantry sprint controls for improved user experience & input responsiveness:
Can now hold or toggle sprint diagonally from ADS.
Sprint key input is now registered if pressed before entering movement control input (only with “HOLD SPRINT” set).
Sprint key input is now registered if pressed while pressing movement controls in a non-sprintable direction (only with “HOLD SPRINT” set).
Adjusted several Non-magnified Automatic Rifleman Kit Roles Frag Grenade inventories:
CAF AR 01 (Non-magnified C9) - 1x C13 Frag
INS AR 01 (Non-magnified RPK) - 2x F1 Frag
INS AR 02 (Non-magnified RPD) - 1x F1 Frag
MEA AR 01 (Non-magnified G3A3 Drum) - 1x F1 Frag
MIL AR 01 (Non-magnified RPK74) - 2x RGD Frag
MIL AR 02 (Non-magnified Minimi) - 1x RGD Frag
User Interface Updates
Updated the list of red “enemy spotted” map markers to include a marker for enemy Repair Stations.
Adjusted the main menu power icon to now say Exit and improved the Exit button UI flow.
Updated the look of the HUD compass with a cleaner, more minimal styling to improve user experience:
Updated the font size, shadows and layout to improve readability.
Removed diagonal arrows from SL map markers that are also shown on compass.
Added a high precision bearing mode that will auto-toggle on when a player is using a Mortar or UB32.
Added an option to add a shaded backdrop to the compass for improved readability against different backgrounds.
Added a toggle option to place the compass at the top of the screen
Both background and placement can be changed in Settings -> Interface menu. Additionally you can toggle top/bottom via keybind.
Updated the “DEPLOY” screen - the “ROLE LOADOUT” screen and “ROLE QUICK SELECT” panel on the “DEPLOY” screen have been combined.
The detailed equipment info which used to appear in the “ROLE LOADOUT” screen will now pop out as a panel and overlay the map when a player hovers their mouse over a kit role on the “ROLE SELECT” panel.
When hovering over a specific kit role, you can scroll up or down with your mousewheel to highlight different loadout items and see each item’s detailed info.
Updated the Server browser:
Adjusted the width / position of- and aligned the columns.
Removed the unused sub-faction symbols column from the server list and the server details panel.
Removed the unused friends column.
Audio Updates
Updated the default values for VOIP Command channel/Squad channel Left/Right ear split to now be split by default (was not split previously). This is still configurable in the Audio Settings menu.\
Updated VOIP volume settings with new default values:
Command VOIP new default - 1.40 (instead of 1.00).
Squad VOIP new default - 1.70 (instead of 1.00).
Local VOIP new default - 1.90 (instead of 1.00).
Optimizations
Optimized water VFX, specifically related to amphibious vehicles.
Optimized a large amount of particles in-game by no longer having their collision tick in pre-physics.
Optimized the USS Essex to perform better, including optimizing its radar dishes, boat and props collision, interior lighting and texture memory usage.
Optimized several foliage assets used on Black Coast to improve visual look and map performance.
Optimized LODs on a foliage set used across multiple maps for performance.
Optimized some Environment Art assets to reduce performance cost and fix some technical issues by reviewing and fixing / improving LODs, materials, UVs, and deactivating shadows on asset decals.
General Bug Fixes
Fix attempt for a client crash - OnRep_CurrentSeat array.
Fixed a client crash around VOIP when a player connected and/or disconnected as another player started transmitting. An additional check was added to prevent access violation.
Fixed a client crash that was caused by Squad Voice, crashing upon spawning, validity not getting checked before setting volume multiplier.
Fixed a long standing UI issue where the Radial menu would sometimes get stuck after leaving a vehicle or interacting with an ammo crate.
Fixed a long standing issue with AT backblast VFX instantly disappearing if the player switched weapons. The backblast smoke will now linger regardless if the player switches their weapon.
Fixed an issue with Vehicle Turret launched smoke canisters and Vehicle Driver smoke generator VFX instantly disappearing if vehicle was destroyed. The smoke VFX will now linger regardless if the vehicle gets destroyed.
Fixed an audio issue, sprinting through water was missing sounds.
Fixed a gameplay issue with amphibious vehicles driving faster in water while upside down.
Fixed a gameplay issue with infantry water damage frequency being incorrect. Players were getting a high amount of damage immediately after submerging into the water, shortly after being out of the water.
Fixed a strange gameplay issue with the MTLB. When a player walked up the stairs of Mutaha at grid D4-1-5, they would teleport to the top of the MTLB (Yeah 0_0…). This was a result of the vehicle’s weapon not being net relevant to the player and not having their position updated on the client. Moved the armor mesh component off of the weapon and onto the turret.
Fixed a gameplay issue where FOB Radios and other deployables could be placed outside the map border, this should no longer be possible.
Fixed an issue where clients would freeze when shooting at MEA Simir Jeeps.
Fixed a gameplay issue with Rally Points being destroyed incorrectly in certain circumstances. A deployed Rally Point would get unintentionally destroyed if a teammate switched teams while being close to the Rally Point.
Fixed a control issue with the crouch button input not always getting processed properly when using toggle crouch.
Fixed a visual issue with the USS Essex dry-deck lighting placement and intensity.
Fixed a UI issue with the radial menu. When Holding T (radial menu) and walking away from an ammo box or HAB, the T radial menu would incorrectly get closed.
Fixed a gameplay issue with FOBs not detecting a decrease in the amount of limited deployables. This affected Observation Towers, Ladders and Bunkers.
Fixed an FX issue with the RHIB, where the mist FX was disappearing too quickly when the vehicle exited the water for brief periods of time.
Fixed a gameplay issue with the MIL/INS Ural 375 Truck wheel setup, the substepping config had similar issues as Kamaz5350 Truck.
Fixed a visual issue with USMC LAV25 ARV having purple viewports.
Fixed a gameplay issue with the USMC LAV25 ARV being able to self damage by clipping the turret barrel through the spare tire.
Fixed a visual issue with the USMC AAVP7A1 APC woodland, which was incorrectly using a desert gunner turret.
Fixed a visual issue with the USMC AAV wheel rigging.
Fixed a gameplay issue with the USMC AAV track skirts having a small section that could be vaulted through.
Fixed a visual issue with USMC body textures normals being flipped.
Fixed a visual issue with the USMC M1A1 MBT’s commander turret attachment out of position.
Fixed a visual issue with the USMC M939 Truck and the USMC MATV TOW. The vehicle’s chevron arrow’s were oriented incorrectly.
Fixed a gameplay issue with AUS PMV Armored car having gaps in its armor mesh.
Fixed a gameplay issue with the AUS EF88 Grenadier being able to fire all 3 smoke grenades without reloading by swapping to/from the EF88 rifle.
Fixed a gameplay issue with the CAF TAPV spare wheel mesh. Adjusted spare wheel material to new rubber mat that doesn't pass damage to the hull.
Fixed a visual issue with the CAF CH-146, the helicopter model had various geometry holes and shading issues.
Fixed a visual issue with the CAF C7A2 rifles, C8 rifles and CAF TLAV APC chassis smoothing groups.
Fixed a gameplay issue with the CAF CH146 Helicopter’s tail fin armor mesh.
Fixed a gameplay issue with the INS BTR-80 APC Gunner & Commander’s turret zoom overlay not working properly.
Fixed a gameplay issue with the GB FV107 Scimitar HAT damage type multiplier.
Fixed a gameplay issue with vehicle weapon inventory. The vehicle weapons origin point net dormancy is now being flushed to avoid clients having weapons that exist at origin until only when they are needed.
Fixed a visual issue with 7mm vehicle glass armor physmat, to ensure that hits on armored windows of vehicles will play the proper VFX/SFX.
Fixed a visual issue with AK74 and AKM desyncing between the soldier and weapon animations upon getting equipped.
Fixed a visual issue with the RHIB steering wheel not turning when steering in 1st person, and RHIB drivers not animating when viewed from 3rd person.
Fixed glitchiness with the prone animation on several rifles - M4, M16, C7, C14, G3 GK79, HK417 and M110. They all used to make use of the prone cradle-carry crawling animation, which resulted in their hands not always lining up with the actual carry handle location on the weapon’s mesh, which looked odd. These weapons now make use of the default prone crawling animation.
Fixed a visual issue with the infantry weapon raised animation state while in water. This state was not properly getting cleared when a player entered a vehicle while the weapon raise state was active, which resulted in the player still having their hands raised for proxies when exiting a vehicle on land.
Fixed some minor audio artifacts on the Main Menu Theme music by updating it with a remastered version.
Fixed a gameplay issue with the Commander ticket penalty. Using the Respawn command or teamkilling did not apply the correct Commander death ticket penalty (was only subtracting -1 ticket instead of -2).
Fixed an audio issue where vehicle explosion sounds were played delayed after the explosion.
Fixed a visual issue with deployable ghosts. SL’s/Engineers/etc could see the deployable placement ghosts when riding in vehicles.
Fixed a gameplay issue with the INS GP-25 Grenade Launcher. The projectile would explode near-instantaneously if it was fired while prone and zeroed to 400m or above.
Fixed an issue with arrow and text log spams.
Map Updates & Bug Fixes
Added a new map layer - Al Basrah Invasion v7 (MEA vs INS), similar layout to Al Basrah Invasion v2, but with these 2 legendary factions vying for control.
Anvil Fixes:
Fixed a gap between the landscape terrain and rocks grid E4-5-8
Belaya Fixes:
Fixed various floating grass and foliage.
Fixed various floating statics in the Industrial Yard area.
Fixed a coal decoration object that was sticking through a wall.
Fixed misaligned doors, forcing players to crouch to get thru grid F3-5-7
Fixed floating foliage in the underground tunnels.
Fixed color changing LOD's on various apartment buildings.
Fixed a gap between a boulder and landscape grid G8-4-8.
Fixed some fences culling at too short of a range grid G3-9-9.
Black Coast Updates & Fixes:
Fixed an issue with unintentional ocean wave SFX playing in the SW of map grid B11.
Updated Black Coast Invasion v1, v2, v3 to now remove the attackers forward base supply volume from whichever shore spawn (East or West) that was not selected on that instance.
Optimized the texture and shader for two decals so they are properly power of 2 and can be texture streamed.
Optimized tree LOD distances to improve performance by having proxy LOD render closer to the player.
Optimized all trees to now use occlusion for improved optimization.
Optimized tree types by combining them to improve instancing.
Updated the Black Coast loading screen to include a new music track specific for Black Coast.
Fixed duplicate water body at lake in grid E5.
Fixed a rough seam for a decal in Torpedo Factory grid G9.
Fixed an issue with the lower quality surrounding terrain being visible too and sticking through landscape terrain on the NW and SE of map.
Fixed various floating roads that players could hide under grids G9-6-2/G8-3-6/H9-7-7/K8-8-1.
Fixed a floating staircase on a house grid F4.
Fixed a door frame in a barn at the Pig Farm that was misaligned and had a highly visible seam.
Fixed an issue with players clipping into the retaining wall grid H10-3-9.
Fixed various other floating foliage and roads.
Fixed other minor map bugs related to Black Coast.
Fallujah Fixes:
Fallujah Invasion v1 - Fixed a player model chillin at grid B4-5-7.
Fixed two redundant water planes from south swamp.
Fixed an issue with a transparent rock face near Train Yard grid D3-2-5.
Jensen Range Fixes:
Updated Helicopter Pads to now have protection zones.
Logar Valley Fixes:
Fixed a previously inaccessible house to allow access, to avoid potential FOB Radio placement abuse.
Fixed a gap in a wall grid D3-4-1
Fixed some bush and small tree foliage that had unintentional collision affecting vehicles.
Fixed a doorway that required players to crouch to enter despite visually looking tall enough to walk through, grid C3-4-7.
Fixed various floating grass foliage.
Mutaha AAS v2 - Fixed an issue with not being able to place a FOB at the Vineyard CP.
Server Admin Updates & Bug Fixes
Updated default layer rotation cfg to include Pacific Proving Grounds, but is now commented out by default.
Fixed an issue with Admin Cam - Admins would temporarily get a black screen after switching teams while in admin cam.
SDK Updates & Bug Fixes
Added a new lightweight DebugLayers to be used as Layer Overrides.
Added an "Editor Only" tick-box in Layer Data Assets, when true the Layer Validator will skip the Chunk Settings check (useful for dev and test layers).
Added a validity check before calling input toggle handler lambda function, to make sure it is bound and calling it won't crash the editor.
Added a new script action to delete components with a defined tag from a capture zone when it gets owned by a specified team.
Added a new script for Invasion layers to remove protection zones from unused forward beach main bases.
Added a new component that enables replication of certain components on owning actor.
Added an option to keep lasting effects for things like AT weapons and vehicle deployed smoke.
Updated BP Ocean to decouple the colour from the bp.
Updated the error message for "ID is not unique" validation error. The message will now list the paths of all assets which are illegally referencing the same Data Table Row.
Updated the Narva Ocean to now live in the weather layer instead of the Geo layer.
Moved all vehicles from the single vehicle data table into individual faction specific vehicle data tables, which now live in the Settings/Vehicle/faction folders. Removed the single vehicle data table.
Standardized the naming convention for all vehicle data assets / vehicle data tables to include faction abbreviation prefix.
Renamed Jensen's Range umap names to include faction names instead of v1-v5.
Renamed Insurgent Vehicle data asset folder to "INS" (was "Irregular") for consistency.
Removed an old unused Anvil lighting layer.
Fixed a tools issue in SQValidator_VehicleWeaponBlueprint, that was causing false validation failures.
Fixed the issue with Layer Overhaul validator "ID not unique" errors not logging all affected files.
Fixed an issue with Layer Validator not checking Chunk Settings of Layers in plugins.
Fixed Kohat Gameplay folder spelled incorrectly.
Fixed Anvil Gameplay Layer Data folder spelled incorrectly.
Fixed an issue with the voice module while in editor. This module was consuming all input, so when the editor was open, if the voice module was enabled then you would lose audio. The voice module will now always be disabled in editor no matter what that config is set to.
Clear Cache to resolve residual issues
If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
We are very happy to announce that the next update for Squad will be coming on August 24th! This update will focus on some fine tuning of weapons, kits, vehicles and of course, game performance. As we announced in the last Developer Q&A, we are taking the time with our next few updates to go through the optimization process of Squad to help with performance. Our focus is on doing it right, ensuring the larger scale changes make a performance difference, and do not degrade visual quality, or create new technical debt. Changes coming with 3.2 are some of the smaller, easy improvements that we are knocking off our list as we look to the bigger performance areas we need to tackle.
In addition to the 3.2 update, we’ve already started on an ongoing series of art review and asset optimization passes to reduce performance cost and fix technical issues, including LODs, texture memory, collision, lighting UVs and shadows among others.
Long-term improvements such as map-by-map asset audit, simplifying overly-complex assets and the like will come later down the line. Expect to hear more from us again on this topic as we continue our commitment to deliver more updates!
On the side of weapon tweaks, you will be excited to learn that the BRDM and BTR80 have been buffed, and that Sapper and Combat Engineers will receive more AT mines to deploy. The mines will now only explode when a vehicle drives directly over the mine with its wheels/tracks. And finally let’s not skip over the improved new vehicle gunner smoke effects that we hope you’ll appreciate!
While this update is of a smaller scale compared to a major one like 3.0, we are still looking forward to hearing your reactions and feedback. Everyone on the Squad team would like to thank our players, partners, and server owners for their continued support. We’ve been keeping a close eye on all of your feedback related to 3.0, and appreciate everyone that has taken the time to share their thoughts and feedback with us. This feedback has been helping to further drive our development focus for the upcoming months.
Be sure to check back next week for our Release Notes which will have the full list of additions, and fixes coming to the game in v3.2.
After a series of updates to Squad over the course of 2022 we wanted to touch base with you, our community of players, and update you on a few goings on with the game and behind the scenes here at Offworld!
SQUAD V3.2
The next update to Squad will be v3.2.
At the end of last year we set ourselves the goal of improving not only communication with you, but also delivering on a number of the promises that we have made over the years. We really wanted to start this year on the right foot, and work to demonstrate our commitment to Squad and to our community of players.
In 2022 so far we have released monthly Updates including a significant overhaul of our lighting and shadows systems, two new factions (the Australian Army and the American marine forces), and other improvements to the game. The team has been working incredibly hard to deliver these updates, and address issues with them through quick hotfixes when required. We’re really proud of the progress that has been made.
While it’s still too early to share a date for v3.2, we are currently on track to release at the end of August. This means that July will be the first month in a while that we spend working on Squad without releasing an update. We know that you’ve recently experienced a monthly schedule for updates, so we wanted to let you know before you start wondering where this month’s update is.
Now that we’ve pushed out a ton of great content, V3.2 will feature bug fixes, and various updates meant to improve Squad’s performance. We’ve seen a lot of requests for this focus from our community, and this is another step to ensure we are paying active attention to the feedback you all provide us with. We are already working to test some of these in our Closed Playtest Sessions with select members of the community.
We will have more details about v3.2 as it gets closer to release, and are looking forward to sharing those!
NEW ADDITION TO COMMUNITY TEAM
As many of you know, we have been looking to hire a Community Manager for Squad for the past few months following OWI_Krispy’s move back home to the United Kingdom. We still miss Krispy, but are delighted to announce that we have found Squad’s new Community Manager! They’re working on getting up to speed on the ins and outs of the community, and you’ll be meeting them later this week.
This addition will allow us to further level up the community team and begin to really focus on providing our players, Server Owners, Partners, and other community members with the best possible connection to Offworld Industries. More hands on deck always ups the ante on what we can do!
This also means that OWI_Wedge will slowly be transitioning to a bit more of a behind the scenes role and won’t be quite as visible in the Squad community. You may see other refinements as well over the coming weeks and months.
While we don’t want to talk too much about what we have planned at this point, more regular Development Diaries sharing what’s going on behind the scenes at Offworld Industries, and letting you know what the focus of our next release will be is a goal for our team. We are also looking at our Developer Q&As to see how we can make them more informative and useful to a wider audience.
NEW STUDIO
One of the things that we will be doing in these Development Diaries is to share a bit of a peek behind the scenes here at Offworld. While not directly affecting you as a player, we hope a look at the goings on behind the scenes of the development of the game might be illuminating and add a bit more flavour!
It’s summer time here in New Westminster, British Columbia, a city just outside of Vancouver. The past few weeks the team has been preparing to move into our new offices, and many of the members of our development teams who have been working remotely will be starting back in the office a few days a week.
On days off the past few weeks many of the team came into the studio to help put together furniture, move in computers, and get the studio ready for operation. The OWI IT team had an epic weekend long move to set up our new infrastructure and were able to minimize disruptions to game development, ensuring that both the Squad and Beyond The Wire teams had everything they needed for their first days back in the office!
Offworld will continue to be a mixture of remote and in-studio development teams, but the opening of a new office and the resumption of in-person work is a big step for the studio.
We look forward to bringing you all more Squad updates, more Squad news, and introducing our newest Community Manager to you all very soon!
Today we are releasing Squad Hotfix v3.1, which specifically aims to address some of the issues introduced into the game by last week’s v3.0 Update (LINK URL).
We would like to thank all of the players who used our forums (LINK URL) and other channels to report their experiences with the game. If you have further issues please report them on our forums.
Thank you to all of you for your continued support of Squad and your patience as we work to resolve these issues.
At ease,
- Offworld Industries
Changelog
Bug Fixes
Fixed a client crash “CreateUnorderedAccessView”, this was caused by a new water compute shader not being compatible with older machines / older GPU drivers.
Fixed a client crash when returning to the main menu. This was related to the waterline post process.
Fixed a client crash when loading into a map regarding replication of vehicle seats.
Fixed an issue with vehicles getting launched into space after being in the water, causing very poor FPS (<1) and/or client crashes.
Fixed an issue with log spam "STEAM Rules response", reducing the log size on clients.
Optimized networking of the environment interaction component to improve server network performance.
Fixed an issue AUS F88 (old) scope water invisible through
Fixed CAF Coyote ARV turret not passing damage to the vehicle.
Fixed M1151 CROWS using the wrong map marker icon.
Fixed an issue with USMC AAVP seat configuration on certain variants, unifying the seat configuration to 1 driver + 11 passengers.
Rearm cost was increased to 75 ammo points per magazine (up from 8)
Time to rearm one magazine was increased to 45 seconds (up from 3)
Amount of magazines that could be rearmed at once was limited to 1
Currently loaded magazine can’t be rearmed anymore (operator will need to load a new magazine for the current one to be rearmed/refilled)
Projectile spread cone angle was increased to 50 MOA (up from 35)Fixed an issue with all RUS faction deployables not having a cost or limit on the Black Coast map layers.
Fixed an issue with USMC LAV25 ARV woodland variant requiring Crewman kit for both the Commander seat and Pintle mounted MG seat. No special kit is required for these 2 vehicle positions.
Map Updates & Bug Fixes
Al Basrah AAS v3 - Fixed INS minsk bikes not spawning.
Black Coast RAAS v1 - Adjusted one of USMC’s helipad proximity to trees.
Black Coast RAAS v3 - Fixed Subpen being available in the CP pool.
Black Coast Seed v1 - Fixed USMC Main’s protection zone allowing USMC soldiers to survive as frogs.
Goose Bay Invasion v4 - Fixed RUS Main missing repair stations and RUS helicopter pad not having rearm/repair and ammo/construction resupply.
Jensens Range v3 - Fixed USMC UH1Y helicopter exploding on spawn.
Troubleshooting
Clear Cache to resolve residual issues If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
Today we are releasing Squad Hotfix v3.0.1, which specifically aims to address some of the issues introduced into the game by yesterday’s v3.0 Update (LINK URL).
We would like to thank all of the players who used our forums (LINK URL) and other channels to report their experiences with the game. If you have further issues please report them on our forums.
Thank you to all of you for your continued support of Squad and your patience as we work to resolve these issues.
While there are dozens of improvements, fixes, and other changes in v3.0 the most significant are the addition of the American marine forces faction, new amphibious gameplay, and a new map Black Coast.
We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.
Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC.
At ease,
- Offworld Industries
Changelog
Amphibious Gameplay and Water Interaction
This update primarily showcases amphibious functionality
Summary
Join the marine forces in amphibious assaults from ships off the coast.
Leverage the unique capabilities of your vehicles and faction asymmetry to pull off new tactical manoeuvres.
List of vehicles with amphibious capabilities
AAVP-7A1 APC - NEW
AAVC-7A1 Command/Logistics Vehicle - NEW
LAV-25 Armoured Recon Vehicle - NEW
ASLAV Armoured Recon Vehicle
BMP-1 IFV
BMP-2 IFV
BTR-80 APC
BTR-82A APC
BRDM-2 Scout Car
MT-LB APC
In addition to these fully amphibious machines, many military vehicles are capable of fording bodies of water up to a certain depth. Other less rugged vehicles will slow to a crawl and be flooded.
Features
Fully-modelled waves, buoyancy, and water drag physics for vehicles.
Waves become more gentle in inland waters.
Soldier water interaction has been reworked
Deep water reduces movement speed, scaling by immersion depth.
Trying to move in deep water depletes stamina, scaling by immersion depth.
Soldiers will raise their weapons above their heads when passing chest-deep water.
Drowning damage has been reworked and rebalanced.
Added Amphibious Invasion layers where capturing the first flag provides a shoreside spawn point for non-amphibious vehicles.
Added an icon to denote Amphibious capability in the driver’s HUD and Map Vehicle List.
Animated vehicle wake-plates when entering/exiting water
Note for Server Owners - Black Coast POI Subpen - This flag location currently only exists on AAS v1 and Seed v1 for performance reasons.When running Black Coast AAS v1 please keep in mind players may have much worse client performance The Subpen POI will be receiving updates and will be worked on for a future update when it could possibly be added to more map layers.
Al Basrah Invasion v2
Belaya RAAS v2
Black Coast AAS v1
Black Coast Invasion v1
Black Coast Invasion v2
Black Coast RAAS v1
Black Coast RAAS v2
Black Coast Seed v1
Black Coast Skirmish v11
Black Coast RAAS v3
Black Coast RAAS v4
Black Coast Invasion v3
Fallujah Invasion v1
Fallujah Invasion v3
Fallujah RAAS v1
Fallujah RAAS v3
Fallujah RAAS v6
Goose Bay RAAS v3
Goose Bay Invasion v4
Gorodok AAS v4
Gorodok RAAS v6
Jensen's Range v3
Kohat RAAS v2
Lashkar RAAS v5
Mutaha RAAS v6
Narva AAS v4
Narva RAAS v2
Sumari AAS v5
Tallil RAAS v1
Tallil Seed v1
Yehorivka AAS v4
Yehorivka RAAS v1
Mutaha RAAS v3 was updated with Great Britain, replacing Australia
Updated the Main Menu Entrymap to now feature the USS Essex WASP class LHD emerging from a storm.
Updated Discord Rich Presence config for USMC faction.
New CAF Vehicles
Added new vehicle: CAF Coyote Armoured Recon Vehicle.
Added new vehicle: CAF CH-146 Transport Helicopter.
System & Gameplay Updates
Added a new map showcasing amphibious capabilities: Black Coast.
Added a new amphibious-focused training map featuring the USS Essex: Pacific Proving Grounds.
Added nicknames on the USA M1A2 and USMC M1A1 tank barrels.
Added Character Interaction with mud, snow, dirt, and water. These materials will now accumulate on characters’ uniforms.
Updated the training menu to include a link to Jensen’s Range for all factions training layers.
Updated the infantry weapon hip-fire recoil visual animation to appear more intense.
Updated repair station unbuilt and mid-built level states to have a more accurate visual footprint and reduced vertical profile.
Updated the Ticket Legend, the generic vehicle ticket amounts have been removed. Exact ticket values for vehicles are now being displayed in the vehicle card list.
Updated MEA Ural 4320 and RUS Kamaz5350 truck gearbox configuration.
Updated the game flow when entering and exiting vehicles while reloading your weapon. If you enter a vehicle during the reload animation before finishing the reload, the reload will be cancelled.
Adjusted the splash damage intensity on vehicle explosions. Vehicle explosions are now less deadly to infantry.
Adjusted AUS M1A1 Commander M2 to now use turret stabilisation.
Adjusted the rearm costs for various GPMG weapons on multiple vehicle turrets. The rearm costs should be reduced, in some cases drastically. Vehicles affected:
USA MATV CROWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
USA M1126 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
GB FV432 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
GB FV4032 MBT loader’s turret M240B : full rearm cost reduced to 150 ammo points (down from 563)
CAF Leopard 2 loader’s turret C6A1 : full rearm cost reduced to 150 ammo points (down from 250)
CAF LAV 6 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
CAF M113 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
CAF M113 TLAV coaxial C6A1 : full rearm cost reduced to 220 ammo points (down from 750)
CAF LUVW open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
Adjusted CAF M113 TLAV turret inventory config - the coax GPMG now uses the same weapon slot as other similar vehicles (i.e. BTR-80, BRDM-2).
Updated the CAF LUVW Transport variant to now have a more clear visual distinction from the Logistics variant. The Transport variant now does not have a rooftop cargo carrier.
Updated reticles on the 1P78 (RU AK74m rifle scope) and ZF-1 scope (MEA G3 rifle scope) to be thinner and less obtrusive at range.
Updated the GB FV107, USMC LAV-25, and CAF Coyote to use a new Recon Vehicle icon in the Vehicle List menu and Map screen.
Adjusted the USA MATV Armored Car’s turret texture colouring to better match the rest of the hull.
Adjusted the colour of several CAF vehicles to better match each other.
Adjusted the MEA/INS G3 Rifle to have decreased visual roughness on the plastic butt stock and handguards.
Adjusted the woodland GB FV4034 and CAF Leo2 MBT’s, to remove distant fields on the turrets camo netting for improved optimization and improved visual quality.
Adjusted GB LDS Elcan reticle with thickened numbers to improve readability.
Adjusted all vehicles using the GPMG turret weapons and NSV Cupola guns to use proper LODs for improved optimization with these assets.
Adjusted all US Army character artwork to feature the M17 MHS pistol as all M9 pistols are now assigned to USMC.
Updated the launch Splash image to feature USMC.
Updated the CAF team-select menu images with newer character models & CH146.
Optimised AUS knife texture usage from 32552kb to 5461kb.
Optimised Skorpo cubemap texture usage from 49152kb to 8192kb.
Optimised texture memory texture usage from 49152kb to 8192kb.
Optimised Yehorivka Macro Mask Resource Size.
Optimised several non-power 2 macro masks texture usage from 65536kb to 8192kb.
Optimised skyboxes for lower resolution monitors/lower screen percentages
Optimised particle motion vector compression to bc7 from vector displacement
Optimised vehicle reticles compression and mips
Optimised F88, AUS Binos and SUSAT texture compression to bc7
Updated Credits
Audio Updates
Added a new music track to the main menu.
Added new M4 Rifle firing sounds.
Updated the AK74 Rifle close-up firing sounds.
Updated CAF C7 rifle series SFX for better ROF timing and decreased bass for mid range firing.
Updated the DShK HMG close-up firing sounds to use new, more powerful sounding SFX.
Updated the M2 HMG close-up firing sounds to use new, more powerful sounding SFX.
Added new CAF LUVW engine sounds.
Updated infantry sounds to now include sounds when interacting with mud, including a mud landing sound, mud crawling sounds, and mud wrestling sounds.
Updated 50cal projectiles to use new wood impact sounds.
Adjusted bullet cracks audio with minor tweaks.
Adjusted 30mm pass-by sounds
Adjusted the turret rotation audio for emplacements and technicals.
Disabled muffled EQ for 1p chopper gunner firing including reload sounds.
Fixed an audio issue with footstep landing sounds, as they were too quiet and should now match the normal footstep sounds.
Fixed an audio issue with several vehicles that had missing engine destroyed sounds.
Fixed an audio issue with the DSHK and M2 HMG distance firing sounds volume from close range to mid range.
General Bug Fixes
Fixed an issue which was affecting patch install times. This will only improve install times for patches which come after v3.0, and is not a complete solution to long install times. We will continue to investigate fixes for that issue.
Fix attempt for a server crash related to Soldier Ragdolls.
Fixed an animation issue where certain grenade launchers, binoculars and rocket launchers (ie M72A3) had a jarring delay in the start of the animation when reloading, equipping, etc.
Fixed a gameplay issue with AUS Field Dressings costing 10 ammo points to rearm instead of 5.
Fixed a gameplay issue with certain user input breaking Rallypoints.
Fixed a gameplay issue where the AUS/GB HX60 Truck’s F2 passenger seat soldier’s boots were clipping through the vehicle mesh.
Fixed a gameplay issue with Seed map layers, the pre-placed deployables were unintentionally respawning after getting destroyed.
Fixed a gameplay issue with the M4 M150 ACOG M203 Rifle having a misaligned front sight mount.
Fixed a gameplay issue with the RUS Kamaz5350 Truck, the wheel traces caused the truck to get launched in unexpected ways. The vehicle handling should feel significantly different now. Increased speed threshold for substepping to have high precision at the shift point between 1st and 2nd gear. Also fixed an issue with the wheel setup that was affecting stability of the vehicle when doing sharp turns.
Fixed a gameplay issue with Light APCs, which were costing 10 instead of 5 tickets if destroyed by friendly fire.
Fixed a gameplay issue with the INS Black M1151 jeep, the gunner was not receiving direct explosive/frag damage.
Fixed a gameplay issue with the INS Black M1151 which was not receiving explosive damage properly and was not destroyable with timed explosives.
Fixed a gameplay issue where the CAF LAV6 IFV collision mesh permitted soldiers to clip into the rear of the vehicle.
Fixed a visual issue with helicopter tail rotors not showing rocket impact explosions correctly.
Fixed a visual issue with the INS/MIL BMP1 IFV, where the visual ATGM rocket mesh remains on the vehicle after getting fired.
Fixed a visual issue with Militia soldiers roughness/metallic values.
Fixed a visual issue with the RUS/MEA BMP2’s front wheel rig.
Fixed a visual issue with the CAF TLAV APC, where the turret was not visible on the wreck mesh, they will now pop off a little when destroyed.
Fixed a visual issue with the INS/MIL Mosin Rifle metal albedo being too bright.
Fixed a visual issue with the AUS Browning MK3 Pistol having flickering textures.
Fixed a visual issue with the BTR80, MTLB 6MA, BRDM-2 and BRDM-2 Spandrels occasionally having player shadows visible outside of their turrets.
Fixed a visual issue with ammo bags & rally points, there were inconsistencies with the desert/woodland patterns between factions, these have been standardized to woodland for all factions for all biomes.
Fixed a visual issue with the GB FV510 IFV, the turret colour was not matching the rest of the hull.
Fixed a visual issue with the RUS Kamaz truck having broken normals on the rear truck flap.
Fixed a visual issue with the CAF Rifleman 2 Arid soldier mesh, which had a visual anomaly with the helmet scrim.
Fixed a visual issue with the MIL + INS Repair Station, at the first build state the generator's frame was doubled and clipped into the mesh.
Fixed a visual issue with the MEA BRDM hubcaps using the wrong texture.
Fixed a visual issue with the MEA UB32 rocket pod turret having incorrect texture.
Fixed a visual issue with the INS Black M1151 Light Jeep which had a missing vehicle wreck texture.
Fixed a visual issue with the G3 Z-point selection icons being inconsistent.
Fixed a visual issue with the Militia Machine Gunner Soldier having bad skinning on the back of the neck.
Fixed a visual issue with the GB Rifleman Soldier's back, which had bad skin weights.
Fixed a visual issue with the GB Automatic Rifleman soldier mesh having a double radio pack.
Fixed a UI issue with the name of the MEA BRDM-2 UB32 on the HUD text element being incorrect.
Map Updates & Bug Fixes
Updated CAF map layers to include the new CAF vehicles.
Updated the following maps to use the new ocean/lake water interaction: Al Basrah, Fallujah, Goose Bay, Narva, Skorpo.
Updated all Level Designer-placed razor wire (ie Al Basrah VCP) to use the same damage and movement penalty settings as deployables razor wire.
Fixed a visual issue with dead poplar trees having bad ambient occlusion.
Fixed a visual issue with various “breathing” ground cover materials when affected by wind.
Fixed a visual issue with the cattail plant mesh breaking when blowing in the wind.
Fixed a visual issue on the Infantry Tutorial causing floating grass and green roads.
Fixed Gorodok RAAS v3 main resupply zones not encapsulating all vehicles at both teams main.Fixed
Tallil RAAS v1 Iraqi Hangars flag name being offset from the actual capture volume.
Anvil Skirmish v1, Goose Bay Skirmish v1, Lashkar Skirmish v1 - Fixed an issue with Flag ticket gains being incorrect. They should behave like other skirmish layers:
+20 tickets for flag capture
+10 tickets for neutral flag capture
Anvil RAAS v1 - Fixed an issue where MBT’s were not spawning for both teams.
Al Basrah Seed v1 - Fixed minor visual issue with pre-placed FOB, MEA faction was incorrectly using the RUS Radio mesh and sound.
Belaya RAAS v5 - Adding missing helipad and heli spawner for CAF.
Fools Road Invasion v1 - Fixed a spelling in the name (was missing v).
Goose Bay - fixed collision on the roof of the airport building.
Goose Bay Invasion v4 - Fixed floating ammo crate.
Goose Bay RAAS v3 - Added new map layer with USMC vs RUS.
Goose Bay Skirmish v1 - Fixed an issue with both teams main base resupply zone not being large enough.
Goose Bay Invasion v3 - Fixed an issue with the RUS Main base resupply zone not including the helipad, preventing helicopters from rearming.
Goose Bay Invasion v4 - New map layer featuring the USMC.
Gorodok RAAS v11 - Fixed an issue where River Fortification can appear twice in the same layer, right on top of each other.
Gorodok - Fixed trees and smoke visible in Gorodok skybox.
Gorodok - simplified large scale grass.
Infantry Tutorial - Updated vehicle and faction ID board with USMC vehicles and infantry.
Jensen's Range v6 (AUS/RUS) - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
Jensen’s Range - Added Australian/RUS Jensens Range main menu selection link for AUS/RUS and USMC/RUS map layers.
Kamdesh Invasion v4 - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
Kohat AAS v2 - Changed from Mid Day to Early Morning lighting.
Manic-5 - Updated the upper water reservoir depth to be very shallow. This is an interim workaround for a technical issue, until the map can be fully updated for amphibious gameplay.
Mutaha Invasion v1 - Added INS Ural375 Transport Truck.
Mutaha RAAS v3 - Updated to swap AUS with GB.
Mutaha RAAS v5 - Fixed bad MBT spawner position for MEA.
Narva - Added amphibious water and updated the Narva landscape material.
Sumari Seed v1 - Fixed minor visual issue with pre-placed FOB, INS faction was incorrectly using the RUS Radio mesh and sound.
Tallil Outskirts - Adjusted all Tallil map layers' helicopter altitude threshold to be decreased from 600m to 300m to avoid visual anomalies and excessive helicopter spotting with LOD/landscape exploits.
SDK Updates & Bug Fixes
Incremented the Mod Major Version, to enforce compatibility with the new Squad Version on v3.0 release.
Added functionality to vehicle spawner that allows to override the biome to use for selecting a vehicle variant for debug purposes
Added functionality to vehicle spawner which allows you to set Required Tags. This is used to ensure only Amphibious-capable vehicles spawn in the Essex well deck, for example.
Added new experimental gameplay scripting system. This is a basic system for creating quick gameplay scripts. For example, in v3.0 it is used on certain amphibious-focused Invasion map layers to enable or disable vehicle/infantry spawns after the first CP is captured.
Added new all-new ocean and lake BPs. These water actors enable waves and infantry and vehicle water interaction. A tutorial for setting these up will eventually be made.
Updated vehicle spawner to allow spawning vehicles on water.
Overhauled the vehicle turret wrecks for optimization. Turret logic has been consolidated into a component. Your existing custom vehicle wrecks will still work, but we recommend updating to the new system.
Added a prototype Cinematic Character blueprint for easy setup of static scenes and cinematics. Also added a prototype improved Projectile Spawner for use with Sequencer.
Updated minimap generator tool to have tight and proper bound handling, using landscape component bound if there are no map corners.
Moved the hay bales and snow pole props from Skorpo map folder to Generic and cleaned up redirectors.
Clear Cache to resolve residual issues
If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
We are very pleased to announce that the next major update for Squad will be going live on June 22nd! Along with a new map, new vehicles and other game refinements, our 3.0 release will bring yet another one of our previously promised factions to the game - the American marine forces!
Since the start of 2022, the Squad development team has worked hard to hit a much more frequent cadence of releases, and to demonstrate our ongoing commitment to Squad and to you, our players.
This is not just another faction. In order to capture the marine experience, and fully mirror their real world missions, an entire new gameplay element has been developed for Squad and will be part of this next update. Previously impassable river and ocean terrain can now be crossed. Vehicles with amphibious capabilities can traverse bodies of deep water expanding players' tactical and strategic options. Five existing Squad maps have been overhauled to add amphibious gameplay, and we will be introducing one new map that’s amphibious ready! We plan to continue to make further refinements to existing maps as time goes on, as well.
The 3.0 update, dubbed our Amphibious Assault update, is a big step forward for Squad and something that has been in the works for a very long time here at Offworld. We are excited to share more information with Squad players over the coming days, and can’t wait for you all to get into the mud and play as this all-new faction.
We’re looking forward to hearing your reactions, seeing the amazing content we know our Squad Partners will be putting out, and want to extend a heartfelt thank-you to the Server Owners who help make this game what it is.
Be sure to check back next week for our Release Notes which will have the full list of additions, fixes, and new content coming to the game in v3.0.
Tomorrow we are releasing Squad v2.16. This continues a series of more frequent updates, some of which are smaller in scope, to allow us to continually improve the Squad experience for our players.
V2.16 will be the fourth update to Squad this year (not including Hotfixes).
While there are dozens of improvements, fixes, and other changes in v2.16, the most prominent are the addition of three new vehicles for the Canadian Armed Forces faction, a INS emplacement Hell Cannon for the Insurgent faction, and the new Seeding Mode that will help Server Owners better populate Squad servers.
We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.
Squad v2.16 will be released on Wednesday, May 18th at 18:00 UTC.
At ease,
- Offworld Industries
CHANGELOG
CANADIAN ARMED FORCES VEHICLES
M113A3 APC (3 variants) - This is an older vehicle which saw some service in Afghanistan. This fills the gap for CAF in terms of a tracked troop transport.
M113A3 C6 Open Turret
M113A3 M2 Open Turret
M113A3 TLAV Enclosed Turret
LUVW Light Jeep (4 variants): - This light jeep is outfitted with an armour kit, giving it slightly more protection against small arms than for example an un-armoured logistics truck, but less armour than for example a MAT-V.
LUVW Transport Jeep
LUVW Logistics Jeep
LUVW C6 Jeep
LUVW M2 Jeep
CH-178 Transport Helicopter - Mi-17V5s were acquired by Canada during the Afghanistan War, used as a stopgap medium-lift helicopter while the RCAF sourced alternatives. This historical oddity is featured on a handful of layers set in Afghanistan.
SEEDING MODE & HELL CANNON
Added a new INS emplacement – The Hell Cannon. This terrifying, home-made insurgent weapon launches an explosive-filled propane tank to devastate enemy positions.
Overhauled the Seed Game Mode.
Updated all Seed map layers to now have pre-placed forward FOBs and HABs. Pre-placed FOBs will have 10,000 ammo and 2000 construction points.
Removed weaponized emplacements for all seed map layers (exception for INS on Sumari Seed v2 and Tallil Seed v2 having access to the new Hell Cannon emplacement).
Updated the Seed Game Mode to start in a “Seeding Phase” ruleset and transition to a “Live Phase” ruleset when sufficient players have joined the server. See our blog post for more details on the new Seed Game Mode [[url=https://joinsquad.com/2022/05/16/introducing-squad-seeding/]LINK URL
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ADDITIONAL GAMEPLAY IMPROVEMENTS
Updated FOB Radio to have an increased ticket loss penalty of 20 tickets (was 10). Design Intention: to increase the incentive to defend FOBs, and attempt to address FOB spam, which is currently the predominant tactic for winning games.
Adjusted the INS Tire Fire deployable to now have an additional movement impairment directly in the center of the deployable, which should prevent infantry being able to run all the way through the blockade. Design Intention: Increase the viability of this barrier to impede enemy traversal.
Adjusted the INS Sapper Kit Role’s main weapon from the Mosin Carbine Bolt Action Rifle to the PPSH41 submachine gun. Design Intention: to give the INS Sapper an effective close and medium range weapon while relying on team members for longer range engagements.
Updated all CAF Kit Roles with a new, more authentic L83A1 smoke grenade, which is the CAF equivalent to M18 smoke grenade.
Updated AUS & CAF 3rd-person character model to remove the pistol model from Kit Roles that aren’t equipped with them, and added the missing 3rd-person pistol model on the Engineer 2 and Crewman Kit Roles.
Updated all AK family rifle reload SFX, to now use correct bolt moving SFX and improved mag in / mag out SFX.
Updated the AUS EF88 / F88 Rifle reloads to now use unique SFX.
Adjusted the AUS Maximi to be slightly louder when fired in close proximity.
Reduced the max audible range of the AUS ASLAV IFV’s engine SFX.
Adjusted the layout and text of Game Mode descriptions to be clearer for new players.
Adjusted the AUS MRH90 Helicopter collision model to now include the middle seats section.
Adjusted the HUD name for all factions’ Combat Engineer E-tool/Spade to include “Engineer” or “Sapper”. Design Intention: To give a clear indication that this shovel has unique properties vs normal shovels (can build / dig down deployables faster).
Adjusted the text for AUS weapon descriptions.
Updated the loading box splash screen artwork.
BUG FIXES
Fix attempt for the crash that gives an error regarding ASQTeamState.
Fix attempt for the crash related to the muted players cache.
Fix attempt for the issue where some players would see thick fog after swapping layers.
Fixed an issue with missing destruction SFX for light vehicle engines.
Updated the deployable camo netting to add a fallback colour, which should fix issues with the Landscape Renderer breaking camo netting under certain circumstances, like with the Fools Road black camo nets.
Fixed a legacy issue with infantry bipods, where deploying your bipod while simultaneously crouching could get you stuck in a permanent bipod state.
Fixed a visual issue with ADS peripheral blur, which was not getting removed when a player entered a vehicle or emplacement while in ADS.
Fixed a visual issue with some vehicle windows (ie. M-ATV) not showing RPG impact effects.
Fixed an issue with the AUS Observation Tower deployable’s camo netting collision unintentionally blocking projectiles.
Fixed a collision issue with the AUS PMV Armored Car, where the rear hatches passed damage to the hull – impacts to those hatches no longer pass damage to the hull, in line with other similar vehicle hatches.
Fixed AUS Squad Leaders missing Incendiary Grenades necessary for destroying Caches in the Insurgency Game Mode.
Fixed an issue with the AUS pistol costing 10 ammo points to rearm; it now costs 1 ammo point per mag, in line with other pistols.
Fixed an audio issue with the AUS MRH90 Helicopter’s exterior rotor SFX after exiting the pilot seat.
Fixed an issue with the AUS M1A1 MBT’s ammo not being removed when the ammo rack component was destroyed.
Fixed an audio issue with the AUS EF88 SL40 Rifle Smoke rounds having incorrect impact SFX.
Fixed a legacy UI issue with SPG-9 emplacements not having a map icon when unmanned.
Fixed a legacy visual issue where the arms visually broke when dry reloading the M240H Helicopter Door Gun.
Fixed a legacy visual issue with low texture quality on character models in the Role Loadout menu.
Fixed a visual issue with the GB SA330 Helicopter’s instrument panel flickering.
Fixed a visual issue with the AUS MRH90 Helicopter’s cockpit display not updating correctly on ultra-wide monitors.
Fixed a visual issue with AUS ASLAV APC’s wheel collision meshes when destroyed.
Fixed a visual issue with the AUS EF88 SL40 Rifle (Grenadier Kit Role) having rounds visible in the magazine during a “dry” reload animation.
Fixed an audio issue with MG shell casing SFX not being affected by the volume slider.
Fixed an issue for some special weapon skins icons (Veteran RPG7, Veteran RPG7v2, and Desert M4) so they now show the correct variants.
Fixed an issue with Kickstarter uniform patches not displaying correctly on 3p models of AUS and specific Woodland CAF soldiers.
Fixed a visual issue where some MEA and RU fortifications (HASCO blocks / walls) were filled with brown dirt instead of sand for desert biome assets.
Fixed a UI issue where the AUS PMV M2 RWS Armored Car used the incorrect map icon (“light jeep”). it now uses the correct map icon (“heavy jeep”).
Fixed a UI issue for the AUS EF88 Rifle’s description; it no longer lists the stats twice, and also shows the correct zeroing distance for the Spectre optic.
Fixed a typo with RUS and MEA artillery strike title and tooltip text so it correctly refers to it as being a 152mm caliber strike.
Fixed an issue with Discord rich presence not supporting CAF assets correctly, this affected Goose Bay, Manic-5 and the CAF faction flag.
Fixed an issue with Discord rich presence, where AUS & RUS factions were displayed as US.
Fixed an issue with Discord rich presence, so the Anvil map will now display correctly.
Fixed an issue where the Anisotropic Filtering level was being misreported in the log file.
MAP UPDATES & BUG FIXES
Updated all CAF map layers naming convention to be unified with all other factions map layers. Check the sheet for the full list of changes:
Updated all CAF map layers to include new vehicle distribution.
Added new map layer – Kohat RAAS v9.
Added new map layer – Goose Bay RAAS v2.
Updated Fallujah Seed v1 layout to now have 3 capture points.
Updated Tallil Seed v2 – Team 2 is now INS (was RUS), and CAF now gets LUVW jeeps (transport + logistics).
Updated Sumari Seed v2 – Team 2 is now INS (was RUS).
Updated all INS map layers to now include the Tire Fire deployable – each INS FOB can deploy up to 2 Tire Fire deployables.
Updated several INS map layers to include INS Ural 375 Transport Truck variant.
Al Basrah Seed v1 – Fixed MEA main base no-deploy zone being offset by around 80m to the south.
Al Basrah AAS v3 – Fixed Helicopters not being able to resupply at the AUS main base.
Fallujah Seed v1 & Tallil Seed v2 – Fixed map layer name not showing up correctly on the deploy screen / server browser.
Jensen’s Range v4 (CAF vs RUS) – Fixed RUS not having a MI8 Helicopter spawn and fixed RUS using INS HAB mesh.
Kohat RAAS v8 – Fix attempt for the AUS MRH90 helicopter exploding on the helipad.
[/list]
SDK UPDATES
Added a configurable variable to vehicle turrets, to set the health level required for stabilizer to function. Default value is 0.5.
Added a system for Level Design to allow for ambient Jetovers on maps. JetFlyBy will spawn ambient planes that fly overhead of the geo map.
Made initial ammo & construction values on FOBs editable on instances, to allow customizing the amount of resources on pre-placed FOBs without additional components.
Adjusted the AUS PMV Mag58 Armored Car to include a LowCaliber tag.
Moved CAF faction setups to single use folder and updated them with standard delays & counts, deleted old legacy faction tables, counts & delays for these layers.
Added bRulesetEnabled flag and setters/getters for it into SQGameRuleset to allow for rulesets logic to be notified to enable or disable itself.
Added implementable events BPRulesetEnabled & BPRulesetDisabled to SQGameRuleSet, to allow blueprint child classes to react on being enabled or disabled in event-based fashion.
Modified GraphTicketComponent and GraphNodeBasedBleedComponent, allowing their logic to be turned on/off.
Modified Ruleset_Vehicle, to allow the ticket subtraction logic to be enabled/disabled using new ruleset enable/disable functionality.
Events OnPlayerJoined and OnPlayerRemoved on SQGameState exposed to blueprints
Added a TryGetDefaultObjectFor() helper function to SQBlueprintLibrary to get the default object for a certain class, with dynamic output type, to save some casting in blueprints.
Added TryGetRulesetsOfClass() helper function to SQGameMode, to get an array of currently active rulesets of a specified class, with dynamic output type to save some casting in blueprints.
Exposed RuleSets array in SQGameMode to blueprints as a read-only property
Made GetCustomServerSetting() helper function in SQBlueprintLibrary compatible with In-Editor server settings, accessible in Editor Preferences -> Play Squad -> Custom Options.
Added server-side helper functions to SQBlueprintLibrary to expand the ability to work with CustomOptions.cfg contents in blueprints:
GetCustomServerSettingAsInt()
GetCustomServerSettingAsFloat()
GetCustomServerSettingAsBool()
DoesCustomServerSettingExist()
Added new INS Ural 375 Transport Truck variant.
Reminder: Make sure your vehicles, turrets, vehicle weapons, and emplacements are using the new SQArmourMesh Component added in v2.15, or they may not receive damage properly.
CLEAR CACHE TO RESOLVE RESIDUAL ISSUES
If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.