We know you have questions, so let’s talk in depth about the emotes that will be coming along with the rest of the 4.2.
Emotes are animations which you can use to support VOIP communications, interact with each other, celebrate in-game situations, or brighten up down time. We hope they will enhance the social, gameplay, and cinematic aspects of your Squad experience. Our approach to introducing emotes is grounded in authenticity. Above all we wish to preserve the spirit of Squad and protect the immersion that each of you seek in its cooperative experience.
Firstly emotes will come in two flavors: Emotes and Gestures.
Emotes and Gestures
Emotes are full body animations. When triggered they will display a 3rd person view of your character. Moving, aiming down sight, jumping, crouching or going prone, switching gear or similar action will interrupt the emote. Emotes can only be used in the main base or during the staging phase, as they show a 3rd person view, we wanted to make sure players couldn't use this feature to give themselves an advantage by peeking around corners.
Gestures are an upper body hand sign animation that you can trigger. Unlike Emotes it only involves movement of the hands and arms. Gestures happen in 1st person, without obstructing your movement. Gestures offer more leeway before being interrupted, you will be able to move while performing them, however aiming down sight, jumping, going prone, firing your weapon, switching gear or similar action will interrupt the gesture. Gestures are available at all times throughout the battlefield.
Using Emotes
The emotes you have acquired can be equipped on the Customize screen which can be accessed from the Main Menu. It will display a preview of the emote as well to help you make a choice. A checkmark on the emote will also inform you of which one you currently have equipped.
Now that we have our emotes equipped, let’s use them!
Before anything, there is a new keybind that activates emotes (X by default) and can be changed in Settings. While in game you can press the assigned key to bring up a radial menu.
Hold the Emote key to open the emote wheel and click on an emote of your choice to activate it. This cannot be done while aiming down sights.
On the release of Squad 4.2 we will have a few available options for you to try. Free options will be directly available on release. Other options will be available for purchase a few hours later (Grunt and R&R Pack). Both the Grunt and R&R Pack will be available for 3.99 USD upon release. Prices may vary depending on regional currencies. Take a look at the exhaustive list below to know the content of each pack.
Free - Inventory
Every player will be receiving for free one Emote and two Gestures in their inventory directly. The Wave Hello (Emote), Point Forward (Gesture) and Move Out (Gesture).
Wave Hello - Emote
Point Forward - Gesture
Move Out - Gesture
Free - Recruit Pack
The free Recruit Pack will be available to all players on the launch of Squad 4.2. You can claim the pack for yourself from the Main Menu, open the Store and select the Free Recruit Pack. Clicking "Claim" will take you to the Steam store, where you can acquire it for free. It should quickly appear in your inventory of the Customization Menu afterward. The pack includes two Emotes (Salute and Shrug) and two Gestures (Come Here and Thumbs Up).
Salute - Emote
Shrug - Emote
Come Here - Gesture
Thumbs Up - Gesture
Grunt Pack
For all of you grunts out there we have the Grunt Pack, it includes one Emote (Slow Clap, best used when your heli pilot misses the landing pad... again). and four Gestures (Horns, Finger Snap, Fist and Palm, and High Ready).
Slow Clap - Emote
Horns - Gesture
Finger Snap - Gesture
Fist and Palm - Gesture (PLA Faction Exclusive)
High Ready - Gesture (Only available with Rifles, Handguns and LMGs)
R&R Pack
If you want to let loose a little, the R&R Pack is there for you. It includes one Emote (Facepalm, because really, we all have those moments) and four gestures (Hang Loose, Applause, Shh and Finger Wag).
Facepalm - Emote
Finger Wag - Gesture
Applause - Gesture
Shh - Gesture
Hang Loose - Gesture
Thank you for your continuing support as we continue improving Squad through creating new content, features, and other improvements for you to enjoy.
With the upcoming release of Squad v4.2 we will be introducing something new for both Squad and Offworld as a studio! Alongside the usual improvements, bug fixes, and a game engine update v4.27 will be the first update where we add a new form of content to Squad with the introduction of Emotes! Emotes are animations which you can use to express yourself, interact with each other, celebrate in-game situations, or brighten up down time. We hope they will enhance the social and cinematic aspects of your Squad experience.
As a thank you for all your years of support for Squad, all players will be receiving a free Emotes pack on initial release. There will also be two packages of paid Emotes that will be sold through an in-game connection to the Steam Store. We will walk you through them and how they appear in Squad very soon in another blog and we will be showcasing more about Emotes as we get close to the launch of v4.2!
Emotes are a totally optional feature in Squad. If you do not feel like buying additional Emotes you do not have to, and your playing experience will be no different than it is now without Emotes. Those of you who enjoy the additional customization and way of showing off your personality in game that Emotes provides are able to purchase additional ones at what we feel is a reasonable price.
After years of releasing free updates for Squad this is our first foray into monetizing Squad beyond the initial purchase. We understand that paid content in gaming can be controversial and that previous leadership at Offworld had stated that paid DLC would never be added to Squad. Given this we wanted to inform you of this change prior to the release of v4.2 early.
So why this shift, this far into the life of Squad? As we look into the future we see a long and healthy life for Squad. It has a large and dedicated playerbase. We have plans for more updates and to support the game beyond 2023. While many of these planned updates will be free, we also realize that we need a way to continue to fund the development of Squad. Paid content like Emotes is one such way to help fund that development and continue our work on improving the game.
Rest assured that we are continuing to work on free updates for Squad.
We will be providing all Kickstarter Backers that qualify for physical rewards with all Emote packs available at launch for free. This will take us a bit of time as we work to reach out to everyone, so we thank our Kickstarter backers in advance for their patience as we continue to work towards creating the outstanding physical rewards. Thank you for your continued support of Squad.
At ease, Offworld Industries
Q&A
Will there be servers set up with no emotes allowed? Can they be toggled off by server owners?
This will not be an option. However, we have made sure that emotes will be as unobtrusive as possible. We want them to be part of Squad without affecting the gameplay and keep Squad a great experience whether or not you purchased additional content.
Does this mean we will see more monetization in the future? What about gun skins or uniforms?
The introduction of emotes and this new form of support for Squad is something we are excited to try. We will be closely monitoring the popularity of emotes and the interest of the community in them. As you well know some initial backers of the Kickstarter have currently access to a variation on weapon skins and we are not excluding the possibility to broaden the selection we offer. However we will communicate more on the topic if and when the time comes.
Will you start charging for maps or factions in the future?
Our approach to the future of Squad is to keep it as inclusive as we possibly can. Creating maps and factions takes a lot of time and effort and we wish for our entire community to be able to enjoy the fruits of our hard work.
What will be your refund policy?
Our refund policy hasn’t changed and will stay in its current state. You will be able to purchase emotes through the Steam Store and to make your claims as per usual through it.
Squad will be updating its game engine the team wants to playtest it on a full server to help identify any unforeseen issues that we may need to address before that happens. As such we are holding a playtest this Thursday January 12th at 21:00 UTC / 13:00 PST.
The main goal of this is to get 100 players active on a server.
We would like all players that are able to to jump into the game at that time on the Squad - Public Testing game that's below Squad in Steam.*
A successfully attended public playtest will go a long way to improving the update's success when it's launched in 2023, and help us discover issues that would be frustrating if we did not see them early. We ask all players who can to join us on Thursday January 12th at 21:00 UTC / 13:00 PST on the Squad - Public Testing game to road test this future engine upgrade.
Tell your friends - tell your neighbours, tell anyone you know who plays Squad and get them on! Thank you all for the continued support of Squad!
* If you have previously been playing on a Beta please ensure that you're not on a Beta build for this but just the standard Squad - Public Testing app.
From everyone at Offworld we wish you a wonderful holiday season with your friends, family, and loved ones as we celebrate the end of another year!
This year has been a busy one at Offworld Industries, as we detailed in our recent post looking back at 2022 [[url=https://joinsquad.com/2022/12/14/squads-2022-in-review/]URL LINK[/url]]. We are excited about what lies ahead for both Squad and our studio, and look forward to sharing more of that with you in the new year.
As 2022 nears its end it is a good time for us to reflect on Squad’s past year. 2022 was a positive year for us, a busy one in terms of content released for Squad. We shifted our development rhythm to deliver smaller but more consistent updates. Yet we also released three new factions this year with the Australian Army, the American Marine Forces, and lastly the People’s Liberation Army joining the battle! On top of that we released two new maps as well, Black Coast, Harju, while revamping older maps with the addition of navigable waters. We also added gradually more new vehicles, for a total of an extra 8 new vehicles added to existing factions.
The year began rocky with the v2.12 launch causing many players framerate issues. Thankfully we were able to address these issues quickly with a Hotfix that was developed with support from our players who were able to help us test potential solutions until we found the right one! The update improved the visuals of Squad, but we know that we have to continue to improve performance and optimization and we will continue to do so in 2023. The internal creation of a dedicated performance monitoring team will help us move further into this direction as we keep building the future of Squad.
April brought with it Squad 2.15 (LINK URL) and our friends from Down Under, the Aussies, with the arrival of the Australian Army. In terms of other innovation, 2.15 came with several reworked systems and other improvements, notably new FOB fortifications like the Observation Tower, Tire Fire, and added one way visible camo nettings to many of the existing fortifications to improve the static defender survivability. These new deployables and changes offered a better payoff in relation to time spent to build and supply the FOB, making it more viable and enjoyable to dig in and defend. We also updated the flag capture rates to now scale based on the number of friendlies/enemies on the flag and encourage capture teamplay.
Following up in May was Squad 2.16 (LINK URL) introducing the new Seeding Mode to help servers build to a higher player count after starting up for the day by offering faster-paced gameplay on smaller map layers, with forward spawn points that help players get in the fight quicker. This allows servers to transition smoothly from the Seeding Phase to the standard Squad gameplay of Live Phase.
In June we hit big with Squad 3.0 (LINK URL) and the introduction of the American marine forces, the addition of the Black Coast map and the rework of many older maps to take full advantage of the new navigable water system and modify vehicle and soldier behaviors to react accordingly when moving into and across water. With the addition of amphibious capability into the game we extended by a large the tactical options available to players and the variety of gameplay! The update also came with many fixes and tweaks, along with a slew of new weapons and vehicles for players to try.
From July we soldiered on and released regular smaller scale updates monthly: Squad 3.2 (LINK URL), 3.3 (LINK URL), 3.4 (LINK URL), and 3.5 (LINK URL), leading all the way to December. Each update focused on some fine tuning of weapons, kits, vehicles and of course, game performance and many bug fixes. These updates brought other improvements as well, such as the improved UI for Squad Leader, an update to the Vehicle Recovery System to allow helicopters and some other vehicles to be reset, or the addition of Harju in 3.4! We also added gradually more new vehicles, for a total of an extra 8 new vehicles added to existing factions. And let’s not forget that sneaky CAS helicopter that found its way in for a brief time (looking at you 3.3)!
Finally this brings us to December and Squad 4.0 (LINK URL) and the long awaited introduction of the People’s Liberation Army into Squad. We are very excited to see the player response to our newest faction. The PLA bring with them interesting tools in their kit unique to their faction, like the new Z8 troop transport helicopter, or the new PF98 Launcher and its range finder.
To conclude 2022 has been an incredible year for Squad! We believe the game is in a strong place currently. That said, we still have a lot to do and great things planned for 2023!
Thank you to everyone who supported us this year! From our Server Owners who are dedicated to ensuring players have a great experience, to our Community Platest Group who help provide invaluable feedback on the game as we’re developing it, and finally to our players because without you none of us would be here working together to build the future of Squad into 2023 and beyond!
Squad Hotfix 4.1 is now live! It focuses on fixing a few issues that came with the PLA faction, some drought on a few maps (water refusing to appear), and an update of the SDK to 4.1.
Check out all the list of changes below:
General Bug Fixes
Fixed a server crash related to EOS
Fixed a client crash related to EOS
Removed the shovel from the PLA squad lead crewman kit
Fixed an issue where the gunner would be kicked out of the ZSL10 if the vehicle entered the water
Fixed an issue where drivers of the ZBL08 and ZSL10 could be killed by explosive rounds hitting the front side of the vehicle
Fixed an issue with turret armor values on the ZTZ99AFixed an issue with un-ready weapon animations for the DZJ08 and PF98Fixed a small visual issue relating to how PLA soldiers react to lighting
Map Updates & Bug Fixes
Harju
Fixed an issue where the Russian forward HAB could spawn in a glitched location on Seed v1Mutaha
Fixed an issue where water was not appearing as intended in certain areas
Tallil
Fixed an issue where water was not appearing as intended in certain areas
Sumari
Fixed an issue where the Seed v3 layer was incorrectly being displayed as Seed v1 across several UI elements
Fixed an issue where emplacements were available to both teams on Seed v3SDK
Updates & Bug Fixes
Updated mod SDK to v4.1
We were not able to address an issue regarding mods using custom playercontroller on modded servers. Non-modded servers are not affected by the issue. Currently the issue is causing player disconnect and a server crash when the server changes playercontrollers in a map switch. To avoid this server crash, server owners need to make sure that their map rotation all uses the same playercontroller, whether that be the default one or the same custom one.
Squad will be updating its game engine next year and the team wants to playtest it on a full server to help identify any unforeseen issues that we may need to address before that happens. As such we are holding a playtest this Saturday December 10th at 19:00 UTC / 11:00 PST.
The main goal of this is to get 100 players active on a server.
We would like all players that are able to to jump into the game at that time on the Squad - Public Testing game that's below Squad in Steam.*
A successfully attended public playtest will go a long way to improving the update's success when it's launched in 2023, and help us discover issues that would be frustrating if we did not see them early. We ask all players who can to join us on Saturday December 10th at 19:00 UTC / 11:00 PST on the Squad - Public Testing game to road test this future engine upgrade.
Tell your friends - tell your neighbours, tell anyone you know who plays Squad and get them on! Thank you all for the continued support of Squad!
* If you have previously been playing on a Beta please ensure that you're not on a Beta build for this but just the standard Squad - Public Testing app.
Squad 4.0 - Red Star Rising is now live and ready to be downloaded! For all the details about the new content and fixes, head to our Release Notes.
We would love to hear your thoughts on the update and get feedback on any new issues you might encounter, so please share with us directly in our Technical Issues Report thread in the forums.
The update 4.0 will see the introduction of the new People’s Liberation Army (PLA) faction, including mainland China’s land, sea, and air forces. This includes new combined arms faction features: seven new vehicles, fifteen unique weapons & deployables, and a JH7A rocket strike Commander ability. In addition we have included a number of fixes and quality of life improvements into the update as well.
Features
Added a new faction, the People’s Liberation Army
New Weapons
QJY88 General Purpose Machine Gun
QBU88 Marksman Rifle
QSZ92 Pistol
DJZ-08 Light Anti-Tank Rocket Launcher
PF-98 Heavy Anti-Tank Rocket Launcher
Commander Ability: JH7A Close Air Support Rocket Strike
Updated ATGM System - Once a vehicle has launched the maximum allotted number of anti-tank guided missiles, firing another will cause the oldest currently deployed missile to lose guidance and crash
While sprinting, attempting to bandage yourself will now immediately cancel your sprint and start the self-bandaging action
Updated the map legend with unique icons for armed transport trucks and APCs with open-top turrets
Removed several unnecessary hard references that were negatively impacting performance
Made improvements to anti-cheat software
Improved the appearance of sprinting from a third-person perspective
General Bug Fixes
Fixed a client crash related to grenades
Fixed a client crash related to the WorldSettings parameter
Fixed an issue where the USMC flag was not appearing on the server browser menu
Fixed an issue where the AUS MRH90 Helicopter was missing its vehicle reset options
Fixed an issue where players could shoot through the floor of certain houses
Fixed an issue where players would automatically switch to their rifle after planting an anti-tank mine
Fixed a rare issue where players could become invulnerable to damage after using the admin camera feature in a certain way
Fixed a rare issue where players could be disconnected from their server after pushing a helicopter from the tail
Fixed several issues with water sound effects
Fixed various performance issues regarding oceans and water intensity
Fixed an issue where frag grenades were not doing appropriate damage in the tutorial
Fixed a minor visual issue where clouds of smoke could sometimes stick to vehicles instead of behaving normally
Fixed several issues with vehicle sound effects
Fixed a visual issue with the top hatches of BMP-2 desert vehicles
Fixed several issues relating to graphics settings, including one in which certain settings would reset upon exiting the game
Fixed an issue where toggle lean options were not behaving properly
Fixed several small visual and collision issues relating to indirect fire shelters
Fixed a server crash related to CAF
Map Updates & Bug Fixes
General
Fixed an issue where players could shoot vehicle-mounted guns inside of the main base on certain layers
Harju
Fixed a collision issue at the WundaMart side entrance
Fixed various visual issues involving floating and incorrectly placed assets
Fixed inconsistencies regarding the name of the Forest Industrial flag across layers
Fixed an issue where the MTLB would spawn outside of the main base on RAAS v2
Fixed a hole in the ground near the missile silo
Fixed an issue where the RUS forward spawn would occasionally spawn players in the air on Invasion v1
Fixed an issue where the CAF staging phase barrier was preventing access to ammo crates on Skirmish v2
Fixed an issue where some deployables were incorrectly being blocked by water
Fixed incorrect Finnish spelling on Invasion v1
The “Bog” flag on RAAS v3, v4, v5, and v6 is now called “Marsh”
Fallujah
Fixed an issue where certain INS vehicles were too far out of range to be supplied at the main base on Invasion v2
Narva
Fixed an issue where the RAAS v5 layer was incorrectly labeled
Fixed an issue where a HAB could not be built near the Marina cap zone due to problems with the water level
Al Basrah
Fixed an issue where rocks and foliage appeared to float in certain areas on AAS v1
Fixed an issue where the river could stop appearing in certain situations
SDK Updates & Bug Fixes
Updated mod SDK to v4.0
Updated mod versioning to v4.0. This requires mods to be re-cooked with the v4.0 SDK—any mods using the v3.4 SDK will be incompatible with v4.0.
As many in the Squad community will know that Harju, the game’s newest map, began as a player created project! Working under the username Wunda Offworld hired its designer Jason Liberty and brought him onboard. With the official release of Harju we sat down to talk with Liberty and asked him to provide us with some of their insight about the conceptualization and evolution of Harju from its first moment as a community map to its latest full integration in Squad.
What was your overall approach to designing the map, what did you want to accomplish with it? Jason/Wunda: Work on Harju was started shortly after Squad Alpha 12 which added Main Battle Tanks. I wanted to create a map that would be well adapted for Squad’s newest equipment but also future proofed for the helicopters that were to be added later in 2019. This had another future payoff seeing that Harju has become a good fit for the amphibious adaptation we see today.
How do you think the map stands out in contrast to other maps of Squad? Jason/Wunda: Foliage is what sets Harju apart from Squad’s existing map library. Vehicles and infantry have to play to their strengths in a different way then most other maps. Firefights slow down and teamwork excels when you're moving with your squad to clear forests on approach to your objective. Logistics vehicles can't go to any location they want to by just driving offroad. A higher encouragement to utilize road networks may sway a squad leader to try amphibious or helicopter based insertions.
Can you describe the work that was done on Harju to ensure that it could be released as an official map for Squad? Jason/Wunda: Harju’s last workshop release, while a step forward for the map, still had many gaps that needed to be filled. A large amount of effort was spent refining or completely rebuilding locations to a higher quality standard and more importantly to work well with newly added amphibious gameplay. To put it into perspective I logged 950 hours working on Harju up to its last workshop release and an additional 1,400 hours getting it to the official release. It was a lot of work and in the end I’ve spent more time on just Harju than I have 1,200 hours in-game playing Squad!
What do you think the biggest improvement is on Harju from the Steam Workshop version that you worked on to its latest incarnation now in Squad? Jason/Wunda: The largest improvement can be seen in the large scale map flow. Rounds play out far better now that the map has been filled with more locations to fight in. Many locations were also changed to fit amphibious attacks opening a massive number of opportunities in layer design for our core game modes.
What made you choose Finland as a location for the map? Any personal attachment to it? Jason/Wunda: Finland as a setting isn’t far from locations we've already featured in Squad. The closest of those being Narva in Estonia and Skorpo in Norway. Since I’m a Level Designer and not a 3D Artist using existing Squad assets was critical. Finland does differ from those locations in its terrain and foliage which is where I focused on making the map unique. I also knew from the start that I wanted to build a map on the water during Autumn. Looking at reference photos from Finland during that time of year really reminded me of where I grew up in the northeastern United States. It felt easy building a place that felt so familiar to me.