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SQUAD UPDATE V5.1 RELEASE NOTES



[h2]Features[/h2]

We Updated our Pacific Proving Grounds map, added one new map layer, and introduced updates for several existing map layers:

[h2]Pacific Proving Grounds v2[/h2]
Pacific Proving Grounds v2 is an expanded version of the Pacific Proving Grounds map with brand-new islands and gameplay areas to discover.



PPGv2 Map Layers
  • Seed v1 - USMC vs PLANMC
  • AAS v1 - USMC vs PLANMC
  • AAS v2 - ADF vs PLA


[h2]New & Updated Map Layers[/h2]

Added one new map layer:
  • Yehorivka Invasion v4 - VDV vs IMF (New)


Replaced RGF with VDV on the following map layers:
  • Black Coast Seed v1 - USMC vs VDV (New flag layout)
  • Mutaha Seed v1 - USMC vs VDV
  • Tallil Outskirts Seed v2 - CAF vs VDV (New restriction zones)


Replaced RGF with PLANMC on the following map layer:
  • Goose Bay Skirmish v1 - CAF vs PLANMC


Replaced PLANMC with PLAAGF on the following map layers:
  • Gorodok RAAS v6 - USMC vs PLAAGF
  • Harju RAAS v4 - CAF vs PLAAGF
  • Manicouagan AAS v4 - USMC vs PLAAGF
  • Manicouagan RAAS v13 - CAF vs PLAAGF
  • Manicouagan RAAS v15 - USMC vs PLAAGF
  • Skorpo RAAS v4 - USMC vs PLAAGF


[h2]System & Gameplay Updates[/h2]

  • The BM21 Grad Rocket Artillery Truck projectiles will now deal 2 types of damage with the same warhead:
  • Fragmentation Damage (1m-35m): Good for attacking infantry and light-skinned vehicles. Cannot go through walls.
  • Explosive Damage: (1m-10m): Good for attacking vehicles and deployables. Can go through walls.
  • Added an open-top PKM variant of the BTR-D APC for the VDV faction, this is currently limited to only a few map layers
  • The ZTD05 now has woodland camo on PLAAGF map layers
  • Vehicles with a QJY88 MMG will no longer overheat
  • The commander PKT RWS on the VDV Sprut SDM1 MGS no longer overheats
  • Reduced the respawn timer for the BAF FV510 and FV510 UA IFV from 15 to 10 minutes
  • VDV LAT roles have been adjusted to match their intended kit setups:


VDV LAT 01:
AK12 + 1P87 Reflex Sight
RPG7v2 + Magnified Optic (2 HEAT rockets)
RPG7v2 + Magnified Optic (2 frag rockets)

VDV LAT 02:
AK12 + 1P78 Magnified Optic
RPG7 + Irons (1 HEAT rocket)
RPG7 + Irons (2 frag rockets)

  • Players can now cancel looped emotes by pressing the emote key
  • Full-body emotes will now be automatically cancelled when a player leaves the main base area
  • Players must now be crouched or prone to use the Pushups emote
  • Swapping deployables during the deployable placing animation no longer prevents players from using emotes
  • Added SFX to the Star Jump / Jumping Jacks emote
  • The keybinds mentioned in the text on the Customize screen will now change to match any custom keybinds that have been set
  • Updated the loading screen
  • Using foregrips on the AK12 Rifle now slightly reduces the weapon’s recoil
  • Updated various images for Discord rich presence integration
  • Implemented a debug command (DebugPrintCustomOptions) that can print all the server’s custom options to the console
  • Implemented debug commands that allow admins to add/set/remove custom options: AdminSetCustomOption [key value] and AdminRemoveCustomOption [key value]
  • The PLANMC and VDV factions are now commented out on the ExcludedFactions.cfg


[h2]General Bug Fixes[/h2]

  • Fixed a client crash related to applying damage to players
  • Fixed a client crash related to changing display settings
  • Fixed a bug that prevented the Salute emote from working properly while playing as an INS soldier
  • Fixed a bug that allowed players to place deployables in unintended locations, such as floating in the air
  • Fixed the water shields on VDV and PLANMC amphibious vehicles to now deploy properly when they enter the water
  • Fixed a bug that exposed the CAF Leopard 2A6 MBT’s engine, allowing it to be destroyed by small arms
  • Fixed a bug with Commander airstrike SFX cutting out just before the strike occurs
  • Fixed mismatched armor values that prevented the VDV Sprut SDM1 MSG, VDV BMD04 IFV, PLANMC Z8J Helicopter, and ZBD2000 vehicles from properly taking damage
  • Fixed a bug with the PLANMC’s deployable HMG Bunker being able to rotate outside of the bounds of its opening
  • Fixed a bug that caused the ASVAL, AK12, M16A1 and M16A2 rifles to roll continuously on the ground when dropped by a dead player
  • Fixed a bug where a player who was switching teams while placing a deployable, would leave behind an invisible copy of the deployable they were placing
  • Fixed the reticle on the BAF Woodland FV107 Scimitar to only display a circle (no range markings) when not zoomed in
  • Fixed a bug that caused the IMF BM21 Grad Rocket Artillery Truck’s projectile radial damage to be inconsistent
  • Fixed broken water splash effects on the VDV BMD-4M IFV
  • Fixed the ZTD05 MGS vehicle card list to correctly show the ticket cost (10)
  • Fixed a bug that caused the vehicle list to show the availability of single-use vehicles as “1” even when there was more than one available
  • Fixed an issue that caused the desert variant of the VDV BTR-DG Kord to show woodland camo when wrecked
  • Fixed an issue that caused the woodland camo variant of the PLANMC ZSD05 Amphibious Logi to show the blue digital camo when wrecked
  • Fixed a visual issue that caused the nose of the all VDV BMD vehicles to be pointed at too high of an angle when in water
  • Fixed a small visual issue with the splash image for the VDV faction
  • Fixed a minor issue with players clipping into the gun barrels on the PLANMC ZBL08 IFV, ZBD05 IFV, ZBL08 HJ73C IFV, and ZBD05 HJ73C IFV by going prone while on top of them
  • Fixed clipping player viewpoint when standing on the BMD-1M IFV's gun barrel
  • Fixed a visual issue that could make some VDV vehicle tracks look strange up close
  • Fixed a bug with the vehicle list that prevented the icon for the PLAAGF ZTD05 MGS from appearing correctly
  • Fixed the item selection menu text and icon for the VDV AK12 GP25+1P78
  • Fixed a bug that prevented the “Recently Played” badge text from appearing correctly in Simplified Chinese
  • Fixed a bug that could prevent custom server options set via ServerConfig/CustomOptions.cfg from properly replicating to clients


[h2]Map Updates & Bug Fixes[/h2]

General
  • Added RGF team image and description to Skorpo RAAS v2 and Yehorivka RAAS v03
  • The PLA helicopter on Goose Bay RAAS v2 and Manicouagan RAAS v14 has been changed to the intended Z8-G instead of the Z8-J
  • PLANMC and PLAAGF unit symbols and faction descriptions should now match correctly on all layers that use them


Anvil
  1. AAS v1 - Fixed a bug that could cause a PLA ZSD05 APC to spawn at an angle that rendered it unusable


Black Coast
  • Players can no longer clip through the rooftop of a house near the train station
  • Invasion v5 - PLANMC RHIBs can no longer have their engines started before the end of the staging phase on Invasion v5


Harju
  • RAAS v1 - Updated the vehicle layout for both teams:

USMC:
1x Transport (6min initial delay)
1x M939 Logi
1x AAVC Logi
2x M1151 M2
2x AAVP
2x LAV25
2x UH1Y (10min initial delay)

RGF:
1x Transport (6min initial delay)
1x Kamaz Logi
1x MTLB Logi
2x Tigr KORD
2x BTR82A
1x BMP2
2x Mi8 (10min initial delay)
  • Players can no longer see and shoot through a rock near the Wheat Farm


Manicouagan
  • Updated layer names for RAAS v01 to v09 with a zero to better support alphabetical name sorting
  • Invasion v9 - USMC boats now spawn correctly
  • RAAS v14 - Fixed the PLA ZTD05 MGS appearing with blue camo while all other vehicles are woodland


Narva
  • Destruction v1 - Fixed a bug that caused various objective caches at the Quarry to spawn in the air
  • Invasion v3 - The Shopping Center is no longer mislabeled as the Old Hospital
  • RAAS v2 - Fixed an issue where one of the buildings in the Dog Park Apartments area had no lighting
  • RAAS v7 - Updated the RGF vehicle layout to include two Tigr KORDs instead of a Tigr RWS and a BTR80


Skorpo
  • RAAS v2 - Replaced USA with BAF

[h2]
SDK Updates & Bug Fixes[/h2]

  • Updated mod SDK to v5.1
  • File names for Pacific Proving Grounds USMC vs RGF now use RGF instead of RUS
  • Tallil Outskirts TC v1’s asset name has been updated to Tallil_TC_v1 to meet the standard of the rest of the Tallil layers

Squad V5.1 lands on July 26th

Squad 5.1 will be released on July 26th.  The update will introduce an updated Pacific Proving Grounds map with new map layers, as well as bug fixes and quality of life improvements!

We will publish the full Release Notes for you to check on the day before the launch.

Sanxian Island and Pacific Proving Grounds

[h2]Sanxian Island Development & Updated Pacific Proving Grounds[/h2]


Greetings, Squad community! We wanted to take a moment to update you on the progress of our anticipated new map, Sanxian Islands. Sanxian Islands was the “unannounced” map on the old Squad roadmap originally slated for release alongside the PLA faction. As game developers, we understand that the road to perfection is paved with unexpected obstacles, and the development of Sanxian Islands has been no exception. In this blog post, we'll delve into the challenges we've encountered, our efforts to overcome them, and the exciting alternatives we've introduced in the meantime.

[h2]Redesigns[/h2]



Sanxian Islands presented an opportunity to push the boundaries of what Squad has offered thus far. However, as we aimed to surpass our previous accomplishments, the scope of the project naturally expanded. We recognized the need to balance innovation with the need for a polished and cohesive experience. Consequently, we meticulously assessed and refined our design choices to ensure that Sanxian Islands would captivate players while remaining true to the Squad's core gameplay principles.

[h2]Performance Optimization[/h2]





Creating visually stunning environments is one of our core goals, but it must be balanced with optimal performance to ensure smooth gameplay for all players. Our commitment to delivering Squad in its best possible form meant that we had to address performance issues encountered during the development of Sanxian Islands to avoid issues we’ve had with some of our newer maps. This included optimizing assets, improving lighting, and fine-tuning various aspects to maintain the desired visual fidelity while keeping performance requirements within acceptable limits.

Recognizing the importance of efficient development processes, we decided to take a step back and reevaluate our level design and environment art workflow. While this decision has led to further delays, we firmly believe that it will yield substantial long-term benefits. By streamlining our workflow, we will be able to deliver not just Sanxian Islands, but future content more seamlessly, ensuring higher quality and more engaging experiences for our players.

[h2]Introducing the Pacific Proving Grounds Update[/h2]



We greatly appreciate the enthusiasm shown by our community in anticipating new Squad content. As we diligently continue to refine Sanxian Islands, we have taken an additional step to ensure you have an engaging experience in the meantime. With that in mind, we have made updates to the Pacific Proving Grounds training level, introducing additional islands and gameplay spaces to whet your appetite for the Asian biome.

We have added three new small-scale gameplay layers on one of the newly added islands in the Pacific Proving Grounds. This temporary solution aims to provide a glimpse into the Asian biome and offer players exciting new opportunities to create memorable moments on the battlefield. We wanted to provide a taste of what's to come, and these new gameplay spaces will serve as a stepping stone towards the full-fledged experience of Sanxian Islands.



[h2]Conclusion[/h2]

Creating a game of Squad's magnitude requires dedication, perseverance, and a commitment to delivering an exceptional experience. While the development of the Sanxian Islands map has faced its fair share of challenges, we assure you that these obstacles have only strengthened our resolve to create an unforgettable gameplay environment.

We appreciate your patience and understanding as we work diligently to bring Sanxian Islands to life. Our reworked workflow will not only ensure the timely release of this map but will also establish a foundation for future content that exceeds expectations. We value your support and look forward to embarking on this new chapter together, as we explore the breathtaking landscapes and intense battles of Sanxian Islands within Squad.

Stay tuned for more updates, and we'll see you on the battlefield!

SQUAD HOTFIX 5.0.1 RELEASE NOTES

Squad 5.0.1 hotfix is now deployed, here is the list of the fixes addressed in the update:

[h2]Bug Fixes[/h2]

  • Fix attempt for frequent client crash that could happen upon startup, on map switches or, less commonly, mid-game.
  • Fixed Skorpo RAAS v4 USMC helipad not repairing/rearming.
  • Fixed an issue with players seeing underwater effects while they are on land on Manicouagan and Black Coast.
  • Fixed issue where destroying the PLANMC Z-8J's main rotor first would cause the hull to not take collision damage
  • Fix for PLANMC ZSD05 APC + ZSD Logistics ejecting the gunner from the open top position upon vehicle entering water
  • Fix for VDV BTR-MDM APC (with PKT RWS) showing the gunner's soldier model squatting under the vehicle

Squad 5.0 Live

Attention Squaddies,

Squad 5.0 is now live and can be downloaded. You will find all the changes made by the update listed and detailed in our Release Notes: [URL LINK]

Please share with us your thoughts on the update, and if you encounter any technical issues, you can report them in our dedicated Technical Issues Report thread directly in the forums: [URL LINK]

At ease,