Squad 44 - Offworld_Luna
Hey folks!

Our first update that preps us for the Pacific is out now! Make sure to read the changelog below for complete information, but here are the highlights:

Please note:
Due to significant changes to the graphics settings in this patch, it is essential that players reset their cache in-game. Additionally, due to the vast number of changes in the graphics settings user interface, we strongly recommend that players have a look over this video from Moidawg, which helps give context to the new options. While not all of the squad graphics settings discussed in the video will be relevant to Squad 44, it is a 90% solution while we look to work with other content creators on dedicated graphics settings videos for SQ44. https://www.youtube.com/watch?v=YJt6w69Msr8

Pacific Weapons and Vehicles

The new weapons and vehicles for the IJA and USMC have been added, and can be accessed through the Arnhem Range, and new Museum.



The Museum

With this update comes the Museum, a new level to check out all the weapons, uniforms and equipment for each of the factions. This small subway station bunker has lots of little things to explore, so check it out!




New seeding gamemode

Seeding is a tailored game mode similar to a small-scale Advance and Secure match, with all weapons and roles unlocked and available to all. This allows players the opportunity to get to grips with a wider array of faction specific weapons than they would on any other game modes, often in much more closer engagements than they may be used to.

Once 45 players are on the server, the seeding mode will unlock other flags and activate tickets and a game time.

This game mode also features a player kill feed! Seeding layers are available on Arnhem, Best, Carentan, Colmar, Dinant, Doorwerth, Driel, Foy and Maginot.

New Admin Tools
Server admins, while in admin cam, now have the ability to teleport and move faster around the maps, to jump to specific players and to readily access player information in order to manage players in game.

Those with admin camera access can also activate a kill feed and see more in depth game information.

Improved Game Mechanics
  • The Stamina system has been reworked to be more forgiving and reduce the player’s dependency on the canteen. Equally, amends to the player's movement have been made to give the player a more realistic movement feel
  • An MG overheating and barrel change feature has been added to the game to increase the levels of immersion for MG players
  • New full-screen map allowing use of mouse scroll wheel to zoom in and out
  • New faction-specific sfx have been added to tanks to simulate loader drills
  • New faction-specific sfx have been added for death and wounded calls
  • New weapon-specific sfx have been added to various grenades
  • A fresh animation pass has taken place to improve the animations on a number of weapons in-game
As always, check out the full changelog down below for complete update information! And, please let us know your feedback!

Changelog

Please clear the cache before entering a server!

Level Design
  • Added new level: Subway Range
  • Expanded Arnhem Range slightly
  • Added Japanese weapons and vehicles to Arnhem Range
  • Removed Virtual Range
  • Added 9 new seeding levels (Arnhem, Best, Carentan, Colmar, Dinant, Doorwerth, Driel, Foy and Maginot)
  • Fixed collision on building on Grave
  • Fixed small Arnhem Range bug
  • Fixed broken spawners on Utah
  • Fixed repair bugged into spawner on Driel
  • Fixed empty supplies on Carenten, Fox, Hagenau and Doorwerth
  • Fixed pre-spawned gun stuck in building on St. Mere Eglise
  • Multiple small level bug fixes
  • Aligned first objective fixed spawn to staging time on all layers
Gamemodes
  • Added gamemode legend on spawn menu
  • Added new gamemode: Seeding
  • Removed specialized redzone placement and redzone MSP check for non redzone dynamic gamemodes
  • Added radio/deployments/MSP rule to not be usable inside OutOfBounds or Protection-Zone
  • Added damage to all ambient mortar/artillery FX
Weapons
  • Added new Imperial Japanese Army Weapons
  • Type 100/40 SMG
  • Type 100/44 SMG
  • Type 11 6.5mm LMG
  • Type 96 6.5mm LMG
  • Type 99 7.7mm LMG
  • Type 2 7.7mm TERA Paratrooper Arisaka Rifle
  • Type 38 6.5mm Arisaka Rifle
  • Type 38 6.5mm Arisaka Carbine
  • Type 44 6.5mm Arisaka Carbine
  • Type 97 7.7mm Arisaka Sniper Rifle
  • Type 99 7.7mm Arisaka Rifle
  • Type 99 7.7mm Arisaka Rifle (Last Ditch)
  • Type 99 7.7mm Arisaka Sniper Rifle
  • Type 14 Nambu Pistol
  • Type 94 Nambu Pistol
  • Shin Gunto Sword
  • Type 30 Bayonet (Early, Mid and Late war variants)
  • Type 89 “Knee Mortar” Grenade Discharger (4x Shell Variants)
  • Type 2 Rifle Grenade Launcher (2x Grenade variants)
  • Type 91 Spigot Grenade Launcher (3x Grenade variants)
  • Type 100 Grenade Launcher (2x Grenade variants)
  • Shitotsubakurai "Lunge Mine"
  • Type 99 (Hako-Baku-Rai)
  • Type 97 Frag Grenade
  • Frangible Smoke Grenade
  • Kaenbin Petrol Bomb
  • Type 4 Ceramic Grenade
  • Type 98 Stick Grenade
  • Incendiary Stick Grenade
  • Japanese Satchel Charge
  • Type 3 Beehive, 3A and 3B AP Mines
  • Type 93 AT Mine
  • Type 93 Binoculars
  • Sho-5 Japanese Water Canteen
Added new United States Marine Corps Weapons
  • Ka-Bar Fighting Knife
  • Corpsman Bolo Knife
  • M50 Reising
  • M55 Reising
  • M1903A1 Springfield Unertl Optic Scope
  • Winchester M1912 Shotgun
Added new Imperial Japanese Army Field Guns
  • Type 92 “Woodpecker” Heavy Machine Gun
  • Type 96 25mm AA Gun (Single)
  • Type 96 25mm AA Gun (Dual)
  • Type 1 47mm AT Gun
  • Type 90 75mm Field Gun
  • Type 10 120mm Naval Gun
  • Type 88 75mm AA Gun
Added new weapons from Beyond the Wire
  • Winchester M1897 Trench Gun
  • M1903A1 Springfield
  • M1903A1 Springfield VB Grenade Launcher
  • Lebel VB Grenade Launcher
  • Karabiner 88
  • Gewehr 88
  • Gewehr 98
  • Karabiner 98AZ
  • MP18
  • Madsen M1902 MG
  • Reichsrevolver
  • Lange Pistol Luger 08
  • Mauser C96 Broomhandle
  • Added Grenadier role for 1940 French Faction using the Lebel VG Grenade Launcher
  • Added barrel overheating mechanic to all fixed/emplaced MGs and infantry MGs where the barrel will smoke and glow depending on how hot it is.
  • Added barrel smoking visual to all SMGs and Automatic Weapons.
  • Added barrel change feature for the MG34, MG42, ZB26 and Bren MK III (Default Key: Period)
  • Replaced Chauchat with the Chauchat from Beyond the Wire
  • Name tweaks to some frag grenades
  • Set all FJ kits to use M39 Egg Grenade
  • Set all 1940s Wehrmacht to use stick grenades on non SL kits
  • Set MG, Radiomen, Light Mortar and SL kits on other German factions to use M39 grenades
  • Added smoke puff and hissing sound to M39 Egg and M24 Stick grenades
  • Added pop sounds to F1 and MKII grenades.
  • Tweaked blend time for grenade throwing animations to make smoother
  • Added early war PzB39 AT Gun, without the dust cover for 1940 era German factions
  • Added new icons for HUD inventory group icons
  • Added HUD inventory group icons for semi-auto rifles, shotgun and revolvers
  • Slowed MG42 fire rate to 1200rpm (from 1300rpm) to match firing audio
  • Set FG42 to have useable, permanently deployed bayonet
  • Set handheld mortar rounds to arm immediately on leaving the barrel (Be careful firing these indoors!)
  • Increased rearm time for the deployable mortar, to avoid misuse on the vehicle repair
  • Changed ammo indicator to be a stripper clip (from single bullet)
  • Fixed 3p lowered animations for Luger
  • Updated G43 animation and base pose to load the weapon using stripper clips
  • Updated Springfield A3/A4 animations from Beyond the Wire
  • Added faction appropriate reticles and dirt to all faction binoculars
  • Removed automatic zoom on all pistols
  • Added new FG42 bipod reload animations
  • Added fixable bayonet to the MP34 and Berthier M16 Carbine
  • Added new Browning M1919A6 reload animations
Vehicles
  • Added new Imperial Japanese Army Vehicles:
  • Isuzu 94 Truck (Logistics, Transport, MSP)
  • Type 95 Ha-Go Tank (Early)
  • Type 95 Ha-Go Tank (Late)
  • Type 97 Chi-Ha Tank (Early)
  • Type 97 Chi-Ha Tank (Late)
  • Type 97 Chi-Ha Kai Tank (Early)
  • Type 97 Chi-Ha Kai Tank (Late)
Added new USMC vehicles and variants:
  • LVT-2
  • LVT-4
  • LVT(A)-4
  • Sherman M4A2
  • Sherman M4A3 (USMC version)
  • M3 Halftrack and M3 75mm GMC
  • Willys Jeeps
  • Chevrolet Trucks
  • Added Tank Crew Voice Over for the Gunner when firing and switching ammo types (faction specific)
  • Added new Master Material to improve vehicle textures
  • Fixed fuse settings and impact damage on 128mm PzGr39 ammo for Jagdtiger
  • Reduced HE ammo count and added more AP to Jagdpanzer IV short barrel variants
  • Replaced M72 AP with the M61 unfused APCBC ammo on Sherman V, reducing AP ammo and distributing to other ammo types
  • Increased 57mm, 77mm APDC damage on Cromwell, Churchill and Comet tanks to 750
  • Reduced APHV damage on the 40mm Daimler
  • Fixed HI38C HEAT projectile penetration values
  • Added correct turret ammo racks for Panzer IV D and H, Matilda, Char B1 and Sherman M4A3E8
  • Improved driving of Valentine, Matilda, Cromwell, Churchill and Challenger tanks
  • Updated M18 Hellcat gunner sight
  • Set Sherman commander periscopes to be 360 degrees
  • Set Jagdtigergunner and commander periscopes to be 360 degrees
  • Increased rearm time for the Panzerwerfer 42
  • Increased rate of fire on KWK30 and Flak38
  • Added camo version of Kettenkrad and fixed various rig and track issues on original
  • Standardised damage resistance settings for all Wheeled vehicles
  • Fixed the feeling like driving on ice for some vehicles
  • Fixed SDKFZ 222's driver not being able to be shot out
  • Fixed SDKFZ 222's gunner and commander not being able to be shot out
  • Set SDKFZ 232 to have openable driver's hatch for the driver to peek through
Game Mechanics
  • Updated stamina system by reducing Canteen amount from 7 to 1 and increasing overall stamina regeneration rate. Drinking the Canteen will increase stamina for approximately 3 mins.
  • Updated movement system to give the player more weight by slow down on hard movement changes
  • Updated jump movement to reduce bunny hop
  • Set Radio+Deployables to be not placeable inside protection zones (30m nearby check)
  • Reduced the health of the FL bunkers to reduce the TNT needed from 4 to maybe 2-3
  • Ambient artillery and mortar does damage to the player
  • On all layer staging and forward spawns unified
  • Increased damage potential on the Hawkins Mine, Type 99 Magnetic Mine, Lunge Mine and Hafthohlladung
  • Set all mines to also detonate on old Tracked Vehicles (LVT2, LVT4 and Bren Carrier)
Bug Fixes
  • Fixed broken minimap UI on C47 DummyPlanes
  • Fixed missing or double head mesh + missing LODs on multiple soldiers
  • Fixed 101st Radioman has in winter no coat
  • Fixed SME pre-spawned gun bugs into building
  • Fixed Carentan, Foy, Hagenau, Doorwerth pre-spawned supplies are empty
  • Fixed Driel offensive repair bugged into the vehicle spawner
  • Fixed broken spawners on the Utah layers
  • Fixed on the ticket legend the FOB radio cost
  • Fixed broken camera on the Kubelwagen
  • Fixed broken camera on the Sdkfz7
  • Fixed main menu music player
  • Fixed flag capture status bugs out of everyone leaves the cap + gray out uncappable flags again
  • Fixed wrong French logi rifleman class name
  • Fixed wrong enemy forward spawn on Oosterbeek Offensive S03
  • Fixed stutter on new player joining a server
  • Fixed tanks being unable to repair on repair cranes
  • Fixed Bren LODs
  • Fixed Challenger Turret Armour interior mesh
  • Fixed C47 interior material
  • Possible fix that redzones stay wrongly after mapswitch
  • Fixed that inactive flags are shown greyed out again
  • Fixed broken driver camera on Sdkfz7
  • Fixed broken driver camera on Kubelwagen
  • Fixed wrong ticket costs on the info legend
  • Fixed wrong FR rifleman class name
  • Fixed piano endscreen music doesn’t react to music volume setting
  • Fixed offset map UI bug for emplaced MGs
  • Fixed no spawn and stay dead bug on local play for the training levels
  • Fixed MG bipod teleportation bug on sq44 pontoon
  • Fixed arnhem range targets not respawn in killhouse
  • Fixed arnhem range targets can’t be destroyed with small arms
  • Removed suppression from Melee weapons
  • Fixed magnetic mines having body disappearing after placement
  • Set Hawkins Mines, Type 99 Magnetic Mines and Hafthohlladung to kill infantry within its explosion radius
  • Added a SSGI performance impact warning
  • Fixed MP34 Bayonet 3p Charge animation looking broken
  • Renamed Garand Frag Grenade Launcher to M1 grenade projection adapter
  • Fixed teleporting/lag bug on emplaced weapons/mounted MGs
  • Fix for unlimited “Hold Breath” focus aim status
Optimisation
  • Optimised hard references from 16GB to 5GB
  • Updated graphics settings
  • Removed multiple old unused crashing game code
  • Multiple fixes for vehicle replications
  • Updated LOD components for tank tracks
  • Optimised multiple overlap checks
  • Optimised server-log on high player count by joining the server
Other
  • Increased amount of variety of death sounds and sounds when going incapacitated
  • Added a bayonet charge sound when sprinting and winding up a bayonet stab.
  • New main menu UI
  • Added new Pacific theme song
  • Updated various minimaps
  • Added new gamemode legends
    Updated localisation support for multiple languages
  • Chinese Simplified
  • Chinese Traditional
  • French
  • German
  • Italian
  • Spanish

  • Added new localisation support for Japanese
  • Updated Spawn menu UI
  • New Graphics Options
  • Added mod support for the layer table of vehicle spawners + support manager
  • Added kill feed, usable for modders
  • Improved admin cam functionality (first pass)
  • Updated splash image
  • Updated Credits
  • New main menu backgrounds (teasing for Pacific release)
  • Reduced main menu soundtrack volume
  • Updated loading screens
  • Updated Chinese font
Known Bugs:
  • The below bugs occur due to corrupt cache - players are advised to clear their cache after each update and prior to playing to remove these bugs
  • Lower than expected FPS
  • Newly added admin controls not working
  • Bayonet charge scream is too loud
  • Destroyed training targets still have collision
  • Graphics setting presets switching to custom (but saving the correct preset)
  • On changing audio/general settings the graphic saturation can switch to a different value, requiring adjustment back to 1
  • Mouse sensitivity shows a wrong value
  • Hold breath focus time is too short
Squad 44 - Offworld_Luna
What a year, recruits!

As we move closer to the release of the Pacific, we wanted to update you on the current plan for its release. We’ve had to pivot a bit, but you’ll still be able to storm the beaches of Iwo Jima before the year ends.

The Iwo Jima map is complete; however, it requires much more extensive testing before our major release. With winter holidays right around the corner, we decided to use this period of time for public playtesting rather than releasing the map too early in an unoptimised state. This way, you’ll still be able to check out Iwo Jima before the end of the year and assist with the map development. The amount of work that has gone into this map is staggering, and we want to give it proper justice.

So, with all that being said, here’s the current plan for the Iwo Jima release:

Phase 1 - Prepping for the Pacific

An update will be released this week. It will include a lot of Pacific content, such as the new weapons, vehicles, new faction uniforms, etc., but it will not include the Iwo Jima map. You’ll be able to check out this new content on the Arnhem Range, shooting range, and now our brand new subway Museum, which we showed off during our last livestream.




This update will also include general bug fixes and new admin tools to help with server administration. Changelog coming soon.

Phase 2 - Public Playtests for Iwo Jima

Public playtesting for Iwo Jima will start Dec 15th to 16th. This will be done on the Squad 44 - Public Testing app. If you own Squad 44 and do not see this app in your Steam library, click on “View” at the top left and then on “Hidden Games”. You should now be able to download the Squad 44 - Public Testing app. This will be where all public playtests will happen.




There are also discussions about another playtest before the end of December, but this still needs to be confirmed. Once I have more information, I will make an announcement!

Phase 3 - Iwo Jima gets released to Squad 44

Once the map has been tested extensively and deemed to be in a good place performance-wise, it will be released to the main Squad 44 app, likely in early 2025. Please join us if you’re available during the public playtests, as data from these tests will help us immensely. Even if you’re AFK during the test, sitting on the server allows us to get important information about server load, so please come along if you’re available!



Thank you so much for all your support this year. We plan to continue to be open and transparent with you as we develop Squad 44 going forward. With your support, we can ensure that SQ44 takes its place as the best WW2 tactical FPS out there in 2025.

And for those who missed it, here’s the trailer for the Pacific Front!


Squad 44 - [O] eLbotz
With the Steam Autumn Sale kicking off today, nominations for the 2024 Steam Awards are now underway. We hope you'll consider nominating Squad 44 for the Labor of Love Award.

Squad 44 has truly been a labor of love.


From the people who have developed Squad 44 over the years, to the players who have been with us since the very beginning, Squad 44 is a game that just won’t quit. With the upcoming release of the Pacific Chapter, we can’t wait to see what the future holds.

Over the past year, we announced our plans with the release of the 6-month roadmap, setting the framework for the changes and improvements the team was ready to take on.

In the middle of the year, we released the Reign of Steel update, our largest update to date. This update included massive vehicle updates, with around 40 new vehicles joining the Squad 44 arsenal. We also introduced a brand new gamemode, Frontline, which has been receiving great feedback from the community.


As the year moved forward, we updated our roadmap and officially announced that we’re introducing the Pacific as the newest theatre for Squad 44 , with the first update coming before the end of this year. So much hard work and dedication has gone into the making of the first map, Iwo Jima, and we can’t wait to get this update into your hands.

We wouldn’t be here without the incredible support from this community, and for that, we are truly grateful. Being nominated for the Labor of Love Award would mean so much to us, so please consider choosing Squad 44 for this year's Steam Awards.

If you haven't already, you can pick up Squad 44 for 50% off until the end of the Steam Autumn Sale. We'll see you on the Pacific Front, soon enough!

Offworld out.

https://store.steampowered.com/app/736220/Squad_44/
Squad 44 - [O] eLbotz
Ready up, Recruits!

Squad 44 will be on sale during Steam Autumn Sale for 50% OFF! This offer lasts from November 27th until the Autumn Sale ends on December 4th, so grab a discounted copy for you or your friends during this limited time!

Watch the latest live stream showcasing our upcoming Pacific Update here. Now is a great time to pick up the game at a discounted price!

Offworld out.


https://store.steampowered.com/app/736220/Squad_44/
Squad 44 - Offworld_Luna
Hey folks! We have a small hotfix coming your way! Check out the full changelog below:

Changelog - Hotfix 30 October 2024
Bugfixes
  • Multiple optimization changes to improve game stability and performance:
  • Disabled multiple unused vehicle overlaps
  • Fixed that ragdoll was still active after the dead player doesn't move at all anymore
  • Fixed that animations still play while the client can't see them
  • Improved some animations tick
  • Improved that some wires is always ticking for players while doing nothing
  • Fixed a server crashing bug
  • And some other small things
  • Fix of a possible client/server crash with the external tank seats
  • Fix that the game is not fully closing/shutdown after exit
  • Possible fix for the GeForce NOW problem
  • Possible fix that tanks disable Spawn tents
  • Fixed that the cap status info UI shows wrong flag or neutral flag on first cap
  • Possible first fix for problems with the key settings menu
  • Fixed some buildings you can shot through
  • Add a fail state to remove redzones before switching maps, to avoid a wrong redzone on next map
  • Removed internal browser in main menu that created some problems (wrong mouse positions and cursor, etc.)
Level design
  • Fixed on Colmar to have a damage zone in the middle of the map
  • Fixed wrong underwater FX on Utah
  • Fixed false underwater damages on Utah
  • Fixed false underwater damages on Stonne
  • Fixed false underwater damages on Doorwerth
Newly added
  • Add a new system to show the cap status directly on minimap
  • Updated Colmar minimap
  • Updated Foy minimap
  • Updated Hagenau minimap
Squad 44 - [O] eLbotz
Recruits!

We wanted to share some news from the other side of Offworld that you may not be familiar with — our friends on the Starship Troopers: Extermination team are excited to announce that their 16-player co-op FPS has now left Early Access! In addition to launching 1.0 today, it’s also available on PlayStation 5 and Xbox Series X|S.

Starship Troopers: Extermination features 16 player co-op matches, multiple classes, an arsenal of weapons and abilities, and the Carnage system — a tech advancement developed right here at Offworld. As you take out bug after bug, their corpses will pile up, so much so that living enemies can use them as bridges into your base!

If you’re a fan of the films, want to take the fight to the Bugs, or enjoy base-building and teamwork, check out Starship Troopers: Extermination!

https://store.steampowered.com/app/1268750/Starship_Troopers_Extermination/
Squad 44 - Offworld_Luna
Latest hotfix is now live!

Hotfix V1.4.1 - August 28th, 2024
  • Set all attacker tickets to 300 on frontline layers
  • Ensured all tickets are correct way round
  • Ensured correct Mechanized and Specialist decks added to each frontline layer
  • Fixed Velmolen spawn points at game start
  • Refined first cap spawn points on various frontline layers
  • Extended time period of paradrops on SME to 30mins
  • Updated Frontline objectives destruction VFX
  • Fixed Frontline objectives being deleted without showing the "destroyed" UI
  • Fixed Arnhem Material Issue
  • Fixed Arnhem border at Train Tracks, now Mine Field Posts
  • Removed random bunker on Utah Invasion 02
  • Fixed Black Blood
  • Fixed Driel Offensive 03 trenches flag being offset to the capture zone
  • Temporary fix for Team endscreen stats
  • Small minimap UI fps reduction
  • Fixed G7100 and Opel Blitz logi not being damaged by small arms
  • Fixed Maginot skirmish wrong gamemode title
  • Fixed Korean and Japanese names not showing correctly in game
  • Updated server config files
  • Fixed RAAS impossible to place any radios
  • Fixed red zones on RAAS, Invasion and Skirmish
  • Fixed Portuguese language causing crashes
  • Fixed Arnhem Frontline 01 QF6 flipping because staying wrong in the stating zone
  • Fixed some Carantan level design bugs
  • Set BP_Wire to not tick on SME
  • Reworked SME Offensive 01 to use the full map and not overlap redzones into the next caps
  • Fixed an error on the player widget that spammed error messages
  • Fixed a potential game crashing bug
  • Fixed old redzones from previous games will not be shown on supremacy
  • Updated US Parachute camo pattern to be more realistic
  • Re-animated main menu
Squad 44 - Offworld_Luna
Hey there folks!

The team has been working hard to bring you this latest update, which includes 100-player server functionality, Frontline mode added to more maps and layers, updated mines and explosives, bug fixes and more! Full changelog down below.

After this update, the team's main focus will be towards the Pacific, so regular updates will slow down. During this time, we plan on showcasing what’s being worked on with livestreams, social posts, dev blogs, etc. Keep your eyes on socials for updates!

What’s New

100-Player Server Functionality

We have undertaken some UE4 replication optimisation using existing technology from our other Offworld title, Squad. This means servers should run significantly smoother and now allow for 100 players!

Thanks to everyone who came out to our public playtest!

New Frontline Gamemode Layers



Following the success of the new frontline gamemode, we have rolled it out across all maps in the game. This means players will be able to enjoy the frontline gamemode across all chapters, a total of 20 maps.

Additionally, we have added several new objective types, such as document search, where players have several areas to search to find documents for their squad lead or commander to recover. We have also added a wider variety of objectives to destroy, such as weapon caches, vehicles, deployed mortars, etc.



Reign of Steel Tanks added to Armoured Gamemode

We have added the new tanks from Reign of Steel into the armoured game mode. This will allow armoured players more opportunities to try out the tanks and compete against one another in all-out armoured combat.

Commander observation cupolas have been overhauled to bring the periscopes much closer together. This makes them more usable for buttoned-up tank commanders by increasing their situational awareness.



Armour-Piercing shells have received a tweak in their performance meaning that spalling from these shells is better scaled based on their caliber. The cone in which spalling projectiles occur has also been narrowed to better emphasize the importance of getting an accurate shot on a particular tank component. Depending on the type of armour-piercing ammunition, the amount of hull damage conferred will be different. In general, AP ammunition deals the most damage, but has the least amount of penetration potential. APCR, APCBC, APDS and HVAP ammunition types generally deal less damage but have higher penetration potential. We also increased the minimum bounce angle of HEAT-type ammunition by 50%, meaning that it’ll be much easier to score a hit with HEAT ammunition on an angled surface.

We are also introducing 2 new vehicle variants in this update: the Cromwell Mk.VI ‘Close Support’ (CS) Tank, which sports a 95mm howitzer and lots of high-explosive ammunition, and the AEC Mk. III Armoured Car, which has a powerful QF 75mm gun.





Mine and explosives overhaul

We have added in the smoke rocket to the US bazooka and have refined the behavior of mines to reflect their real life abilities. So the ‘Bouncing Betty’ mine (German S-Mines) will now “bounce” up and other mines of the various other factions will reflect their real world performance too. All mines are now placed individually rather than in clusters, and the amount of which you can place has been overall increased. A very noticeable click and delay before detonation also ratchets up the tension after stepping on a mine.



Hand grenades as well now have been tweaked to reflect their real life counterparts. An example is the German stick grenade having a wider blast radius but higher damage falloff due to its lack of significant fragmentation, compared to the American Mk2 ‘Pineapple’ grenades or the British Mills Bomb.

American and British fragmentation rifle grenades now also reflect their real life performance and are on a timed fuse rather than an impact detonated fuse. This will mean you’ll need to adjust the way you use these grenades and they will be a far less of a lucrative option to get easy kills. Being on a timed fuse allows you to also shoot them into rooms in close quarters more safely.

Graphics overhaul continued (Chapter 3)

We have worked hard to rework St Mere Eglise and Carentan to be more in line with their historical real world locations. Various building models have been further refined and furniture has been installed in various open buildings to give both maps more of a lived in feel.



Bug Fixing

We have continued to work on bug fixing and have also been tweaking the performance of various vehicles as well as developing more realistic animations for a lot of weapons in game.

Changelog

Gamemodes
  • Added Frontline Gamemode to 18 maps - Arnhem, Best, Carentan, Colmar Winter, Colmar Summer, Dinant, Doorwerth, Foy, Grave, Haguenau, Heelsum, Maginot, Maleme, Oosterbeek, Rethymno, St Mere Eglise, Stonne, Velmolen
  • Introduced new Frontline objectives (find & capture secret documents)
  • Enabled radio destruction when a red zone moves over a previously built radio (as frontlines move)
  • Possible fix for offensive redzones not showing correctly
  • Possible fix for frontline redzones not showing correctly
  • Offensive gamemode red zones now still show when a Capture point goes neutral, instead of disappearing on the UI
Level Design
  • Final Chapter 3 graphics amends (Carentan and SME)
  • Carentan refinements - some 450 hidden interior assets removed from locked buildings and added to open buildings on Carentan
  • Carentan clean up - Resolved majority of grass clipping into buildings and replaced ditches
  • Moved Out of Bounds on Carentan to avoid mines on Road leading out of Allied Spawn
  • Updated misaligned interiors on St Mere Eglise
  • Updates certain areas and forests of Maginot
  • SME level optimisation to improve FPS
  • Changed Layout on St. Mere Eglise to align closer to reality 1944
  • Reworked “Notre Dame de Carentan” to have attic and Roof access
  • Various level design fixes on multiple maps
  • Haguenau updates (replaced ditches)
  • Snow material updates on Foy, Haguenau and Colmar
  • Fixed vehicles sinking into Utah beach sand
  • Fixed vehicles sinking in the vicinity of the UK repair crane
  • Fixed vehicle spawner on Utah Frontline
  • Fixed Velmolen Offensive 3 has no staging zone for forward attacker
  • Fixed that tank sections are no longer visible on several maps with no tanks to spawn
  • Fixed Carentan Church Collisions
  • Fixed wrong vehicle setup on Haguenau Off 11
  • Add missing CMD actions for multiple layers
  • Fixed wrong CHM Mechanized vehicle setup
  • Added new St Mere Eglise minimap
  • Added new Carentan Minimap
  • Arnhem Range set both teams can enter every vehicle
  • Adding a kit role switch crate to the Shooting Range
  • Refined Invasion redzones
  • Utah Invasion v2 - Bugfixed wrong boat landing spot + removed frontline bunker in the middle of the south
  • Fixed non leaning bug on BP_ShootingRange_Board collision boxes (Arnhem Range)
  • Fixed floating and blocking stones on Maginot road at C5-3-8
Weapons
  • Tweaked Bazooka, Panzerfaust, Panzerschreck and Piat to use real world data for penetration and projectile velocity
  • Decreased Piat projectile penetration from 150mm to 115mm; Increased Panzerschreck penetration from 130mm to 135mm, Decreased Bazooka HEAT penetration from 130mm to 127mm
  • Increased angle at which all HEAT projectiles will penetrate from 30 degrees to 45 degrees
  • Added White Phosphorus Smoke rockets for the M9A1 and M1A1 Bazooka
  • Fixed rifle launched frag grenades not having explosion FX when exploding in mid-air
  • Fixed Hawkins mine and Magnetic mine not being able to destroy external components like shields and track decoration
  • Tweaked SMG recoil to be a bit more unpredictable and less laser-like
  • Increased slow fire rate on the BAR from 300rpm to 400rpm
  • Decreased explosion radius of the K98 Frag grenade launcher from 15m to 10m
  • Set Lee Enfield Cup Discharger grenade and M7 Frag grenade to be on a 4 second timer fuse rather than an impact detonated fuse
  • Set all Rocket Launchers and Grenade Launchers to use a longer deploy animation that loads the grenade or rocket into the weapon
  • Added smoke trail to the Launched Mills Bomb and the M7 Frag grenade
  • Added new BAR non-bipod and M1 Carbine reload animations
  • Fixed BAR undeploy bipod sound playing on repeat
  • Tweaked G43 reload dry animation to not throw the empty magazine away
  • Added new M3 Grease Gun reload animations
  • Added new Bren reload animations
  • Added new deploy/undeploy animations that operate the safety to the Sten, Thompson, Colt M1911A1, M1 Carbines, Grease Gun, Garand, Lee Enfield, K98k, Mannlicher, Springfield M1903, STG44, G41, FG42, BAR, Bren and G43
  • Added new fire rate change animation for the Thompson and BAR
  • Tweaked Gras rifle equip and unequip to be not as instant
  • Tweaked RSC1917 foley, fixed undeploy animation not playing in 1P
  • Tweaked foley on the Bren, Sten and Garand
  • Foley tweaks to the throwable explosives (louder hissing sound and visible smoke trail)
  • Sped up bipod reloads for the ZB26 and MAC24 by 30%
  • Sped up MP40 deploy and undeploy animations by 25%
  • Fixed throwable TNT having wrong selection icon
  • Switched shell ejections on the 8mm mauser caliber weapons to use the proper shell casings
  • Switched French faction units to use the Jumelle 6x30 Binoculars instead of the British binoculars
  • Fixed Scoped Lee Enfields not weapon resting properly
  • Renamed P14 Enfield to 'Rifle No.3 Mk1'
  • Tweaked lowered position on the P38
  • Fixed incorrect equip time on the Browning HP
  • Fixed UK 3 inch HE mortar shooting wrong projectile.
  • Set Gammon bomb and Geballte stick grenade to outright kill infantry if they get too close
  • Amended various weapon LODs
  • Mines to deploy one at a time instead of clumps of five
  • Mine trigger radius overall sized down to the size of an individual mine
  • Blast radius for AP mines on them widened overall (S-Mine - 35m; MkII - 35m; M2A1 - 18m; Mle 1939 - 22m)
  • Increased placement capacity and mine inventory count (AP - 3 mines in inventory, 6 max placeable; AT - 2 mines in inventory, 4 max placeable)
  • All mines have a very audible click sound upon triggering
  • Delay on their detonation after triggering based on historical data, varies by mine type
  • Added a trigger delay of about 0.75-1 second to all AP (S-Mine has a delay of 4 seconds)
  • Adjusted detonation delay on all AT mines to 0.15s from 0.75s
  • Added a 'bouncing' animation before detonation for the 'Bouncing Betty' S-Mine and Mk II Mine
  • Fixed weird stacking for all AP and AT mines
  • Adjusted power levels of all explosive grenades to their real life counterparts - Fragmentation style grenades have smaller damaging radius but lower damage falloff; Concussion style explosive grenades have larger blast radius but higher damage falloff - (Stick Grenade - 18m radius; Mk2 Pineapple - 12m; M39 Egg grenade - 16.5m; Stick grenade Geballte - 25m; Gammon grenade - 15m; F1 grenade - 12m; Mills Bomb - 15m)
  • Added SMLE No.1 Mk3 Cup Discharger to ANZAC grenadiers
  • Fixed AT mines not dealing damage to infantry when exploding
Vehicles
  • New vehicle variants: AEC Mk III Armoured Car and Cromwell Mk VI Close Support (CS) tank
  • Fixed Puma Gunner viewports crash
  • Fixed Kubelwagen view error
  • Fixed possible fps killer on old tracked vehicles
  • Fixed Kettenkrad Commander variant having broken handling and tracks
  • Fixed desynced Besa tank mgs
  • Readded fuel tank weak points to Jeeps and Trucks
  • Fixed turret track armour not rotating with the turret on the Challenger tank
  • Added Hull Gunner seat with remote weapon station MG34 to the Stug III G and StuH 42
  • Fixed Panzer IV H and Sherman M4A3 ammo racks being half the health of other tank's ammo racks
  • Fixed side weak point on the Challenger
  • Fixed non-HE filler APCBC shells doing half damage compared to their AP counterparts
  • New AP/APCR shell unique impact fx to distinguish them from APHE shells.
  • Set Spalling angle on all AP and APHE rounds to a narrower cone of 60 degrees, a decrease from 120 degrees
  • Reduced APCR loadouts for most German tanks
  • Fixed Panzer IV H Skirt variant having incorrect periscopes
  • Handling tweaks on the BMW R75 bike, Laffly S20TL, Kettenkrad
  • Added more mass to the Bren Carriers and little more slip to the tracks
  • Handling tweaks on the Churchill tank - Slightly improved 2nd gear turning
  • Increased turning capability of the Jackson in gears 4 and 5
  • Reduced Sherman E8's 5th gear turn speed
  • Tweaked turning characteristics on the B1 Bis tank
  • Fixed Hellcat 3/4/5 gears decreasing RPM power loss, decreased turning capability on those gears
  • Fixed M24 Chaffee 2nd gear and 4th gear complete RPM loss
  • Fixed M5 Stuart shaking violently at high speed, fixed 3rd gear losing RPM power too quickly
  • Fixed Kingtiger/Jagdtiger handbrake not working at low gears
  • Jagdtiger and King Tiger handling tweaks
  • Tweaked Jagdtiger sight to better account for ranges under 600m
  • Tweaked Jagdtiger reload sound to better match the duration
  • Fixed insufficient power to go to max RPM on geats 6/7 on the Panther
  • Fixed Jagdpanzer 48/70 losing all RPM in 2nd gear when turning quickly in opposite directions
  • Panzer 3 F - Fixed turning at 1/2/3 gear is extremely slow compared to later gears, slowed down turning at 7/8/9/10 gears
  • Fixed Panzer 3 G turning at 1/2/3 gear is extremely slow compared to 4th gear; fixed R4 gear turns extremely fast
  • Fixed Panzer 4 D 2-6th gear turning slowly
  • Fixed Panzer 4 G gears 3/4/5/6 turning too quickly
  • Fixed Ostwind gears 3/4/5/6 turning too quickly
  • Fixed Panzer 38t displaying as a 4 crew vehicle when it's actually 3
  • Fixed Stug 3 A 4th Gear turning too fast
  • Tweaked Nashorn handling - Turning at 4-6 gear reduces RPM too quickly
  • Improved handling on the Hetzer, Marder III, Panzer 38t and Panzer II
  • Reduced top speed on the Sdkfz 232, increased wheel slippage so the vehicle doesn't flip over at high speeds when turning
  • Handling tweaks on the Sdkfz 234 Puma and Stummel
  • Fixed Panhard wheel lateral slipping increase so it doesn't cause the vehicle to flip at high speeds
  • Handling tweaks on the Somua S35, making it easier to turn
  • Improved Churchill turning handling
  • Improved Matilda turn handling
  • Handling tweaks on the Tetrarch and Daimler
  • Updated ammo layout for the M1 ATG and QF6 (reduced HE from 45 to 15 rounds)
  • Updated M1 ATG to use a different sight
  • Reconfigured AEC Armoured Car periscope configuration
  • Attempted fix for players using small arms to lean in and shoot through tank armour
  • Fixed missing reload sound on the Panzer II main gun
  • Removed unneeded reload sound off the 50mm and 88mm cannon firing audio
  • Tweaked Challenger physics asset and adjusted its handling
  • Fixed missing binocular overlay for the Stummel commander
  • Fixed zoom sound still playing on the MG34 sight that doesn't have zoom function anymore
  • Fixed Jagdtiger gunsight labeling for the ammunition
  • Added a unique breaking sound when a tank barrel is broken
  • Added a unique engine destruction sound when the engine is destroyed
  • Added a flame explosion when a fuel tank explodes
  • Tweaked appearance of the vehicle hull damage icon
  • Reworked ARV Cupola on the Churchill VII, Cromwell IV and Comet
  • Reworked all cupola meshes for much greater situational awareness for tank commanders
  • Set faction unique periscopes and viewports for all vehicles
  • Added a very slight zoom (to the 'Q' button) to all armoured periscope and viewport views (except the driver)
  • Fixed M24 Chaffee winter version having bugged viewports and periscopes
  • Fixed periscope overlay appearing in the vision slits for the Panzer IV D commander seat
  • Extended periscope limits on all US vehicle hull gunners so they can traverse their hull MGs to the full extent
  • Fixed Hetzer sight not accurately calibrated for the PzGr39 and PzGr40 AP rounds
  • Increased max Puma Sdkfz 234 PzGr39 APC-HE-T's penetration from 86 to 102
  • Simplified Vickers tank collision to make hits more reliable
  • Increased size of player collision mesh on the Panzerwerfer 42
  • Fixed poses on the Sherman E8 riding passengers
  • Fixed a large number of external decoration elements to be invisible to vehicle riding passengers
  • Fixed flak 36 emplacements has no material on it
Other
  • Main menu: Fixed social buttons are not usable + added correct "X" Logo
  • Amended main menu background map
  • Set hardcoded max player count from 80 to 100p
  • Changed font on the VOIP list to use fonts in the Squad 44 style
  • Possible fix for "Team Unbalanced" widget blocks interaction
  • Implemented camouflaged parachutes for the US
  • Bugfixed C47 Dummy plane show UI on minimap
  • Slightly increased stamina regeneration
  • Possible fix for RP UI gets invisible on destroying with "F"
  • Possible fix to soldier without helmets
  • Possible fix of auto-spawn on local start for virtual range and hanger
  • Enabled logistics shovel faster speed on Maleme and Rethymno for all factions.
  • Added a minimap for Virtual Range
  • Possible server crash fix
  • Fixed a bug that Japanese and Korean language was not supported in in-game chat
  • Fixed Role Icons incorrectly assigned.
  • Deleted old outdated Chapter Mercury virtual range showcase
  • Added a nearest soldier info on the incap UI
  • Reduced FPS usage of the incap ui
  • Fixed french flag being flipped on the endscreen
  • Updated Server config to actual version
  • Added some UE4 optimizations for replication that will now allow 100 player servers
  • Fixed floating patches on 1st Airborne characters
  • Fixed DeadInfo forcing the spawn screen to be visible
  • Removed "Fallschirmjäger" class on Gruppe-West/Mitte to avoid new players only spawn in with a pistol only.
  • Multiple Endscreen Bug Fixes
  • Multiple Level design Bug fixes
  • Fixed Maginot surrounding mountains having no player collision + Filled 3 holes nearby OOB you can use to place radios underground


Big shoutouts to Russo and MDGS who helped us gather screenshots.
Squad 44 - Offworld_Luna
We will be hosting a public playtest Aug 9, 2024 at 18:00 UTC on the Squad 44 - Public Testing app to test 100-player server capacity. Space will be limited as only one server will be up during the testing period, so it will be on a first-come-first-serve basis!

You can join the playtest by downloading the Squad 44 - Public Testing app.
PLEASE NOTE! This is different from the main game! If you cannot see it, go to the top of Steam, click on “View”, and then “Hidden Games”





If you already have it installed, an update will be made available a few hours ahead of the test for you to download.

This playtest we’ll be testing:
  • Server capacity (100 players) and server health
  • New Frontline layers
Full update notes coming soon! We hope you’ll be able to join us!
Squad 44 - Offworld_Luna
Hey folks, coming in with a hotfix for performance and FPS issues! Check out all the details in the changelog below.

Hotfix Jul 10th - Changelog V1.3.2

Performance
  • Temporarily removed 3D compass (possible FPS killer)
  • Disabled collision on the Gammon bomb, Fumigene and No77 grenades
Vehicles
  • Fixed Chevrolet Truck collision
  • Fixed Hetzer, Stug 3A, H35, R35, Vickers, Challenger, Churchill, Firefly, M4A3, Matilda, Pershing, Comet, Cromwell, M10, Tetrarch, Hellcat, Jackson, Chaffee, Valentine and Stuart side armour values
  • Fixed Puma shaking at high speed
  • Added rear vision port for the driver of the Puma
  • Increased Sherman Jumbo top speed to 35kph (from 25kph)
  • Slightly decreased E8 top speed to 44kph
  • Decreased Firefly top speed to 40kph (from 50kph)
  • Decreased King Tiger top speed to 40kph (from 45kph)
  • Fixed Nashorn and Sturmer Emil shrinking players on exit
  • Improved handling of R35, S35, Sdfkz 222, Panzer 3G, Sturer Emil, Matilda, Hellcat, Churchill, Challenger, Comet and Cromwell tanks
  • Improved handling of Panzer 4H and Ostwind, decreased max speed of both to 38kph
  • Reduced Hetzer hull health to 1800 (from 3000)
  • Refined collision mesh on Marder 3 for ammo racks
  • Fixed Marder 3, Nashorn and Sturer Emil vehicles ammo racks not taking spalling damage
  • Fixed King Tiger, Jagdtiger and M4A3 Sherman MGs not damaging infantry
  • Fixed all Sherman driver and hull mg periscopes to avoid clashing with main gun
  • Fixed missing texture on Churchill MkVII hatch
  • Fixed challenger tanks internal collision poking through mesh
  • Added 6x zoom to M10C Achilles gun sight
  • Updated ranging chart on Panzerwerfer
  • Decreased Panzerwerfer top speed to 40kph
  • Fixed Panzerwerfer winter being unable to drive
  • Reordered Pershing Ammo
  • Increased Ostwind ammo capacity to 200 APHE and HE (changed AP to APHE)
  • Fixed Sherman M4A3E8 using incorrect calibre values
  • Standardised spalling and damage values for a number of projectiles
  • AP Damage:1000 APCR: 750 APHE/APCBC: 500 Spalling: 20mm=3/1, 40mm=8/4, 75mm=6/12.
  • Lowered damage values on APDS rounds
  • Added smoke rounds to M18 Hellcat
Weapons
  • Fixed Piat HEAT round having collision
  • Increased MOA on AT weapons by 50%
  • Fixed machine guns reload continuing to play on weapon exit
UI
  • Fixed role icons overlapping
SFX
  • Added attenuation to Calliope and Panzerwerfer rockets
Level Design
  • For generator objectives on Frontline, made the objective more clear (blocked other area)
  • Fixed first flag missing on Veghel Frontline
  • Improved Frontline randomiser
  • Returned missing commander assets to Rethymno layers
  • Fixed Haguenau Of 7 UK main base vehicle spawner
  • Moved camera away from ambient mortar on Utah Inv 01 and 02
  • Staggered ambient mortars on Utah
  • Changed vehicle spawners on Utah Inv 01 and 02 to larger boats
Gameplay
  • Added new tanks to armoured 1940 layers
  • Added new tanks to armoured 1944 layers
  • Removed duplicate tanks to improved variety on armoured layers
Bug Fixing
  • Fixed collision issue on Driel Kerk
  • Crash fix in ODK initialisation
  • Allow joining a server while waiting in another by destroying current session before starting next
  • Fixed victory screen camera positions
  • Improved main menu visibility
...