Squad 4.4 will bring a few new map layers, new server tags, and will mainly focus on bug fixes, quality of life improvements, and optimizations to the game.
We have added four new map layers and updated one existing map layer:
Mutaha Seed v1 Update (The map location has been moved so that the entire match now takes place on the central island with no river crossings in play. This will provide a more streamlined experience for more relaxed play during seeding.)
Goose Bay Seed v1 — USMC vs PLA
Manicouagan RAAS v8 — USA vs IMF
Manicouagan RAAS v9 — RGF vs IMF
Mutaha Tanks v1 — MEA vs PLA
System & Gameplay Updates
Full servers with queues will no longer appear while using the Find Match feature
Added the RKG-3 Anti Tank Grenade to the INS Raider kit role inventory
Removed landmines from the BAF and CAF Engineer kit roles
Reduced the number of frag grenades in the LAT 02 kit role inventory from two to one for the ADF, BAF, CAF, MEA, RGF, USA, and USMC factions
Added a deployable camouflage net to the INS marksman kit role inventory
Reduced recoil energy on the PLA ZBD04A IFV main cannon
Increased the firing rate of the BM21 Grad Rocket Artillery Truck from 0.5 to 0.25 and the air burst from 1m to 2m
The maximum firing range of the BM21 Grad Rocket Artillery Truck has been increased from 1650m to 2000m
Increased FOB bleed out time to 75 seconds and decreased the health required for a FOB to stop bleeding to 50 hp
Configured both sides of the IMF Camo Net Wall to be semi-transparent when in very close proximity
Swapped the ACOG M2 Tripod/Bunker with a new Iron Sight M2 Tripod/Bunker Emplacement on all CAF and ADF map layers
Players no longer suffer a speed penalty when dragging a body
The M1937 mortar emplacement is now easier to enter
Added an AutoScroll feature to the main menu UI
Players can now activate their most recently played emote or gesture by pressing the emote key (vs. holding it to open up the radial menu)
- Increased the max range for HAB disable - HAB spawn disable range has been increased to 90 meters. When players enter the proximity of an enemy HAB, its spawnpoint will become disabled based on the scale of players and range to the enemy HAB: 2 players at 20 meters 3 players at 30 meters 4 players at 40 meters 5 players at 50 meters 6 players at 60 meters 7 players at 70 meters 8 players at 80 meters 9 players at 90 meters - Standardized faction naming conventions AUS -> ADF GB -> BAF MIL -> IMF RUS -> RGF This update will cause any mods that rely on these faction templates to fail until the mod is recooked with the new updates - Added the Significance Manager* to Squad *See the bottom of the patch notes for more information - Made adjustments to Militia kit role inventories IMF Marksman 01 - Added 1x deployable Infantry Camo Netting IMF Saboteur 01 - Switched primary weapon to AKS47U with 45rnd banana mag - Server Tagging - Servers can now be tagged with “Rule Tags” Rule tags appear on the server preview card and allow server owners to describe the rules that apply to playing on that server. Server owners can learn more about this feature:URL LINK - Server Tagging - Added automatic language detection The game will automatically detect your language based on your Steam settings and apply that to the Find Match feature. If you have already changed your language setting in Squad, this will not impact you
General Bug Fixes
Fixed a client crash
Made several improvements to the performance of the main menu
Fixed a bug that could prevent players from reconnecting after being disconnected from a queue
Fixed an issue that could cause server tags to appear smaller than intended in the Server Details panel
IMF Dirt Crates can no longer be stacked on top of one another
Players can no longer build on top of the IMF Observation Tower
The IMF Hull Down Fortification can no longer be stacked on top of itself
Fixed a bug that caused the IMF Infantry kit role to be able to place 4 camouflage nettings instead of the intended 3
When a player loads a tank's main weapon, switches to the coaxial weapon, and then switches back to the loaded main weapon, the player no longer has to press the reload key again before firing the main weapon
Fixed an issue that caused country codes to be translated incorrectly
The MT-LB PKT APC is now correctly labelled on layers where it is present
Emplacements can no longer be placed inside rocks
Fixed an issue that caused the plastic shell of the IED detonator phone to disappear at certain angles
Fixed a bug that caused the IMF Modern Technical to appear white instead of camouflaged when wrecked
30-40mm HE rounds now have their intended impact sound effects instead of sounding like grenades
The IMF Saboteur kit role description has been corrected to reflect that the role is not equipped with IEDs
Fixed a bug that could cause some helicopters to be instantly destroyed upon spawning
Fixed an issue that could cause the rearm icon on the driver HUD of the BM21 Grad Rocket Artillery
Truck to flash sporadically and not display correctly when rearming
Fixed a consistency error relating to tags in the server.cfg
The wreck of the Ural ZU23 Anti-Air Truck now appears as intended
Fixed a bug that caused the defending team in a match of Insurgency to lose 11 tickets when an objective is destroyed
Players on a defending team will now hear the intended voiceover when a point is neutralized
Find Match filter settings now save when closing the settings menu with any input
The Find Match feature will no longer show the server a player is currently connected to
Fixed a color distortion that appeared when operating the IMF ZiS3 Field Gun
The PLA HAT launcher’s 3rd person equip animation now appears as intended
Fixed an issue where the wrapped sleeves on a US Army soldier’s uniform would clip into their arms during certain weapon-holding animations
Fixed an issue where the arms of US Army Soldiers would look strange during weapon switch animations
Fixed an issue where textures in the UI could appear corrupted when changing servers
Fixed an issue where players were unable to switch teams directly upon starting a server
The "Press F to drag soldier" prompt should now always reliably appear when dragging a body is an option
Map Updates & Bug Fixes
General - Reduced the Mortar limit to 1 per FOB on Chora, Kokan, Logar, and Sumari - Players now take appropriate fall damage when jumping into the water on flooded map layers Anvil - Players can no longer go outside of the drawn map boundary on AAS v2 Belaya - Fixed an issue that caused players to see an unending loading screen after switching to AAS v2 Fallujah - Fixed an issue that caused vehicles to explode when driving into a certain area Goose Bay - Adjusted the name of a few gameplay layers for consistency Manicouagan - Removed the IMF faction’s ability to place the ZIS3 Emplacement on Seed v1 - Made several improvements to the minimap Mutaha - The Seed v1 map location has been moved so that the entire match now takes place on the central island with no river crossings in play. This will provide a more streamlined experience for more relaxed play during seeding. - The ticket legend on Seed v1 has been updated with the correct information regarding seed mode - Fixed an issue that caused the ground on Sunny lighting layers to appear white in places Skorpo - Fixed an issue that caused HAB camo netting to sometimes display the incorrect landscape color for users that disconnect and reconnect to a server Tallil Outskirts - Made several optimization improvements - Updated minimap to show tunnel entrances but not the tunnels themselves - Fixed an issue where metal beams at the hangar had no projectile collisions and played no VFX when weapons hit by a weapon - Closed a gap in a wall at I4-7-2
SDK Updates & Bug Fixes
Updated mod SDK to v4.4Updated mod versioning to v4.4.
This should not cause any incompatibility issues.
Fixed an issue where pak files were not being generated properly resulting in all data being chunked into one file
* The Significance Manager provides a framework for us to determine if an object is significant to you. It does this by comparing objects inside of your field of view and ranking them based on criteria we define (such as distance to you). The engine then determines the significance of the objects based on those rules and updates the tick rate of each of those objects. Previously, objects like players or vehicles that were behind you would continue to tick even if you could not see them. Objects that are not in your field of view or have been ranked to have no significance will no longer tick. We’ve already noticed some performance improvements from our current integration and we’ll continue to iterate on this system in future updates. If you want to learn more, you can read Epic’s documentation on the feature here.
Update Squad 4. 4 will be released on the 19th of April 2023!
It will bring with it a few new map layers, new server tags, and will mainly focus on bug fixes, quality of life improvements, and optimizations to the game.
Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 4.4
Squad Hotfix 4.3.1 is now live! It focuses on fixing a few issues that could cause corrupted textures and removes the ability to stack IMG fortifications on top of one another.
Check out all the list of changes below:
General Bug Fixes
Fixed an issue that could cause textures to appear corrupted
Fixed an issue where the landscape could appear to have large spikes sticking out of it after a map change
Fixed an issue that allowed players to stack some IMF fortifications like Hull Down and Dirt Crate Walls on top of one another
Fixed a bug that caused country name abbreviations in server tags to be inappropriately localized
Fixed localization on some multi-select menu items
Added the “Manicouagan” map. This is a complete remake of our Manic-5 map.
Map Layers
Manicouagan AAS v1 - CAF vs RGF
Manicouagan AAS v2 - USMC vs RGF
Manicouagan AAS v3 - USA vs RGF
Manicouagan Invasion v1 - CAF vs RGF (RGF Attacker)
Manicouagan Invasion v2 - CAF vs RGF (CAF Attacker)
Manicouagan Invasion v3 - USA vs RGF
Manicouagan Invasion v4 - USMC vs RGF
Manicouagan Invasion v5 - USMC vs RGF (Flooded Map)
Manicouagan Invasion v6 - CAF vs PLA
Manicouagan Invasion v7 - CAF vs IMF
Manicouagan RAAS v1 - CAF vs RGF
Manicouagan RAAS v2 - USMC vs RGF
Manicouagan RAAS v3 - USA vs RGF
Manicouagan RAAS v4 - CAF vs PLA
Manicouagan RAAS v5 - USMC vs PLA
Manicouagan RAAS v6 - USA vs PLA
Manicouagan RAAS v7 - CAF vs IMF
Manicouagan Seed v1 - CAF vs IMF
Manicouagan Skirmish v1 - CAF vs RGF
Manicouagan Skirmish v2 - USMC vs RGF
Manicouagan Skirmish v3 - USA vs RGF
Note: This map replaces Manic-5, which will no longer be playable, nor available in the modding SDK
Added two new features, Find Match & Server Tagging.
Server Tagging Server owners have the ability to tag their servers with the list of tags that we provide. These tags can be used to quickly find a server in the Server Browser. You can filter tags via the updated filter panel. Tags include:
Language
Game Modes
Playstyle
Relaxed - Communicate, coordinate, play for fun
Focused - Play the objective, play to win
Milsim - Tactics and subordination
Experience Preference
New Player Friendly - Explore the game and learn the ropes
Experience Preferred - You are expected to know game mechanics and common server rules
Map Rotation type
Set Rotation
Map Voting - For servers using their own map voting system
Note: Untagged servers will be shown only when you have server browser filters on default (or unfiltered)
Server Browser In addition to having tags, the server browser also has new tabs that will allow you to quickly hop back on a server that you liked:
Favorites tab
Recents tab
Find Match
You can search for a server by pressing the Find Match button on the main menu screen. There is a Search Preferences menu that will allow you to narrow down the type of server you want to play. In addition to tags and game modes, search preferences include:
Find Match type
Multi-Choice (default) - Will show 3 servers to choose from
Automatic - Connects to the first found server
Maximum Ping
Minimum Players
Match Elapsed Time
Additional notes on how Find Match works:
Only shows modded servers if you have these mods installed
Doesn’t show full servers
Redesigned the Main Menu UI We are excited to announce a new visual update to our main menu. We revamped the design to be more sleek and modern while making it easier to navigate. The new main menu features a cleaner layout with updated graphics and animations that enhance the user experience. We hope you enjoy our main menu's new look.
Specialist Roles Machine Gunner 01 - PKM + 1P29 Optic + No Tracers HAT 01 - AKS-74U - 2x RPG-7 Tandem HEAT - 2x RPG-7 Fragmentation HAT 02 - FAL - 2x RPG29 Tandem HEAT Saboteur 01 - AKS-74U - 3x Timed Explosives - 3x TM62 Anti-Tank Mines - No IED
New & Updated Weapons
FAL Rifle Grenades The militia can now make use of rifle grenades for their FAL rifles. There are fragmentation & HEAT rifle grenades available depending on which role is used. Due to a limited effective range, these warheads will pack a slightly bigger punch than the underslung grenade launcher rounds from other factions.
RKG-3 Anti-Tank Grenades A blast from the past, the RKG-3 anti-tank grenades have returned to the game. After being thrown into the air, the RKG-3 will deploy a parachute to orient itself downwards to damage vehicles it makes contact with (it will not do splash damage to vehicles). The grenade will have limited effectiveness against infantry and is currently unable to damage vehicle components (ex: engine, tracks, ammo rack - this is a known issue).
AK Series Reload Animations Militia has received a new set of reload animations for their AK series (AK-74, AKM, etc) weapon which will give them a slight decrease to the reload speed of these weapons. A tactical reload (still ammunition in the current magazine) will see the current magazine quickly swapped out with a new one that’s already in-hand, while the dry reload (no ammunition in the current magazine) will depict what’s colloquially known as an ‘Iraqi reload’. These new animations will also apply to the Insurgent faction but conventional factions using AK series weapons will continue to use the original reload animations.
AK Series Iron Sight Picture In addition to the new reload animations, we’ve also adjusted the sight picture on the AK74, AKM, SKS, AKS74U, Mosin, PKM, PKP and PPSH using iron sights to prevent the weapon from being skewed. This also moves the iron sight’s sight picture closer to being more authentic although we feel we’ve struck the right balance between looking realistic (which when done so with 100% realism, many players find difficult to use) and usable.
New & Updated Vehicles
BM-21 “Grad” Rocket Artillery Truck The BM-21 “Grad” is the first MLRS (Multiple Launch Rocket System) to be added to the game, and arguably the first true self-propelled artillery vehicle that we have added. It fires powerful 122mm rockets with a minimum arming distance of 100 meters, has a minimum firing distance of 900 meters, a maximum firing distance of 1500 meters on even ground, and will only be present on larger maps within the game.
Due to its limited effectiveness at shorter ranges, getting the most bang for your buck out of this weapon system will involve closely communicating and coordinating with spotters to ensure that you are hitting an area populated with relevant targets, and that your rockets are landing on target. It will be used most effectively against mass concentrations of infantry in the open, enemy FOBs, or static light to medium vehicles
Armored Ural & Technical The militia will be receiving several variants of an improvised, up-armored Ural 375, as well as modern pickup trucks. The idea behind these vehicles was to offer a bit more protection to the light vehicles of militia since their overall vehicle line-up is lacking compared to more conventional factions. Hastily-welded steel sheets will protect some of the vehicle’s occupants from small-arms fire although larger caliber ammunition will still pass through.
The up-armored vehicles will provide limited survivability to occupants when inadvertently running into enemy infantry. The up-armored technicals will still be served best by ambushing enemies or used in defensive positions that offer maximum protection. The armored Urals will provide slightly more reliable transport and logistical support for the militia, as they will rely on supplies for their defensive specialization, and doubly-so as they continue to lack helicopter support.
Armored Ural 375 Transport
Armored Ural 375 Logi
Armored Technical Transport
Armored Technical Logi
Armored Technical M2
Armored Technical SPG-9
Armored Technical DSHK
BMP-1 & SPG-9 Update With 4.3 we’ve adjusted the minimum arming distance and recoil impulse of the BMP-1’s 2A28 “Grom” main cannon and the SPG-9 recoilless rifle. The arming distance has been reduced from 35 meters to 6 meters and recoil impulse has been lessened, these changes should make these weapons more effective in combat in addition to bringing their values more in line with authenticity.
New Flag & Voicelines Militia will now have a new flag and updated character voice lines.
New Vehicle Camouflage Militia vehicles have received a new coat of paint as we’ve updated their camouflage pattern to be something a bit more realistic looking!
New Emplacement
ZIS-3 Field Gun The ZIS-3 field gun is the first of its kind to be added to the game. It is a weapon emplacement, with up to two being able to be constructed within Irregular Militia Forces FOBs. It will have fragmentation, HEAT, and smoke ammunition types available so will be effective against both infantry and vehicles at long range but be cautious as prolonged use will sap a FOB of ammunition supply.
The ZIS-3 will best be employed in ambush positions, covering choke points or used in positions with long lines of sight where the threat of return fire will reduce the likelihood of quickly incapacitating the operator. This weapon is a relic of world war 2 and as such its HEAT ammunition lacks the armor penetration capabilities of modern weapons (only 120mm of armor penetration) but will still need to be taken advantage of in order to offset the Irregular Militia Forces’ lack of conventional heavy vehicles.
New Fortifications
Dirt-Filled Ammo Boxes Militia will receive a lineup of new defensive fortifications crafted out of dirt-filled ammo boxes in the new update. These will be their basic building blocks for defensive positions. In addition to these, militia will still have access to log walls and sandbags.
Tank Traps (Hedgehogs) Tank Traps are cheap and quick-to-build fortifications that can be used to block off roads, bridges, or choke points in order to set up an ambush on vehicles. Vehicle occupants will have to dismount and deal with tank traps in order to clear the path so it will be ideal to lay these in locations where militia can ambush the vehicle or its dismounts otherwise these will only be a marginal nuisance.
Hull-down Position The hull-down position is a fortification whose primary intent is to offer additional frontal and side armor protection for armored vehicles such as the BMP-1 or T-62 on even ground. Up to two can be built per FOB and will allow the militia’s older-generation armored vehicles to contend against their better conventional counterparts.
Camouflage Netting As part of the update, the Irregular Militia Forces will get access to several new camouflage net fortifications. The lean-to, wall, and canopy will provide multiple opportunities for concealing not only infantry fighting positions but the canopy in particular is large enough to conceal vehicles, HABs, hull-down positions, or can just be used as a decoy position to confuse enemy UAVs.
The camouflage netting fortifications will help the militia both set up ambush positions at critical choke points or simply enhance a larger defensive position.
System & Gameplay Updates
Made further visual improvements to the US Army soldiers
Configured multiple vehicles to eject players from open seats when in deep water
Retextured medium and large ammo crates
Rebalanced machine gun mag counts to overall increase the amount of ammo carried by AR / MG kit roles
Removed Ticket Bleed from RAAS layers on all flags except when all flags have been captured (which still has -60 tickets per minute mercy bleed) This is intended to incentivize more dynamic movement along flag lattice, affording teams that have been pushed off a middle flag more time to stabilize, reconstitute and strategically plan a counterattack.
Removed -10 ticket loss when a flag is lost for the AAS, RAAS and Skirmish game modes. Currently, teams that lose a flag are already at a large detriment due to - having lost ground/key strategic land areas; likely having lost one or more FOBs in the area (each FOB is -20 tickets); likely have lost several infantry tickets (give ups); losses of any additional vehicles/logis (costing tickets) or disabled vehicles at the lost flag (which now cannot resupply or quickly rebuild FOBs). This change is intended to make losing flags less of a blow to the overall battle.
In Seed mode, flags now only require 1 player to capture
Made improvements to two-handed gesture animations
Added idle animations for the Preview and Customize screen soldier
Made improvements to the camera animation on the PLA ZSL10 Wheeled APC open-top turret
Added desert camo for the QJZ89 Remote Weapon Station
General Bug Fixes
Fixed a client crash related to SQVehicleWeaponTOW
Fixed a client crash related to USQEmotePlayer::OnEmoteEnded
Fixed a client crash related to ScriptCore.cpp
Fixed a client ensure issue related to RetractBipod
Fixed several visual issues with the shop and customize screens
Fixed multiple minor visual issues related to clipping while emoting or gesturing
Fixed an issue that could cause 2-handed gestures not to work correctly on certain layers
Fixed an issue that could allow players to use squad leader specific gestures while dragging bodies
Fixed an issue where a player could find themselves unable to lean and ADS if a third person emote is triggered during the transition from prone to standing
Fixed an issue where players could appear to hold items like their weapons while using the facepalm emote
Fixed an issue where users could not use the applause gesture with the decoy rock item equipped
Fixed an alignment issue with rocket launcher animations
Fixed an issue that caused the ASLAV APC to have no engine sound at max revs
Fixed an issue that prevented the icon for the SPG-9 emplacement from appearing after it had been built
Fixed an issue that caused the barrel of the C7A2 M203A1 to disappear in third person when switching to any grenade ammunition type
Fixed an issue that caused the barrels of the C9A2 LMGs to be invisible in third person
Corrected incorrect Chinese text on the PF98 HAT Launcher’s laser rangefinder
Fixed an issue that caused bullet tracers to spawn from a soldier's chest instead of their weapon barrel
Fixed a collision issue with the LAV2 Coyote
Fixed an issue that could cause water splash SFX to be inconsistent across multiple players
Fixed several issues related to the graphics settings display
Fixed an issue that prevented the icon for ammo crates from appearing when another player is too close to it
Fixed a minor visual issue with the BRDM-2 Spandrel
Fixed an issue that caused the M38 DMR’s optic to be invisible in third person
Fixed an issue that could cause the turret for the M2A3 IFV woodland variant to swap to a desert texture when the vehicle is destroyed
Fixed an issue that caused the ironsights of the AUS EF88 Rifle to be invisible in third person
Fixed an issue where spawn screen layer names could block interaction with spawn points in rare circumstances
Fixed an issue that caused a character model to appear shiny and warped
Fixed an issue with the voiceover for objectives becoming neutral
Fixed minor visual inconsistencies between first and third person sleeves for certain US Army kit roles
Fixed an issue that caused the first person weapon reloading animation to become desynced when using freelook
Updated the weapon selection order of the ZTZ99A MBT to the standard set used by other vehicles
Fixed several incorrect tooltips for open-top turret weapons
Fixed an issue that caused the FV520 CTAS40 IFV vehicle to be incorrectly labeled as “FV520 WCSP IFV” on the interact popup
Map Updates & Bug Fixes
Al Basrah - Fixed a pair of minor visual issues Anvil - Fixed a lighting issue on AAS v2 Black Coast - Fixed several minor visual issues - Fixed an issue that could cause the UH60 to explode upon spawning on the Essex - Fixed several visual issues with the Subpen - Fixed an issue where players could fall through invisible holes under the sub launch bays in the Subpen - Fixed an issue that caused Client Log spam when the radial menu was opened and closed Chora - Fixed a visual issue that could cause gaps in the wall to form Fallujah - Fixed multiple minor visual issues Goose Bay - Fixed a landscape issue that could cause players and vehicles to become stuck in a lake on the Western side of the map - Fixed several minor visual issues - Fixed an issue that allowed a radio to be placed in an unreachable spot at the Refinery - Fixed an issue that could allow players to shoot below fences Gorodok - Fixed an issue that caused some PLA vehicles to not appear inside the main base rearm zone on RAAS v12 Harju - Fixed a minor visual issue relating to roads - Fixed an issue that caused some RGF vehicles to not appear inside the main base rearm zone on RAAS v5 Pacific Proving Grounds - Fixed an issue on v2 where USMC had four LAV25 ARVs instead of the listed two Yehorivka - Moved an incorrectly placed ammo crate on RAAS v10 - Fixed an issue that could cause players to spawn on the roof when having the RUS main spawn selected on TC v3
SDK Updates & Bug Fixes
Updated mod SDK to v4.3
Updated mod versioning to v4.3. This requires mods to be re-cooked with the v4.3 SDK—any mods using the v4.2 SDK will be incompatible with v4.3.
Fixed an issue where players could become invincible if entering the admin camera while within a main base, while in editor.
With the release of the 4.3 update, we will be saying goodbye to the Manic-5 map. Since joining the Squad map roster with the release of the Canadian Armed Forces faction, Manic-5 was liked by some but overall was recognized by our community as one of the least popular and weakest maps for a variety of reasons. Well we’ve heard you and undertook a mission to rework the map and raise the quality, with that we’d like to introduce you to Manicouagan.
Lore: After making a successful amphibious landing at Goose Bay in Labrador, Canada, opposition forces have pushed south along the 389 Highway into Quebec and seized the Daniel-Johnson hydroelectric dam and the surrounding area. This has crippled the power infrastructure of the northeastern United States and prompted counter-attacks from US and Canadian forces. After a lull in the fighting, US and Canadian forces are making a final attempt to retake the dam.
Manic-5 was originally an experimental map that played around the ideas of creating more linear flow within the game space, as well as experimenting with drastic changes in elevation. And although the most positive element of the map was probably the novelty at how the map felt different from other maps in the game, Manic-5 suffered from numerous design problems such as:
Poorly flowing paths between points of interest (POIs)
Linear pathing didn’t feel as good as having the freedom to choose an approach to an objective
The drastic changes in elevations tied up potential gameplay area, made traversal tedious and time consuming, as well as created overly powerful overwatch positions which could control large areas of the map
Rework Goals
When beginning the rework of the map, the two priorities were to retain elements of the original map and to bring the design more in line with the most enjoyed Squad maps (such as Yehorivka and Gorodok), in particular the concept of allowing players to have freedom when it comes to choosing how to approach an objective or POI.
The first major step in the rework was to clamp how drastic the changes in elevations were. Overall the elevation changes on Manicouagan are roughly 60% of what they were in the original map. This step enabled resculpting of the terrain to allow much better flow between adjacent POIs, open up more area of the map for gameplay, and limit how powerful elevated overwatch positions could be. In order to preserve some of the original spirit of the map, there are still relatively significant changes in elevations, but care has been taken to craft these more carefully to avoid or mitigate the issues we saw in the original. The Daniel-Johnson dam remains on the map but it too was shrunk to about 70% of its original size, and efforts have been made to mitigate it from being used as an overwatch position over the valley below.
Dam - Manic-5
Dam - Manicouagan
After the elevation was reduced, the density and distribution of POIs was pre-planned to improve the balance between having a good variety when random POIs are selected on a game mode like Random Advance and Secure (RAAS), while keeping the distances between points roughly fair and usable for more symmetrical game modes like Advance and Secure or Skirmish. And although lots of new POIs have been created for Manicouagan, many of the originals still exist in some form, although their position or composition may have changed. In general, most of the POIs on Manicouagan will have multiple numbers and types of approaches, these generally fall into three categories:
Open approach - suited for vehicles or high-risk & high-reward tactics
Covered approach - suited for infantry leap-frogging from cover to cover
Concealed approach - suited for a disciplined squad to have a chance at sneaking onto the objective before being noticed
Another large part of the Manicouagan rework was to integrate amphibious water systems into the map. The reservoir behind the dam and the rivers that cut through the map have been updated with deeper water. These will provide opportunities for amphibious-capable factions to flank and approach enemy positions from unsuspected directions. Factions that lack amphibious capabilities (such as the US Army or Canadian Armed Forces) will be limited to making use of the bridges and shallows that form crossing points for their ground assets. In order to prevent factions without amphibious capability from being too punished or bottlenecked at crossing points, the main rivers on the map will be shallower towards the edges of the map to ensure they still retain freedom to access most parts of the map and the coloration of the water on the minimap will reflect this.
Thanks for reading, we’re excited for you to experience the new version of the map and here are a few extra shots of the before and after rework!
There is plenty of new content coming with Squad update 4.3 and we will reveal more as we approach the final release date, but in the meantime let’s talk about the cornerstone of this update, the rework of the Irregular Militia Forces! This is not an exhaustive list and we will communicate all the changes in the Release Notes!
The Irregular Militia Forces faction is getting an overhaul to bring them more up to par with the other factions in the game. We’ve long felt that the militia were the weakest faction compared to the rest and have been looking forward to bringing them on par with our latest factions. We’ve updated them in a way that also leans into the concept of creating more unique-feeling factions.
Eventually we want each faction to have a unique feel, strengths, and weaknesses, leaning into asymmetrical design. For militia our changes have focused around making them more ambush and entrenchment/defensive focused, as well as improving the quality of their infantry since their vehicle line-up still leaves a lot to be desired when compared to conventional factions.
Faction strengths: The faction will excel at rapid mobility, ambushing, entrenchment (ie. defensive positions), and mobile artillery. These strengths will be emphasized by teams who use higher degrees of coordination and communication.
Faction weaknesses: The faction suffers from a weaker line-up of vehicles, especially having no helicopters and older-generation infantry fighting vehicles and main battle tanks. In addition to this they also have weaker command strike abilities compared to conventional factions.
NEW ROLES
Ambusher
The ambusher is a special role that only the irregular militia forces will have access to. As their name implies, they are expected to lay ambush positions enabling their squad to launch surprise attacks on passing enemy infantry or vehicles, or to provide concealed camouflage positions as part of a larger defensive effort. Having only weapons with iron sights and limited ammunition will mean that they will need to rely on the rest of their squad to help them clean up targets that aren’t taken out in the initial ambush.
You will find them in the ‘direct combat’ roles category. They will make use of a deployable personal camouflage net that will conceal one soldier lying prone on even ground. You will have access to two loadout variants available, one with fragmentation rifle grenades, and one with short-range anti-vehicle hand grenades. These weapons are more difficult to use than their conventional equivalents.
Ambusher 01
FAL
5x Fragmentation Rifle Grenades
1x Personal Camouflage Net
Ambusher 02
M4
2x RGD-5 Frag Grenades
2x RKG-3 Anti-Tank Grenade
1x Personal Camouflage Net
Infiltrator
The infiltrator is a close-quarters focused role versatile against infantry and vehicle that will best serve their squad by being present during the opening moments of a close-range ambush or by maneuvering under cover fire to enemies hunkered down in hardpoint positions such as buildings or bunkers, letting their grenades loose and being on point for clearing them out.
They are available in the ‘fire support’ role category and will be of limited use at long range. Similar to the ‘raider’ role of the insurgents faction, they make use of a high-capacity, short-range primary weapon (AKS-74U with 45-round magazines) and fragmentation grenades. In addition to this they also carry a machine pistol as a secondary weapon, and RKG-3 anti-tank grenades.
Infiltrator
AKS-74U + 45-round magazines
Vz 61 Skorpion
2x RGD-5 Frag Grenades
4x RKG-3 Anti-Tank Grenade
NEW VEHICLES
BM-21 “Grad” Rocket Artillery Truck
The BM-21 “Grad” is the first MLRS (multiple launcher rocket system) to be added to the game, and arguably the first true self-propelled artillery vehicle that we have added. It fires powerful 122mm rockets with a minimum arming distance of 100 meters, has a minimum firing distance of 900 meters, a maximum firing distance of 1500 meters on even ground, and will only be present on larger maps within the game.
Due to its limited effectiveness at shorter ranges, getting the most bang for your buck out of this weapon system will involve closely communicating and coordinating with spotters to ensure that you are hitting an area populated with relevant targets, and that your rockets are landing on target. It will be used most effectively against mass concentrations of infantry in the open, enemy FOBs, or static light to medium vehicles.
Armored Ural & Technical
The militia will be receiving several variants of an improvised, up-armored Ural 375, as well as the modern pickup truck. The idea behind these vehicles was to offer a bit more protection to the light vehicles of militia since their overall vehicle line-up is lacking compared to more conventional factions. Hastily-welded steel sheets will protect some of the vehicle’s occupants from small-arms fire although larger caliber ammunition will still pass through.
The up-armored vehicles will provide limited survivability to occupants when inadvertently running into enemy infantry. The up-armored technicals will still be served best by ambushing enemies or used in defensive positions that offer maximum protection. The armored Urals will provide slightly more reliable transport and logistical support for the militia, as they will rely on supplies for their defensive specialization, and doubly-so as they continue to lack helicopter support
NEW EMPLACEMENT
ZIS-3 Field Gun
The ZIS-3 field gun is the first of its kind to be added to the game. It is a weapon emplacement, with up to two being able to be constructed within Irregular Militia Forces FOBs. It will have fragmentation, HEAT, and smoke ammunition types available so will be effective against both infantry and vehicles at long range but be cautious as prolonged use will sap a FOB of ammunition supply.
The ZIS-3 will best be employed in ambush positions, covering choke points or used in positions with long lines of sight where the threat of return fire will reduce the likelihood of quickly incapacitating the operator. This weapon is a relic of world war 2 and as such its HEAT ammunition lacks the armor penetration capabilities of modern weapons but will still need to be taken advantage of in order to offset the Irregular Militia Forces’ lack of conventional heavy vehicles.
NEW FORTIFICATIONS
Camouflage Netting
As part of the update, the Irregular Militia Forces will get access to several new camouflage net fortifications. The lean-to, wall, and canopy will provide multiple opportunities for concealing not only infantry fighting positions but the canopy in particular is large enough to conceal vehicles, HABs, hull-down positions, or can just be used as a decoy position to confuse enemy UAVs.
The camouflage netting fortifications will help the militia both set up ambush positions at critical choke points or simply enhance a larger defensive position.
Hull-down Position
The hull-down position is a fortification whose primary intent is to offer additional frontal and side armor protection for armored vehicles such as the BMP-1 or T-62 on even ground. Up to two can be built per FOB and will allow the militia’s older-generation armored vehicles to contend against their better conventional counterparts.
Update Squad 4.3 will be here soon on the 15th of March!
It will bring with it a massive rework for the Irregular Militia Forces, the Manicouagan new map (a complete remake of Manic-5), a new Quick Play feature and many more bug fixes, improvements, and optimizations to the game. Keep an eye out for more details coming soon!
Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 4.3.
Squad 4.2 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.