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
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!
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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!
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!
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!
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!
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.
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!