We are thrilled to announce that the next faction to be added to Squad will be the Turkish Land Forces (TLF). If you are participating in our public playtests you might have already played them and we are thankful for your feedback.
The Turkish Land Forces faction comes with a few unique tools in their arsenal, distinguishing itself by making use of a combination of unique domestic equipment and a smaller mix of equipment from other nations. Their equipment is a mix of unique, domestically produced weapons/vehicles as well as older-generation western equipment. As a faction, they do not have a particular strategic strength but instead have the tools to overcome any situation.
Infantry Kits
They have a few noticeable differences for their infantry kits:
No dedicated heavy anti-tank role.
More light anti-tank roles than other factions.
Two grenadier variants, one with an underslung grenade launcher and another with a standalone semi-automatic grenade launcher, the MKE MGL unique in its kind.
A machinegunner in the “direct combat” roles, a unique trait to their faction.
A special Jandarma role, equipped with the SAR 109T Submachine Gun, our first modern SMG in Squad.
The Turkish Land Forces also come with new unique weapons and optics:
SAR 109T Submachine Gun
MPT-76 Rifle
KNT-76 Marksman Rifle
AK40-GL Underslung Grenade Launcher
PMT-76 Medium Machine Gun
MG3 with iron sights
MKE MGL Grenade Launcher
HAR-66 Light Anti-Tank Weapon
Optics
A940 Optic
KESKIN Marksman Optic
HNA Red Dot Optic
Vehicles
The Turkish Land Forces have an emphasis on combined arms tactics and have access to a wide range of options. However, they also have a few vehicles that are unique to them.
BMC 185-09B Truck
Cobra II MRAP
ACV-15 Tracked APC/IFV
PARS III Wheel APC/IFV
M60T MBT
UH1H Helicopter
That's it for this quick showcase! If you want to get your hands on the faction early and give your feedback keep an eye out on our Discord for when our next playtest will be.
Our latest hotfix, Squad 6.2 has been released, focusing on improving scopes clarity and depth of field on suppression effects. Also the name tags are back when aiming down sights! Yay!
Updates & Bug Fixes
• Friendly name tags are now visible again when aiming down sights with scoped weapons • Improved scope clarity on some weapons • Corrected eye relief on the C7 Grenadier • Made adjustments to depth of field values to mitigate the impact of upscaling (FSR) on suppression effects • Fixed an issue where players could be prevented from joining servers due to a "Host Closed Connection" error until their game was restarted • Updated the privacy policy
Squad v6.0.1 hotfix is deploying tomorrow, here is the list of the fixes addressed in the update:
System & Gameplay Updates
Decreased lateral sway by 10% for all rifles, DMRs, snipers, and AT launchers.
Increased rifle ADS speed by 10% when using ironsights and 5% when using reflex sights.
Greatly reduced minimum sway for all shoulder-fired anti-tank weapons when fully stabilized and aiming down sights.
Reduced arming distance of all handheld anti-tank weapons to 10 meters, with the exception of the NLAW, which is now set to 20 meters.
Adjusted weapon inertia on DMRs and sniper rifles to make them more consistent with other rifles and much easier to aim when point shooting.
Reduced global LMG and MG bipod sway transition time by 33%, allowing bipodded weapons to stabilize faster.
Adjusted damage falloff for the G3 and FAL to allow for a one-hit kill to the torso, upper legs, and upper arms within 20 meters.
Increased auto-lowering timer of rifles, ARs, SMGs, DMRs, and Sniper Rifles to 50 seconds for easier room clearing and point shooting.
Adjusted the camera perspective shift on AK74 and RPK74 series weapons with iron sights when sway is high. These ironsights should now feel better to use.
Reduced sway offset for AK74 series rifles with 1P63 reflex sight by 50% to prevent the reticle from going out of bounds while moving in ADS at maximum stamina and stability.
Reduced PLA's YMA600 scope shadow sensitivity.
Made the reticle of the VDV SV-98 thicker to make it easier to read at all magnification levels
Added ranging to all BAF weapons equipped with the SUSAT optic.
General Bug Fixes
Fixed a bug that caused bipods to not reduce weapon sway at all if the player deployed the bipod while crouched or prone.
Fixed a bug that could cause "Host Closed Connection" errors in v6.0. Due to a build issue, the wrong iteration of this fix was included in v6.0; this is now resolved in v6.0.1.
The suppression visual effects are now correctly applied to soldiers in all vehicle seats.
The PF98 rocket launcher scope sight zeroing is no longer offset at 300m and above.
Fixed a bug that caused distracting black triangles to appear on the scope when using the BAF SUSAT optic.
In the Settings menu, AA options are now grayed out when FSR2 is enabled, as intended - FSR2 requires AA to be turned on to function. The game also now enforces AA values properly, depending on your “SCOPE IMAGE CLARITY” setting.
Map Updates & Bug Fixes
General
Standardized starting tickets for a number of map layers. Most layers on larger maps start with 300 tickets, while most layers on smaller maps start with 250 tickets.
Manicouagan
Invasion v1, v5, v8, v9 - Fixed a bug that could cause certain boats (e.g., the USMC RHIBs) to float or spawn too far away from the dock for players to reach them.
Please share with us your thoughts on the update, and if you encounter any technical issues, you can report them in our dedicated Bug Report Channel on the Squad Community Discord: [[url=https://discord.com/invite/squad]LINK[/url]]
The infantry combat overhaul intends to create the most fun, immersive, authentic, and teamwork-oriented infantry combat experience possible. The goals are to:
Increase the amount of teamwork needed to win a fight.
Create more meaningful tradeoffs between different factions, weapon types, and optic types.
Keep the game fun while making it more approachable for new and existing players.
Mitigate the amount of punishment newer players experience in combat while learning the game.
Features
These patch notes will not list the exhaustive changes that we have made to each of the following areas, so please see the original infantry combat overhaul blog posts (LINK 1/LINK 2) for more detailed information about the changes:
Suppression
The suppression effect has been completely reworked to become more immersive and to enable the use of suppressive fire to become a valuable tactical tool for overcoming the enemy in combat. More powerful weapons will create a more intense and longer-lasting suppression effect. The suppression effect itself will reduce the ability of a player to be effective in combat, encouraging them to reposition themselves or seek cover.
Newer players can stress less about knowing exactly where the enemy are and instead provide meaningful suppressing fire to fix the enemy in place so that others can flank or maneuver on them.
Picture-in-Picture Scopes
Picture-in-Picture (or PiP) scopes have been added to the game, this is a more authentic way of representing magnified optics in a game. Instead of your whole screen being zoomed in when aiming through a magnified scope, only the area inside of the scope will be zoomed in. The field of view (space that the optic takes up on the player’s screen) for different optics will follow real-life measurements in most cases.
Gunplay Changes
Gunplay overall has been adjusted to create more fun, immersive, and authentic team-oriented infantry combat. The ability for a single player to affect the outcome of a firefight has been mitigated; effective communication and teamwork should overcome lone individual fighters in the majority of cases. All weapons have been adjusted and the weapons available to some factions have also been adjusted. Adjustments after release will be an ongoing effort to ensure we strike the correct balance.
Different types of weapons and optics will now have much more meaningful trade-offs, magnified optics will not be the best choice in every situation.
In the majority of situations, players who are in a bad position relative to the enemy are more likely to be wounded or suppressed, and less likely to be instantly killed, giving them meaningful moments to be able to react to incoming fire and making combat less punishing overall.
Infantry Movement Changes
Character movement has undergone changes to encourage greater communication and coordination between infantry and other infantry, as well as between infantry and vehicles.
Overcoming tall obstacles will be more challenging for individual infantry players than before, work together with your teammates to buddy-boost over taller objects and plan your movements through urban areas more deliberately.
Vaulting over obstacles is now triggered only when also holding the “Move Forward” key. Otherwise the character will instead attempt to climb on top of the obstacle. This is intended to give you more control over your actions in combat and help prevent accidental vaults causing deadly falls.
Additional System & Gameplay Updates
Added proximity indicators to the squad list:
These are dots that appear alongside the names of squad and fireteam members within your local voice chat range. The color of the dot represents how far away from you they are (bright white for 0-25 meters and grey for 25-50 meters)
Vehicles that can hold ammunition will now show a 3D ammo icon so that you can identify them more easily
Updated several CAF faction reload animations to be more true-to-life
Nametags will now only appear when there is a direct line of sight between you and your teammate
Temporarily added a “Scope Image Clarity” option to the Settings menu. You can use this setting to choose whether to prioritize clarity or anti-aliasing while using scopes. You can learn more about why this setting is being introduced in the “Known Issues” section below
General Bug Fixes
Players in a server’s queue will no longer get stuck in the queue when the server changes maps
When projectiles pass through walls, they will now have appropriate exit VFX
Aiming down sights with the AK-74M’s GP-25 grenade launcher while your FOV is set to 120 will no longer cause the gun to clip into your viewpoint
Binoculars now behave correctly when FOV is set to 120
Corrected the appearance of the ADF Crewman/Pilot icon on the deployment screen
Fixed a bug that allowed vehicles with blown-out tires to drive over AT mines without detonating them
Fixed a bug that could cause players to encounter an infinite running soldier animation after joining the server
Fixed a bug that could cause the barrel and scope of sniper rifles to momentarily become invisible if a user collapsed a bipod while aiming down sights
Fixed a bug that could cause the deployment loading screen to appear incorrectly
Fixed a bug that could prevent players from damaging vehicles with emplacements in certain situations when playing on Jensen’s Range locally (not online)
Fixed a bug that could prevent players from switching to certain seats in a vehicle even when they were unoccupied
Fixed a bug that could prevent the IMF RKG3 AT Grenade’s SFX and VFX from playing - after destroying hedgehog traps or the second state of barbed wire
Fixed a bug that prevented the salute emote from playing when used by a player on the ADF or BAF team
Fixed a client crash related to WorldSettings
Fixed a client crash that could occur while loading into the main menu after starting the game
Fixed a minor visual issue impacting the glasses and visors of BAF soldiers
Fixed an issue that could allow the third-person camera to clip through certain walls during emotes
Fixed an issue that could cause occasional waves of server log spam when having multiple clients connected
Helicopter control settings for Pitch, Roll, and Yaw are no longer reset each time the game is started
Players can now exit HMG bunkers as intended
Players will no longer become stuck inside the vehicle after attempting to exit the LAV, BMP1/BMP2, AAVPW, MT-LB, BFV, or M1126 vehicles in places where the vehicle’s exit points are obstructed
The ADF EF88 Ironsight Rifle can now be zeroed reliably
The emote wheel description for the Push Ups emote has been updated to reflect that it cannot be used while standing
Water shields on amphibious vehicles are no longer deployed automatically upon vehicle spawn-in and will reliably deploy and retract properly when entering and exiting the water
When a player using a recruit kit joins a squad and uses VoIP, the VoIP widget will now correctly display a recruit role icon next to their username
Map Updates & Bug Fixes
Anvil
RAAS v4 - Replaced the BMD-1M with the BMD-4M for the VDV faction
RAAS v4 - Replaced the PMV Mag58 3x with PMV RWS for the ADF faction
Black Coast
AAS v1 - Replaced the BMD-1M with the BMD-4M for the VDV faction
AAS v1 - Replaced the 2x Kamaz Logi with 2x BTR-DG Logi for the VDV faction
AAS v1 - Added 1x LAV-25 for the USMC faction
RAAS v1 - Removed the BMD-1M from the VDV faction on this layer
Goose Bay
RAAS v1 - Removed the BMD-1M from the VDV faction on this layer
Manicouagan
RAAS v10 - Reduced the number of BTR-MDMs from 2 to 1 for the VDV faction
RAAS v10 - Removed the BMD-1M from the VDV faction on this layer
RAAS v11 - Reduced the number of BTR-MDMs from 2 to 1
RAAS v11 - Reduced the number of MATV M2s from 2 to 1
RAAS v12 - Reduced the number of BTR-MDMs from 2 to 1
RAAS v12 - Removed the M1151 M2 Open Door vehicle from the USMC faction on this layer
Mutaha
RAAS v4 - Replaced the M113 TLAV with the TAPV for the CAF faction
RAAS v4 - Replaced the Sprut-SDM1 with a T72B3 on a 10min initial delay
RAAS v4 - Removed the BMD-1M from the layer
Narva
RAAS v2 - One helicopter with a 10-minute initial spawn delay has been added for each team
Destruction v1 - Fixed a bug that could cause objectives and objective caches to spawn floating above the floor in certain areas
Pacific Proving Grounds
Made various visual improvements to terrain.
Added missing map boundaries
Seed v1 - The PLANMC team can no longer place infinite HASCO bunkers for free. The team must also now abide by the three-player requirement.
PLANMC-VDV Training - The Sprut-SDM1 and ZTD05 vehicles are no longer missing from this layer
PLANMC-VDV Training - Fixed a bug that prevented RHIBs from spawning at the dock
Skorpo
RAAS v5 - Replaced the BMD-1M with the BMD-4M for a total of 2x BMD-4M for the VDV faction
RAAS v5 - Increased the number of Leopard 2A6Ms (on 15min initial spawn delays) from 1 to 2 for the CAF faction
Yehorivka
RAAS v2 - Removed the T72B3 tank from the VDV faction on this layer
RAAS v2 - Swapped the M1126 CROWS M240 with the M1126 CROWS M2 for 4x M1126 CROWS M2 total for the USA faction
RAAS v2 - Swapped 1x MATV M2 with 1x MATV CROWS M2 for the USA faction
RAAS v2- Reduced the number of UH60s from 2 to 1 for the USA faction
RAAS v10 - Updated the vehicle layout for both teams:
RAAS v10 BAF:
1x HX60 Transport (6min)
2x HX60 Logi
1x FV432
1x FV432 RWS
1x FV107
1x FV510
2x FV510UA
1x FV4034 (10min)
1x SA330 (10min)
RAAS v10 VDV:
1x BTR-D PKM (6min)
2x BTR-DG Logi
2x Tigr KORD
2x BMD-4M
1x Sprut-SDM1
3x Mi8
RAAS v11 - Removed the BMD-1M from the VDV faction on this layer
RAAS v11 - Removed the Sprut-SDM1 from the VDV faction on this layer
Known Issues
We are aware of an issue that can cause the view seen through a picture-in-picture scope to be blurred for players using anti-aliasing or FSR. The severity of the blur is impacted by the FSR and resolution settings being used, so it may not look the same for each player who encounters it. The cause of this issue is very complex but we are hard at work to address the issue.To mitigate this issue in the meantime, we’ve implemented a “Scope Image Clarity” option in the Settings menu.
There are two options to choose from:
Prioritize Clarity in Scopes: This setting makes the image sharper but may also produce visual artifacts and cannot be used with FSR. This works by temporarily disabling anti-aliasing when aiming with a scope, meaning that players using this option may encounter jagged edges while aiming. This is the option that is enabled by default and is ideal for players who want to prioritize a clear and accurate view through their scopes.
Prioritize Anti-Aliasing in Scopes: This setting smooths jagged edges, reduces visual artifacts, and makes it possible to use FSR, but may result in the blurry image described above. This option is ideal for players who want to prioritize anti-aliasing and FSR or who are not bothered by the level of blur they are experiencing.Feel free to give both options a try to see what works best for you. We appreciate your understanding and patience as we work to get this resolved as quickly as possible.
We are also aware that nametags do not appear when looking through a picture-in-picture scope. This is a temporary mitigation for a problem we found during development. Nametags appeared to be offset from their intended location while looking through picture-in-picture scopes. We have decided to remove them for now and will update you on any further adjustments to the nametag system in the future.
Mod SDK
Updated mod SDK to v6.0.
Updated mod versioning to v6.0. This requires mods to be re-cooked with the v6.0 SDK in order to be compatible with the updated version of the game.
Weapon sway configs in “Weapon Static Info” will be overwritten when the new SDK arrives. Remember to copy these values over to your new version.
The walk speed multiplier while reloading and using items previously lived in the “Mutable Soldier”, but now it is controlled on a per-weapon basis. See “Walk Speed Multiplier” in “Weapon Static Info”. Changes made to the parameter in “Mutable Soldier” will be lost.
The three parameters which together controlled ADS time have been consolidated into a single parameter in “Weapon Static Info”, adjustable per-stance. “StandLocBlendTime” was preserved but is not functional, so you can refer to this value to see what your pre-ICO weapon ADS time was.
Added Gameplay Events Subsystem: This allows modders to easily bind events to common gameplay actions like reloading, aiming, and firing, without needing a reference to the soldier or player controller. We aim to add more bindable events in the future.
Added Generic Punch System: This allows modders to use curves to rotate or translate the weapon and/or camera in response to gameplay events. This system is already being refactored, so feel free to experiment with it for now, please note that the input structs and blueprint nodes will change in the following SDK release.
Please Note: Updating to Squad v6.0 will force your cache to clear, resetting the game settings to their default values. Remember that you can use the "saved keybind preset" feature to save and load custom keybinds so you don’t have to set them up again when clearing your cache.
Thanks Squaddies for taking part in the latest Squad Q&A, where you, the players, get to ask the developers who made Squad all about the game! We were extremely excited with the number of responses to our call for questions. We have taken the time to select fourteen (14) questions to answer.
Aiding in answering the questions are four members of our development team
CANNON - Senior Producer - Squad
SgtRoss - Director of Community
BaronVonBoyce - Lead Game Designer - Squad
OWI_Patrick - Lead Programmer - Squad
If your question was not answered this time around please feel free to ask it again next time.
"Hang on. We have additional comms incoming!"
In addition to this Q&A Offworld is seeking fellow Squaddies to help shape Squads future. We would appreciate any and all to take the time to fill out our Questionnaire form! [[url=https://bit.ly/Squad-Questionnaire]LINK[/url]]
With that we want to thank all of our Squaddies for their participation. To not delay any further let's get into these questions!
Community
Question: Can we expect a new updated roadmap? - Klav
Answer: We've been diligently developing Squad according to our internal roadmap and working on delivering the promises made with the old roadmap over the past two years. However, as our development priorities evolve, we want to avoid the risk of running into issues with a new public roadmap and the expectations it sets and disappointing our community. Our goal is to ensure that the community feels engaged and involved. To achieve this, we're actively exploring alternatives to a public roadmap, which may include emphasizing other aspects like dev blogs, public testing or behind-the-scenes sneak peeks. - CANNON
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Question: Will we get more communication with the dev team? Potentially reintroducing dev streams? It was a great way to stay connected with the community. - Mr.Phileo
Answer: We have recently changed our community leadership and want to take a more active role. Increasing transparency and communication is our goal as a community team. We want to continue growing inclusive communities that share our experiences together. Dev streams, Q&As, and more public play-testing at an earlier stage of development are some ways we plan to do that. - SgtRoss
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Question: Is there a reason why each Infantry Combat Overhaul playtest only lasts half a week and is not left up until the next playtest session drops? - Peanut 01^5
Answer: With playtesting, we found it crucial to conduct playtests in a structured manner, allowing us to create an iteration loop essential to our development cycle. By temporarily taking down playtests, we close the loop of receiving feedback and grant our design team the time to consume and process the community feedback meticulously. Allowing us to make well-informed adjustments before launching the next round of playtests. Additionally, the approach provides safeguards in preventing player burnout, ensuring we can achieve consistent attendance for subsequent playtests. Having a dedicated player base for each test ensures we continue to receive valuable and stable feedback during different testing phases. Enhancing the overall quality and refinement of the overhaul and our game. - BaronVonBoyce
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Question: In regards to mods and mod makers. Does the team have any plans for increased communication, support, and integration of Squad mods/makers into the base game. Or is the team satisfied with the current state of modding with a few minor tweaks in mind? - Jaster
Answer: Yes, modding is still very important to our studio and Squad, and we are always trying to find ways to improve not just the modding experience but our own design team's experience. Creating mods uses a similar workflow to when we design new maps or features, but we just have direct access to the source code and the programming team behind it. While we are not currently ready to publicly share details of our plans regarding modding, we can definitely say we are not satisfied with the current state of the Mod SDK, the difficulty using our tools, and the high bar of entry when it comes to modding our game and are actively looking to improve it. - OWI_Patrick
Development
Question: Besides the Infantry Combat Overhaul, what else is Offworld looking to do to make the game more immersive? For example, is there an interest in an armor/helmet protection system or interactive doors and props on the maps? - Pedro B
Answer: We would love to add more environmental interaction, such as destruction. The main issue Squad currently runs is the need for performant tooling to do this in a live environment, which currently restricts us to prefabricated destruction setups in our environments. The need to replicate the destruction to all players would also add stress to servers affecting performance. - OWI_Patrick
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Question: How would you balance the Infantry vs. Vehicle combat when implementing the Infantry Combat Overhaul? Will suppression be adjusted as well as will the damage of Light and Heavy Anti-tank weapons look to be changed? - Vector.Kamarov
Answer: In terms of infantry versus vehicle balance, we anticipate that vehicles will gain increased potency, especially with the introduction of an effective suppression mechanic. It's important to clarify that our intention is not to replicate the dynamics observed in the live version of the game, as we found that particular balance to be unsatisfactory. With the upcoming Infantry Combat Overhaul update, we don't have any plans to make fundamental alterations to infantry versus vehicle combat, except for potential adjustments to some faction's roles and load-outs. While we do have conceptual ideas for the future of vehicle combat in Squad, we'll take a prudent approach by reassessing the situation after the ICO release, we want to ensure that vehicles don't become excessively powerful, and we'll make any necessary adjustments to maintain the desired balance as we move forward. - BaronVonBoyce
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Question: With the new combat overhaul and changes to suppression mechanics, are there any plans to change gun sounds to more closely reflect their real-life counterparts? Machine guns specifically seem to lack power compared to other weapons. - Acepalm
Answer: Other than regular iterations on particular sound effects. There are no plans at the current time to make any mass changes to the weapon sounds. Part of this is due to the limitations we have with the custom sound system that Squad has used for many years. However, we are working on shifting to a different audio system that will let us bypass these limitations and deliver more impactful audio. - OWI_Patrick and BaronVonBoyce
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Question: In the Infantry Combat Overhaul dev blog announcement, Offworld stated that they have strayed from Squad’s original vision. Are there more aspects of the game that need to be overhauled to return the game to its original vision? - Josefig
Answer: Yes, in the Infantry Combat Overhaul dev blog announcement, we acknowledged that more aspects of the game need to be overhauled to return Squad to its original vision. Apart from the combat systems, several key areas are being addressed to enhance the gaming experience. First and foremost, there will be a reworking of the first-time user experience to ensure that new players can seamlessly dive into the game and understand its mechanics. Additionally, there are plans to implement an in-game system to reward good sportsmanship, effective communicators, and experienced mentors, fostering a positive and cooperative community, as well as recognition for veteran players. Beyond that, the development team intends to rework anti-tank guided missiles to improve their functionality and balance, ensuring a more immersive combat experience. Helicopters are also slated for a revamp to enhance their gameplay dynamics and performance. Finally, certain game modes will undergo changes to align them with the game's original vision, providing players with a more cohesive and engaging gameplay experience. These comprehensive efforts demonstrate our commitment to restoring Squad to its intended vision by addressing multiple facets of the game. - BaronVonBoyce
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Question: Are there any plans to work on the game’s optimization in the near future? - MistahGG
Answer: There are! We have spent a few months looking at Virtual RAM (VRAM) usage and asset Level of Detail (LODs). Configuring both of them properly for every asset and texture in the game. This will be released with the November update. While it’s tough to say what performance gains we will get from these changes, it will certainly help overall performance across the board.
Additionally, this year, we upgraded to Unreal Engine 4.27, which came with some tangential improvements to performance, but at a detriment to other areas. We’ve spent time this year optimizing things a bit behind the scenes, such as patching times and some low-hanging fruit in terms of performance. The primary focus this year was addressing server performance to get it to pre-engine upgrade levels. This proved quite difficult as there aren’t a lot of tools available for testing server performance, especially at Squad’s scale. To solve that particular problem, we had to develop a scale testing infrastructure in which we could diagnose the problem in the first place. Thankfully, we were able to find a solution and have observed that server performance is on par to what it was in the previous engine version and more stable across the board.
Beyond addressing server performance, we've made significant strides in enhancing the gaming experience on lower-end systems. We've successfully integrated AMD Fidelity Super Resolution 2 (FSR) to provide a quick performance boost. Furthermore, we're actively working on integrating DLSS and XeSS to offer even more performance options to our players.
As mentioned earlier, we are also diligently tackling VRAM-related issues, particularly concerning texture streaming and optimizing our textures for better performance. In addition, we've undertaken various optimizations to reduce overall memory usage. We've devoted considerable effort to untangling complex memory reference chains that had accumulated over the years. For instance, we identified a case where loading a faction triggered the simultaneous loading of all vehicles and weapons associated with that faction. This resulted in excessive memory utilization, which was largely unnecessary and has since been rectified.
Support for DirectX12 has also been added, which has delivered a substantial performance boost on graphics cards that are compatible with it. However, we acknowledge that it doesn't offer significant benefits for those using graphics cards that do not support it. Our commitment to optimization remains steadfast, and we will continuously work on improving performance in future updates. Our goal is to incorporate at least some minor level of optimization in each update. - OWI_Patrick and CANNON
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Question: Will you keep updating the game for the next 2 years? - ThaDucks
Answer: No plans on stopping. Offworld still believes in Squad and it’s future, so we plan on continuing to develop and improve Squad. We might change our development cadence as we determine what works for the team. We’ve learned a lot about cadence over the course of 2023, and we want to put that into effect going forward in 2024 and the future. - CANNON
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Question: Are there any plans to add new factions? - HardentSergent
Answer: Yes! Factions are still in development, so stay tuned into the radio feeds Squaddies. We don’t have anything major we can share at the moment. But we want to let the community know that we have seen a lot of faction requests, and it is good to know we share similar ideas with the community. Although we cannot reveal the faction, we’d like to provide a very small sneak peek into what will be coming to Squad in the future. - CANNON
Gameplay
Question: What are the studios thoughts on adding team-balance mechanics to Squad? - Derf
Answer: Implementing a team-balancing system in Squad presents unique challenges due to the sandbox nature of the game, where player contributions to victory often go beyond what's tracked in a traditional scoring system. This complexity makes it challenging to assess and balance teams solely based on in-game metrics. Additionally, we're aware that it's already a bit challenging for players to coordinate and play on the same team as their friends in Squad.
To address this issue, we have plans to introduce a 'friends list' feature in the near future, making it easier for players to join their friends. Therefore, introducing team-scrambling mechanics could potentially undermine this effort.
It's worth noting that community servers have devised their own team-scrambling solutions when necessary, and we want to respect their discretion in managing team balance within their communities. - BaronVonBoyce
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Question: Are there any plans to bring back the gritty nature of Squad via map atmosphere? In 2017 Squad had a lot more variety in terms of lighting. - ZackTactical34
Answer: Our current focus in level design revolves around optimizing our workflow to streamline development. While we're excited about introducing more evocative and atmospheric lighting scenarios into our levels, our primary goal is to enhance efficiency. We aim to delve into an investigative phase to thoroughly study and standardize lighting scenarios, ensuring perfect alignment with gameplay requirements, optimization considerations, and aesthetic goals for any given level design project in Squad. This approach will allow us to seamlessly incorporate atmospheric lighting setups in the future, enhancing the overall player experience without compromising performance and aesthetics. - BaronVonBoyce
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Question: Are you planning to revise or rework the tutorial anytime soon? If so, how and why? - Tank20k
Answer: We're currently in the brainstorming phase for a new tutorial aimed at enhancing the initial player experience. Although it's not on our immediate internal roadmap, we have a clear intention to implement a tutorial system in Squad tailored to help players understand the specific roles within the game, like LAT/HAT tutorials. Our goal is to provide players with the essential information they need before diving into their first match. While we can't make any promises at this point, we are considering offering a small reward as an incentive for players who invest their time in learning the game. - CANNON
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That's all the questions we have for this Q&A session! Thanks again to all the Squaddies that participated even if we did not get around to your question. Your interest in Squad and its development we greatly appreciate. If you missed your chance to ask a question this time around, Keep a close watch on our Twitter and Facebook, where we always announce our latest rounds of Q&A.
Squad 6.0 will be released on the 27th of September, 2023!
The update brings the Infantry Combat Overhaul into Squad with multiple changes to Squads combat systems, including alterations to suppression, optics, weapon handling, and more. In addition, 6.0 will also include bug fixes and layer adjustments.
We will publish the full Release Notes for you to check out the day before the launch.
With it now being three months since we announced our commitment to reworking the infantry combat systems with Squad “Infantry Combat Overhaul” (ICO), it has been an active effort to bring our title closer in line with its roots and inspiration. With a shift towards more coordinated teamwork, longer and more tactical firefights, and a desire to provide a more diverse player experience.
WHY THE DEV BLOG?
Throughout the development of the Infantry Combat Overhaul, we have had an immense interest from the community to share what Offworlds processes are when implementing a feature change this large looks like, and we agree that it's a great idea! As the overall playtesting experience has greatly influenced our development regarding the future of combat in Squad since our initial announcement.
So, with this dev blog, we wanted to provide more insight to the community on the development of the overhaul and our experience of working closely with the Squad community through public playtesting. As well as share the ideas that have emerged from our passionate community's feedback, highlighting what has been successful and what has not, and providing a bigger picture on how Offworld perceives the current state and the future of infantry combat.
RECAPPING THE CHANGE TO COME
With this “Infantry Combat Overhaul,” we are reworking how the Infantry role plays within Squad. We want to create the most fun and immersive infantry combat and gunplay systems you can get in a gaming experience. With this, we have revisited and adjusted several core features in Squad. While also introducing some exciting additions that will work together to provide the gameplay we wish for you to experience. We’d like to take the time to revisit some of the core changes.
OPTICS
We have implemented Picture-in-Picture optics to replace our current optics system. We sourced physical optics to help dial in this feature as part of the development process. Our observations of the optics in person allowed us to accurately represent the optics magnification, field of view, eyebox, and lens quality in-game. The Picture-in-Picture optics system is done by rendering the scene from a separate camera and projecting the rendered scene onto the optic. We hope the change enhances the feel of the firearm and introduces new gameplay variables by offering trade-offs you must weigh when you choose your weapon and respective optic.
SUPPRESSION
Suppression has received a complete rework in terms of its mechanics. We aim to bring suppression to the forefront as a useful tactical tool for attack and defense in any firefight.
Features
Complete rework of suppression VFX and mechanics.
Varying suppression power based on weapon and projectiles.
Friendly weapons do not cause suppression to players on their team (Except explosives).
GUNPLAY
We have extensively changed how guns and their mechanics play out in firefights. Our goal was to facilitate longer firefights, give players more time to think of, plan, and execute tactics, and highlight the unique roles of the various weapons in Squad, capturing the intense “fight or flight” emotional response in an encounter, all while ensuring that the overall gun handling remains satisfying.
Features
Weapon Aim Down Sight (ADS) speed, sway, and steady adjustments to provide an authentic combat experience.
Accurate bullet travel (Bullets will follow the direction the barrel is pointing. This means animations could affect bullet direction).
Overall tunings to gunplay visuals and feel.
Reworked hip-fire into point-shooting.
Implemented a more detailed recoil system.
CHARACTER MOVEMENT AND TRAVERSAL
Our aim with the Infantry Combat Overhaul was to slow down individual players and seek to promote more coordinated play, thoughtful positioning, and increased communication. Infantry will find their speed, stamina, and overall movement mechanics adjusted to reinforce a teamwork-oriented vision we had for gameplay.
With the Infantry Combat Overhaul, the Squad community has been instrumental in assisting us with playtests, playing a pivotal role in developing the Infantry Combat Overhaul by helping us assess our various playtest iterations. These playtests served as essential development milestones, enabling our team to gather a wealth of data and observations, which, in turn, have fueled more iterative testing and rapid refinement of the changes we've been working on.
We're extremely delighted to witness an extraordinary level of participation from the community, with a level of engagement shattering all previous records for public testing in Squad's history. What has truly been a pleasure for us to see is the remarkable passion and thoughtfulness displayed by participating testers. Their unwavering dedication to the future of Squad, coupled with the detailed and constructive feedback provided, has left us deeply humbled. Furthermore, the feedback we have received from playtesters was overwhelmingly positive, reinforcing our confidence in the direction we are taking Squad. The playtests proved invaluable, providing the design team with information quickly, allowing our team to continually fine-tune the changes we are implementing, and ensuring that our game reaches its full potential.
PLAYTESTING INSIGHTS
To shed some light on public playtesting, our observations, and the effect on gameplay. During our numerous tests, we noticed a notable shift in multiple areas. Regarding gameplay, in the RAAS and AAS game modes, we saw an increased back-and-forth capture and gunfight dynamic, resulting in more engaging and intense moments on the field of combat. The overhaul has introduced new dimensions of gameplay, not only affecting firefights but also map traversal and vehicle usage, offering fresh challenges and opportunities for players of all levels.
We have also learned more about how the overhaul plays into vehicular combat. Armored vehicles have now taken on more importance, their utility in resupplying friendly squads and supporting them with the enhanced suppression will encourage vehicle crews to coordinate with and stick close to friendly infantry. The updated gunplay tuning and value of heavy suppressive fire have made open-top vehicle turrets more survivable and viable compared to the current version of the game. Furthermore, while it was the design team’s intent to increase the effectiveness in vehicles as part of the overhaul, it has sparked discussions within our community and our development team as players raised valid concerns about a potential imbalance. Rest assured, our design team is carefully considering player feedback and contemplating adjustments to armored combat to ensure a fair and enjoyable gaming experience should the need arise in the future.
Among other insights, we also found our changes to the infantry role have a major benefit to new players. The overhaul finds these newer players no longer need advanced spotting skills to make a meaningful contribution to their team. Instead, they can actively cooperate and positively impact their Squad by providing suppressing fire where teammates direct. This level of approachability allows newcomers to dive into the action and feel like valuable squadmates from the get-go, making the new user experience much more welcoming.
With these playtesting efforts, we have gained useful information from our community and they have remained a guide through our ongoing efforts to refine and optimize the gameplay. As development progresses, we wish to continue our work with the community as we remain committed to maintaining a balanced and exciting environment where both veterans and newcomers can enjoy thrilling firefights and create their own unforgettable moments in Squad.
FEEDBACK AND CHANGES TO COMBAT
Work In Progress
For these past few months, and through our extensive playtesting sessions, we've generated, tested, implemented, and iterated on a myriad of concepts for gameplay systems, some of which were inspired by feedback we received throughout testing. We also encountered various failures, surprising outcomes, and interesting challenges while developing the overhaul, and we would like to share our thoughts on some of the more notable ones.
The "Clear Sights" system
This system will automatically and smoothly transition the in-game camera to provide a view over the iron sights during moments of significant weapon sway. The “Clear Sight” system ensures the player's line of sight remains unobstructed by weapons with large rear iron sight features, which take up large portions of the screen while also being frustrating or difficult to use when maintaining a proper sight picture. This feature was implemented from player feedback as testers let us know about their frustrations with high sway while using ironsight weapons.
Hurt State Stamina Rework
To strike a better balance between challenging gameplay without undue frustration, we recognized early on the need to rework stamina when players enter the post-revive state. We found the pre-existing mechanics were overly punishing when a player's stamina failed to regenerate after being revived. Players now regenerate a percentage of stamina at a reduced rate after being revived to keep gunplay satisfying while encouraging the player to seek aid from a medic.
Adjustable Scope Magnification
For the fans of long-distance engagements, this feature offers players greater versatility by allowing them to adjust the weapon optic’s magnification level as needed. This feature is limited to only a few weapons such as some marksman rifles, and Australia’s EF88 rifle.
Damage Falloff Adjustments
As we iterated on particular weapons, we observed the need to adjust the damage falloff curves for particular calibers and weapons. This ensures that different weapon types can remain authentic and unique while maintaining fairness in the gameplay.
Faction Adjustments
In the quest to achieve authenticity, and for players to experience a more unique identity while playing certain factions, we have implemented some alterations to role inventories. Such as the addition of more grenades for the Middle Eastern Alliance.
Suppression System
Surprisingly, the suppression system required minimal iteration and was finely tuned within the first three playtests. It effectively delivered the intended tactical benefits. When suppressed in real life, one's vision doesn’t become obscured like in Squad. But adding this effect encouraged our players to behave in what we believe is representative of a real-world combat experience.
Bullet Penetration Visual Effects
The new bullet penetration visual effects were a huge success. The bullet penetration effects allowed those getting fire upon to better understand their situation in a gunfight and how they were getting hurt in those engagement and we found players quickly grasped the tactical advantages of suppression and bullet penetration and began integrating the system into their combat engagements.
Tuning Weapon Handling
Achieving the right balance in weapon handling, particularly for weapons like G3 and bullpups, proved to be a more iterative process. We dedicated multiple development rounds regarding adjustments and refinements to ensure handling felt right and met player expectations. With this feature we will continue to make any adjustments or improvements as necessary after the overhaul is released.
Optic Clarity
We had various experiments with optic clarity involving techniques like TAA (Temporal Anti-Aliasing), and tint adjustments which underwent several rounds of refinement. A notable example during playtesting, we discovered environments and gameplay situations where tint was working against the player. Notably, some green-tinted scopes caused a loss of contrast on woodland maps, hindering target acquisition. A slight hue adjustment and trading saturation for a slightly dimmer picture proved to be the right compromise.
Optic Blur
We discovered through multiple playtests that the amount of optic blur we initially implemented was not well-received by many players. The feedback prompted us to investigate the specific discomforts players experienced and the physiological causes behind them. We actively sought player feedback to ensure these changes had the desired impact and pivoted our feedback collection to zero in on what was causing our players to experience these issues. Since then, we have adjusted the feature to retain some mechanical benefits while ensuring players do not experience any discomfort.
Sway-Based Alternate ADS Poses
Implementing sway-activated alternate ADS poses for the AK12 and AKM proved less successful than other features, as most players found it unpredictable and obstructive. However, we're open to revisiting this feature in the future, considering alternative implementations of this system to enhance gameplay.
As we have introduced all these new features that players were able to experience in the tests, we have seen people's concerns and comments regarding realism and how we represent combat in Squad. We’d like to restate that our goal in the overhaul is to provide the most fun, immersive, and authentic experience one can achieve in a tactical shooter while remaining approachable to a wider audience. To this end, we will make sacrifices where necessary as it relates to realism. For example, we cannot recreate the fear one experiences when being suppressed by gunfire in real life. But, we can use game mechanics to encourage players to react similarly by incentivizing them to stop returning fire, get down, and try to reposition away from the incoming fire. With this in mind, we aim to bridge the gap between “realism” and the “arcade” nature of tactical shooter videogames, and that comes together by focusing on the “authenticity” of the infantry combat experience.
FIREARM ARCHETYPES AND OUR EXPECTATIONS FOR COMBAT
Work In Progress
With all the recent changes, we anticipate a significant shift in how effective combat plays out in Squad. For attackers, strategic decision-making will become paramount. Gone are the days of launching reckless assaults; now, carefully picking your battles is crucial for success. The new ideal is to attack with overwhelming force and fire support, dissuading premature, uncoordinated assaults that can deplete valuable tickets.
Suppression will now take on a central role in the offensive strategy. It levels the playing field, especially against stationary defenders, and empowers smaller units to overcome superior numbers. The significance of suppression extends to coordinated fire and maneuver tactics, where elements like machine guns, grenade launchers, and vehicles play critical roles in locking enemies down to allow attacking elements to move forward more safely.
"Bounding Overwatch," a tactic where one squad covers the advance of another, will become key, especially for unsupported and smaller groups. Additionally, using armored vehicles to cross open terrain introduces an element of surprise, provided they can dismount and cover the remaining ground with fire support before defenders can effectively react. This new approach to combat intends to be dynamic and strategic, transforming how attackers and defenders operate on the battlefield. With this in mind, we’d like to take the time to share some of the general characteristics behind our newly defined weapon archetypes.
Short Rifles and Carbines (M4, AK74)
Short rifles and carbines serve as a baseline for weapon behavior and performance. They offer the least suppression but are versatile, easy to point fire with, and effective at all ranges. Prioritizing snappy handling over recoil control and range, several riflemen equipped with these weapons can deal enough suppression to keep an enemy squad pinned down. However, with limited ammo capacity, rifles cannot sustain fire as long without resupply compared to weapons designed to output suppressive fire.
Full-length Rifles (M16, C7)
These rifles have better stopping power at range, with less recoil and sway when firing from supported positions (crouch and prone), and more recoil and sway when unsupported (standing). You’ll find more inertia when looking around and point-firing with these weapons making them less ideal in CQB. With this in mind, these guns lend well to holding angles and having a “stop and pop” mentality.
Bullpups (L85A2, QBZ95-1)
Bullpups boast excellent CQB handling and maintain stopping power at range, though less than full-length rifles. These firearms suffer slightly increased muzzle climb due to a focused center of gravity directed toward the rifle's rear.
Battle Rifles (G3, FAL)
With more stopping power comes greater recoil. Battle rifles will deal high suppression, and the ability to penetrate through thicker walls. These heavier rifles also mean that target acquisition will be more challenging, especially when in an unsupported stance (standing). Masters of these weapons will move more deliberately and take a supported position before firing, as with a lower ammo capacity, every bullet matters.
Automatic Rifles (RPK-74M, M27 IAR, QJB95-1)
Automatic rifles provide a good mix of suppression and maintaining versatility in combat. The rounds from these rifles do more suppression than a standard rifle. However, your rounds will lack stopping power, range, and penetration compared to dedicated machine guns.
Light Machine Guns (M249, RPD)
A hybrid between automatic rifles and medium machine guns. These belt-fed weapons are perfect for long bursts to suppress a larger area. For more accurate fire, ensure you use it in short bursts. Though you better have the patience to reload. What it lacks in penetration and suppression compared to medium machine guns, LMGs make up for this by being relatively more usable in CQB, though mind the sway and recoil, as it's still a machine gun.
Medium Machine Guns (M240, PKP, Maximi)
Precision firing at longer ranges is much more difficult for medium machine guns. These weapons excel in area suppression and can more easily penetrate thick walls. Ensure you’re locked in using a bipod or prone, as recoil will not be easy to handle. As a noticeable, loud stationary target, ensure a Squaddie is nearby to watch your flanks and cover you during your long reloads.
Heavy Machine Guns (M2, DShK)
The heavy machine gun will shred through buildings and light armored vehicles while dealing high suppression from long distances. It is more accurate than medium machine guns but suffers from being more static, more noticeable, and longer reloads than their lighter counterparts.
Grenades and Grenade Launchers (M203, GP25)
Use grenade launchers to displace, suppress, and destroy enemies behind fortifications, windows, and other cover or quickly. Alternatively, use smoke grenades to lay a smokescreen for an advance, mark targets or landing zones, and obscure enemy shooting positions. Use hand grenades to precede an assault or clear a room. Remember, grenades have no allegiance regarding suppression, so keep friendlies in mind.
Designated Marksman Rifles (HK417, SVD, M110)
Most marksman rifles will fire full-power cartridges, making them a top-tier choice for accurate fire and suppressing a key enemy shooting position. Work with your team to deter the opponents from peeking corners or taking out entrenched gunners. These weapons struggle in CQB and close range, so it is ideal to stick with your squad.
Sniper Rifles (C14, SV98M)
Fire powerful projectiles that maintain their stopping power to an extreme range. These weapons suffer from a low rate of fire, and you are virtually defenseless in close quarters. Always have a spotter to confirm your hits and misses and watch your back.
Pistols (M17, TT33)
Your backup if all else fails. The pistol has the lowest stopping power of all firearm archetypes in Squad, but landing a hit will always cause bleeding. You won't outrange a marksman, but your pistol can mean the difference between life and death in a close-quarter engagement.
We also have many more peculiar weapons not fully covered here, which will be present in the game that you may find blur the lines in what they do. We leave it for you to play the game and determine their quirks and how best to utilize their strengths and accommodate their weaknesses.
OUR THOUGHTS NOW AND INTO THE FUTURE
The state of the Infantry Combat Overhaul in Squad is now one of great satisfaction, following an exhaustive and lengthy process of testing and refinement. We look forward to the release and are eager to let players immerse themselves in-game. After the release, we will remain ever vigilant to iterating as evolving needs arise.
As we move forward, our approach involves adding some final finishing touches post-launch while maintaining an open mindset to experimentation and innovation on this feature. At the same time, we want to maintain a commitment to trying new ideas and continuously enriching the overall gaming experience for players of Squad.
It's important to note that improving the core minute-to-minute gameplay is not an isolated goal. Instead, it serves as a crucial stepping stone toward enhancing various other aspects of the game. By prioritizing and refining the core combat experience, we set the stage for a comprehensive and engaging game that continues to evolve and captivate our playerbase.
As we continue our development efforts, we look to a bright future for Squad as we refine and revisit topics discussed in this dev blog. We’d like to once again thank the community for their enthusiasm and support with the overhaul. With the turnout for playtesting and feedback provided, we cannot describe how instrumental the community was in helping iterate our designs. Regardless, we hope this dev blog answers some common community questions and gives an interesting glimpse into the behind-the-scenes of developing the overhaul at Offworld. We hope the community stays tuned in for updates as we aim to deliver an even more immersive and enjoyable experience in Squad.
Offworld Industries is implementing a new Server License Portal. This change to a new portal will affect all Server Owners who currently host servers on the Server Browser for our games (Squad and Beyond the Wire). With the new portal we will be taking the time to help shift all Server Owners over to the new portal with a pre-application period that will span from August 14th, 2023 to September 14th, 2023.
Current owners may already begin to pre-apply using our new Server License Portal at https://license.offworldindustries.com/. Please note, Squad and Beyond the Wire will recognize the new license IDs and keys from the new Server License Portal you are advised to change your licenses over before September 14th, 2023 to not run into any issues with the old Server Portal closing. The new Server Portal can also be used to apply for licenses in the event of hardware or ownership changes. Please open a ticket if possible via the Hosting Discord if you wish to make changes related to the above events.
We are also introducing a revised set of Server Administration and Licensing Policies, available on our forums (https://forums.joinsquad.com/discussion/1474/server-licensing-administration-policies#latest). Please note these policies affect all owners and are effective immediately. Please take the time to review these policies before pre-applying for your server license using the new Server License Portal. There is new information in these policies regarding hardware, banning, and more. You must apply once for each server license you hold. For the Owners pre-applying please include your current server license ID in the comments when pre-applying.
We will not be accepting any new servers from August 14th, 2023 to September 14th, 2023 while we are transferring owners over to the new portal. We understand that this may be an inconvenience for those wanting to host their own server and apologize. This decision was made to help minimize disruptions and confusion during our Server License Portal transition.
Squad 5.1.1 hotfix is now deployed, here is the list of the fixes addressed in the update:
General Bug Fixes
Server performance improvements
Map Updates & Bug Fixes
Pacific Proving Grounds v2
Fixed an issue that prevented grass foliage from appearing on all PPG v2 layers
Fixed a bug that caused map markers placed on the deployment screen to show up in a place different than where the player clicked while placing them
Players can no longer clip into rock meshes
Server Performance
Addressed an issue where Server Performance was impacted due to replicating more often than it needed to. Replicating an actor would cause all replicated properties of that actor to replicate again, regardless if it needed to or not.
Fixed an issue where server side animation ticks weren't being throttled as intended, causing the server to spend more time handling incoming move requests than intended.