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SQUAD UPDATE V5.0 RELEASE NOTES

[h2]Features[/h2]

Added two new factions, the People’s Liberation Army Navy Marine Corps and the Russian Airborne Forces

[h2]The People’s Liberation Army Navy Marine Corps (PLANMC)[/h2]



The People’s Liberation Army Navy Marine Corps is a branch of the People’s Liberation Army focused on amphibious operations.

Soldiers

The PLANMC utilizes a unique digital blue-tinted naval camouflage pattern that identifies them as a naval invasion force. Some gameplay layers feature the PLA Amphibious Ground Forces which are very similar to PLANMC except using the standard woodland digital camouflage.

Vehicles

  • ZSD05 Open-Top
  • APCZSD05 Amphibious Logistics
  • ZBD05 Amphibious Invasion
  • IFVZTD05 Mobile Gun System
  • Z-8J Helicopter


Retexture of existing vehicles with blue naval camouflage:

  • CTM131 Logistics Truck
  • CSK131 Armored Car
  • ZBL08 Wheeled
  • IFVZSL10 Wheeled APC


Kit Roles

  • Rifleman (3 variants)
  • Squad Leader (3 variants)
  • Automatic Rifleman (2 variants)
  • Marksman
  • Light Anti-Tank (2 variants)
  • Heavy Anti-Tank
  • Machine Gunner
  • Grenadier
  • Combat Engineer
  • Medic (2 variants)
  • Crewman + SL Crewman
  • Pilot + SL Pilot
  • Recruit + Unarmed


PLANMC Map Layers

Anvil
  • AAS v1 - PLAAGF vs ADF

Belaya
  • RAAS v1 - PLANMC vs USA
Black Coast
  • Invasion v5 - PLANMC vs USMC

Goose Bay
  • RAAS v2 - PLANMC vs USA
  • Invasion v3 - PLANMC vs USA

Gorodok
  • RAAS v6 - PLANMC vs USMC

Harju
  • RAAS v4 - PLANMC vs CAF
  • Invasion v4 - PLANMC vs CAF
  • Jensen’s Range
  • PLANMC vs VDV

Manicouagan
  • RAAS v13 - PLANMC vs CAF
  • RAAS v14 - PLAAGF vs USA
  • RAAS v15 - PLANMC vs USMC
  • AAS v4 - PLANMC vs USMC
  • Invasion v9 - PLANMC vs USMC

Pacific Proving Grounds
  • PLANMC vs VDV

Skorpo
  • RAAS v4 - PLANMC vs USMC

Yehorivka
  • RAAS v1 - PLAAGF vs USMC
  • RAAS v5 - PLAAGF vs USA


[h2]The Russian Airborne Forces (VDV)[/h2]



The Russian Airborne Forces is a fully mechanized Russian Armed Forces branch specializing in fast and hard-hitting amphibious assaults.

Weapons

AK-12 Rifle with 9 variants
  • Iron Sights
  • Iron Sights + Foregrip
  • Iron Sights + Foregrip + GP25
  • New 1P87 Red Dot Optic
  • New 1P87 Red Dot Optic + Foregrip
  • New 1P87 Red Dot Optic + Foregrip + GP25
  • 1P78 Optic
  • 1P78 Optic + GP25
  • 1P78 Optic + Foregrip + GP25

AS VAL Suppressed Rifle
  • Only available with the new “OKP-7” non-magnified red dot optic on the ‘Scout’ kit role

SV-98M Bolt Action Sniper Rifle
  • Only available on the ‘Sniper’ kit role
  • Comes with a new 1P69 magnified sniper scope optic


Vehicles

  • BTR-D Transport
  • BTR-DG Amphibious Logistics
  • BTR-D Kord APCBTR-ZD Anti Air
  • BTR-MDM APC with PKT RWS
  • BMD-1M IFV
  • BMD-4M IFV
  • Sprut SDM-1 MGS
  • Mi-8 Helicopter VDV variant with gray markings
  • Access to RGF vehicles: T72-B3 MBT, Kamaz Logistics Trucks, BRDM-2


Kit Roles

  • Rifleman (3 variants)
  • Senior Rifleman SL (3 variants)
  • Automatic Rifleman (2 variants)
  • Sniper
  • Scout
  • Light Anti-Tank (2 variants)
  • Heavy Anti-Tank (2 variants)
  • Machine Gunner
  • Grenadier
  • Combat Engineer
  • Medic (2 variants)
  • Crewman + SL Crewman
  • Pilot + SL Pilot
  • Recruit + Unarmed


VDV Map Layers
Anvil
  • RAAS v4 - VDV vs ADF

Black Coast
  • RAAS v1 - VDV vs USMC
  • RAAS v5 - VDV vs IMF
  • RAAS v1 - VDV vs USMC

Fools Road
  • AAS v2 - VDV vs USA
  • Goose Bay
  • RAASv1 - VDV vs CAF
  • AAS v2 - VDV vs CAF
  • Invasion v4 - VDV vs USMC

Gorodok
  • RAAS v3 - VDV vs USA
  • AAS v3 - VDV vs CAF
  • AAS v4 - VDV vs USMC
  • Invasion v2 - VDV vs IMF

Harju
  • AAS v1 - VDV vs USMC
  • Seed v1 - VDV vs USMC

Jensen’s Range
  • PLANMC - VDV vs VDV

Logar Valley
  • Seed v1 - VDV vs USMC

Manicouagan
  • RAAS v10 - VDV vs CAF
  • RAAS v11 - VDV vs USA
  • RAAS v12 - VDV vs USMC
  • AAS v5 - VDV vs USA
  • Invasion v8 - VDV vs USA

Mutaha
  • RAAS v4 - VDV vs CAF

Narva
  • RAAS v2 - VDV vs USMC
  • Invasion v1 - VDV vs USA
  • Pacific Proving Grounds
  • PLANMC vs VDV

Skorpo
  • RAAS v5 - VDV vs CAF
  • Invasion v2 - VDV vs IMF

Yehorivka
  • RAAS v2 - VDV vs USA
  • RAAS v10 - VDV vs BAF
  • RAAS v11 - VDV vs CAF


[h2]Cosmetics[/h2]

Added two new emote packs:

[h3]Attitude Pack ($2.99 USD)[/h3]



  • Peace / Victory
  • Eyes on You
  • Pinched Fingers


[h3]Free PT Pack (Free)[/h3]



  • Star Jump / Jumping Jacks
  • Pushups


[h2]System & Gameplay Updates[/h2]

  • Added a privacy policy notice
  • Adjusted the Russian Army Desert, US Army Desert, and US Army Woodland uniform patterns to bring them more in line with the appearance of the other factions
  • The training menu has been updated to include two additional buttons that allow you to access the PLANMC and VDV factions on both Pacific Proving Grounds and Jensen’s Range.
  • A scroll bar was added to accommodate all of the Jensens range variations and is a temporary solution until this menu is redesigned.
  • Added a vehicle icon representing MGS (Mobile Gun System) vehicles to the UI
  • Updated the description for the M16A2 and its variants


[h2]General Bug Fixes[/h2]

  • Fixed a bug that could cause a loud clicking noise to be heard immediately after switching maps
  • Fixed a client crash related to weapon sounds overwhelming the audio system
  • Fixed a bug that caused the Commander creeping barrage area attack width indicator on the minimap to appear more narrow than the attack actually was
  • Fixed a UI issue when placing director lines around other markers on the minimap,  which then prevented the markers from being able to be deleted
  • Fixed a UI issue in the server browser to no longer include the game version number in the the “Mode” column when you are running the same version of the game that the server is being played on
  • Fixed a bug that allowed deployables to be placed on top of vehicles, which would then stay in place even after the vehicle had moved away
  • Fixed a UI bug that could prevent the server browser mod details pop-up from appearing when joining a modded server that included a mod which players did not have installed
  • Fixed a visual issue with the right-side tracks on the PLA ZTZ99A MBT
  • Fixed an issue that force lowered soldier weapons when walking through certain camo netting
  • Fixed a UI bug that could cause the role request button to overlap with the vehicle claim request button on the radial menu after interacting with an ammo crate
  • Fixed an issue with the iron sights alignment for the IMF M16A2 rifle, they should now be properly lined up
  • Fixed a minor UI issue with the PLA ZBD04A IFV’s turret indicator appearing incorrect for the commander seat
  • Fixed a minor visual issue that caused the antenna on the back of the USA M1126 M2 APC to load incorrectly and look more like a plant than an antenna
  • Fixed a bug that allowed IMF infantry to place unlimited sandbags instead of the intended limit of 10 per player


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

Anvil
  • Fixed an issue where getting ragdolled (run over by a vehicle) while in water caused a permanent ragdoll state
Belaya
  • Updated RAAS v5 so the first flag for IMF is no longer pre-captured
Lashkar Valley
  • Fixed an issue where players fell/teleported below the landscape while using a bipod
Manicouagan
  • Fixed a visual issue that caused the water inlet wall at the Power Station to appear darker than intended
Narva
  • Updated the taller apartment buildings to include a rooftop access stairwell
  • Various POI’s have been updated to improve game flow
  • Added Narva RAAS v7 (with Helicopters!) - USA vs RGF
Pacific Proving Grounds
  • Fixed an issue that caused character preview models to look extremely glossy


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

  • Updated mod SDK to v5.0
  • Updated mod versioning to v5.0. This requires mods to be re-cooked with the v5.0 SDK—any mods using the v4.5 SDK will be incompatible with v5.0

1st Infantry Combat Overhaul Playtest

As we have recently announced in our Infantry Combat Overhaul blog (https://joinsquad.com/2023/06/08/infantry-combat-overhaul/) we will be running a series of playtests through the month of June and possibly further.

  • We will be running the first playtest on Saturday, June 17, 2023 11:00 AM to Monday, June 19, 2023 11:00 AM (PST Timezone)
  • You can join into the game at the indicated time on the Squad - Public Testing game that's right under Squad in your Steam Library listing (default branch).
  • Please make sure to clear your cache to avoid bugs / unintended behavior / performance issues.
  • The content that you will see is a work in progress and subject to changes.
  • Once you have gotten familiar with the changes we’d like to invite you to fill out the feedback form on the main menu to let us know how you feel about the experience. Your impressions and comments will be of great help for us to finetune the overhaul.


A few things to keep in mind during the playtest:

  • Weapon tuning is subject to change, pending feedback.
  • Current performance is not representative of the final product.
  • Harsh transitions when entering / exiting ADS are being addressed / work-in-progress.
  • FSR is temporarily disabled due to bugs related to several visual aspects of the Combat Overhaul.
  • To avoid bugs, please do not modify your anti-aliasing settings while in ADS with a PiP scope.
  • When your FOV is set higher than 90, switching to a weapon with a PiP scope can break the apparent size of the weapon on your screen. When this happens, this behavior will carry over to other inventory items, such as your pistol. To address this, enter ADS at least once with a weapon with a PiP scope.
  • The RPG-28 has not been configured yet. All other weapons for the US and RGF factions have been configured, and are valid to give feedback on.
  • Our fix for the 4.5 issue where a reload animation would be played while sitting in the passenger seat of a vehicle and where a soldier would appear in front of helicopter pilots while flying did not make into the build. Please be aware of it.

Squad V5.0 Arriving on June 21st

Squad 5.0 will be released on June 21st. 

The update will introduce the new PLANMC faction with brand new vehicles and weapons, a few new free and paid emotes, and will go alongside our usual bug fixes!

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

Infantry Combat Overhaul

Infantry Combat Overhaul

[h3]The Past, Present, and Future of Combat in Squad[/h3]

[h2]Where we are coming from.[/h2]

Squad traces its roots back to the esteemed Project Reality mod for Battlefield 2. The mod's immersive and realistic combat mechanics garnered immense praise and a dedicated following, laying the foundation for Squad's creation. Its emphasis on teamwork, communication, and coordination as essential ingredients to triumph became the driving force behind our vision for Squad.

From the outset, our aim was to build upon the success of Project Reality, propelling the gameplay experience to unprecedented heights. We understood that the mod's quality stemmed from its demand for collaborative teamwork, where victory hinged on players relying on one another to achieve shared objectives.

Yet, during Squad's development, we faced the inevitable temptation to stray from this original vision. Influenced by prevailing shooter trends and the desire for broader appeal, we found ourselves at times prioritizing individual skill and instant gratification over the core principles that made Project Reality exceptional. The evolving gaming industry, with its emphasis on fast-paced action and solo play, gradually seeped into Squad's design choices, leading to mechanics and features that favored a more independent playstyle and somewhat diluted the importance of teamwork and coordination.

The current state of infantry combat in Squad presents a mixed picture with both positive and negative aspects. On the positive side, teamwork can still yield rewarding experiences. When players effectively coordinate their actions, execute well-planned strategies, and communicate seamlessly, they can achieve remarkable feats on the battlefield. These moments of collective triumph are the core strength of Squad and create lasting memories, highlighting the importance of collaboration.

However, there are several notable concerns regarding the combat systems in Squad. One significant hurdle is the tendency towards individualistic gameplay under their current iteration. Instances occur where a lone wolf flanker can single-handedly decimate an entire squad, undermining the emphasis on teamwork and coordination. This individualistic nature detracts from the intended immersive and cooperative experience.

Recognizing this drift from our roots, we have decided to take a decisive step towards rectification and realignment. Our upcoming changes to the infantry combat systems signify a renewed focus on fostering an environment that thrives on teamwork, communication, and coordination. By acknowledging and addressing these past deviations, we recommit ourselves to delivering an authentic and immersive experience reminiscent of the vision we set out with for Squad.

[h2]Where we are going.[/h2]

Moving forward, our primary goal is to steer Squad's combat systems towards a greater emphasis on teamwork and cooperation. We have learned valuable lessons from our previous work and player feedback, which have highlighted the need to enhance the gameplay experience by fostering a stronger sense of camaraderie and strategic decision-making.

To achieve these goals, we are approaching the changes we want to implement in a deliberate and comprehensive manner. We have conducted extensive research, analyzed player behavior patterns, and engaged in internal testing to fine-tune our approach. By adopting the "see-think-speak-do" philosophy, we aim to create a combat system that encourages players to observe the battlefield, analyze the situation, communicate effectively with their squadmates, and take purposeful actions.

One of the key changes we are implementing is to create longer firefights and provide more opportunities for tactical choices as a squad. By adjusting the pacing and dynamics of combat, we aim to extend the duration of engagements, allowing players to make informed decisions and employ various tactics to overcome the situation. This will not only deepen the tactical aspect of Squad but also generate more memorable war story moments that players can share and reminisce about.

In addition, we are striving to make combat more approachable for players of all skill levels. We understand the importance of creating an inclusive environment where new players can feel useful and contribute to the overall success of the squad. By providing opportunities for newcomers to engage in suppressive fire or support roles, while experienced players execute flanking maneuvers and decisive pushes, we aim to strike a balance that promotes both learning and effective teamwork.

During our internal testing, we have already witnessed significant shifts in player behavior. The changes we have implemented have prompted players to rely more on their squadmates, communicate more frequently and effectively, and strategize collaboratively. We have observed increased coordination in movements, better utilization of cover and suppressive fire, and a greater focus on overall squad objectives. These changes have led to a more immersive and rewarding gameplay experience, with players actively contributing to the success of their teams.

In conclusion, our vision for Squad's combat system entails a shift towards enhanced teamwork and cooperation, longer and more strategic firefights, and a more approachable experience for players. We anticipate that these changes will fundamentally change the way Squad is played. The benefits will be far-reaching, fostering stronger player engagement, more dynamic and memorable moments, and ultimately solidifying Squad's position as a premier multiplayer, first-person shooter game that thrives on teamwork and strategic thinking.

[h2]Specific Changes[/h2]

[h3]Suppression [/h3]

Work in Progress

Goals

Our goals for suppression were to make it a core part of the combat puzzle, give greater purpose to MGs, and make it useful to shoot at the general location of the enemy without necessarily having a clear view of them. When the fight kicks off and the suppression kicks in, it should enhance the feeling of being in a chaotic firefight.

Features

Complete rework of suppression VFX

  • Suppression blurs the distance but keeps the foreground navigable, so you can seek cover, return fire, or escape.
  • By depriving the suppressed player of some of their perception, suppression becomes a meaningful debuff and instant retaliation is inhibited. Being suppressed will require you to behave as you might in real life, despite not being in real danger. The enemy will use it to cause trouble for you, but remember that you can do the same to them!
  • There are multiple levels of suppression, with new VFX kicking in as it becomes more severe. The higher your suppression level, the longer it takes to fade out. 
  • Various kinds of feedback and effects have also been implemented to make being suppressed feel not just oppressive, but exhilarating. 


Suppression aim hindrances

  • Player behavior modification under-fire (sway and flinch penalty).
  • This makes counter-suppression more about dumping rounds at the shooter, rather than lining up pinpoint snap shots. 
  • Suppression is now applied in a more systematic way, so it should only occur in situations where one would realistically expect to be suppressed.


Per-weapon suppression power

  • Machine guns don’t just suppress you more, they do so faster and the suppression will persist for longer. The heavier the weapon, the more severely it can suppress you. 
  • This also applies to vehicle-mounted HMGs and autocannons, which makes even light vehicles able to terrorize entrenched or hidden infantry. 
  • Explosions now also cause suppression in an area of effect (examples: grenades, mortars, artillery, autocannon HE-Frag).
  • Players in protected turrets and emplacements are less susceptible to suppression - suppression resistance. 
  • Improved bullet penetration exit VFX so you understand when lead is coming through the walls and have a better readability of the situation. Don’t forget your eye protection!


[h3]Gunplay[/h3]

Goals

To facilitate longer shootouts, we need to reduce the odds of them ending in one or two shots. From there a sudden encounter can grow into a full-on firefight as the rest of the squad joins in, suppressing fire is laid down, maneuvers are planned and executed, and reinforcements are called up. Overall, you should have the time you need to call out contact with the enemy, analyze the situation, coordinate with your squad, and execute a plan together.

Every weapon is being reworked to have a defined role, with strengths and weaknesses which need to be covered and complimented by your squadmates.

We aim to add depth while making it easier for new players to be useful and live longer. We also want to make guns feel more satisfying to shoot, even if they’re not always as unconditionally accurate as before. It should be fun to shoot a gun in an empty room.

Features

Reworked traditional Hip-Fire into Point Shooting

  • The weapon now moves with your camera in a cone of motion as you look around. This emulates the experience of using hand-eye coordination to aim without looking down the sights.
  • This is primarily meant to increase non-ADS reaction time without resorting to traditional bullet spread mechanics.
  • But perhaps most importantly, we just think it looks and feels really cool.


Recoil has been modified and made more sophisticated

  • Recoil has been tuned to make full-auto more situational, and to create realistic tradeoffs when using different kinds of weapons. It is still possible to be very accurate, but you need to be smart about it and remember what kind of weapon you’re using, learn your guns!
  • Added Recoil Misalignment: Recoil now causes the weapon to rotate in more axes, and can be thought of as an additional dimension of recoil. This misaligns the sights and creates a natural “cone of fire” shot pattern. It has a particularly significant impact on machine guns, emulating the “beaten zone” and the real machine gun theory necessary for them to be employed in Squad as they are in real life. Generally speaking, muzzle climb is controllable, but recoil misalignment is not. Even the most skilled shooter can only counter recoil to a certain point. This also affects the accuracy of follow up shots, so there is a situational tradeoff between slow, accurate fire and less accurate high-volume fire. 


Sway has been reworked from the ground up

  • Increases initial target acquisition time, particularly when running and gunning, but fades out quickly enough that you can still post up and make accurate long-range shots.
  • Added new dimensions to sway: a second layer of sway now rotates the weapon to misalign the sights, similar to Recoil Misalignment. Sway now also offsets the weapon laterally and vertically. Together, when used conservatively, these changes help the sway feel much more like the product of a soldier holding a weapon in two hands, and help us achieve our goals for accuracy mitigation without making any one component feel excessive.
  • As before, the amount of sway is driven by Stamina, Movement, and Stance. 
  • To help you better understand the sway mechanics, a small indicator was added to the compass, taking inspiration from Project Reality.


Steadying your aim no longer applies instantly

  • The accuracy benefits of holding your breath now fade in over a couple of seconds. 
  • You must be more patient when lining up shots on targets of opportunity - or you could fire a burst immediately, in hopes of fixing them in place with suppression until your teammates can get involved!


Per-stance ADS time

  • Your character will line up the sights faster when crouched, and fastest when prone or bipoded. 


Bullets now go exactly where your gun is pointing under all circumstances

  • This has allowed us to embrace a fully animation-driven sway and recoil system. 
  • The effects are particularly noticeable during animation transitions, such as when shooting after sprinting. Watch your muzzle discipline!
  • The bullet impact point is also more accurately represented in optics when animations are affecting the point of aim.


Look And Feel

  • Improved muzzle gas VFX
  • Improved screen shake when firing
  • Improved recoil and settling motions
  • More realistic movement of weapon in sway and recoil (see above), inspired by helmet cam footage and the experiences of our developers, many being active or  former service members.
  • More natural-looking movement of weapons on bipods. This makes bipoded weapons feel and play less like turrets.
  • Added more animations and wobbles from various gameplay events such as changing stance, leaning, and going ADS. 
  • Adjusted the camera position when ADS in a way which better shows off the weapon firing VFX and animations


[h3]Scopes[/h3]

Work in Progress

Goals

We aim to add tradeoffs to magnified optics so there are benefits to having a mix of different weapon configurations in your squad, and to set the standard for video game representations of scopes in the 2020s. It should feel like you are looking through an optic, not a camera.

Features

Picture-In-Picture scopes.

  • These render the scene from a separate camera and project it onto the lens. Besides looking far better, this approach allows us to accurately emulate the advantages and tradeoffs of using magnified optics. We have aspired to achieve nothing less than the best implementation of scopes ever put in a video game.
  • The behaviour of these optics is a 1 to 1 emulation of how real optics work. They are affected correctly by every movement of the gun and camera. Many visual details have been added to make it feel like you’re looking through a lens, including scratches, scuffs, refraction, and colour shifting.
  • Reworked mouse sensitivity when using magnified optics for much easier fine adjustments, and added more granular control options for players to customize. See Soldier Sensitivity Scaling in the Game Options.
  • Thanks to advancements in technology, and a few sacrifices to the Sphere, our goal is for the reworked scopes to run as smoothly as the old scopes.
  • edited for clarity


Thanks to how PIP scopes emulate the real challenges of using magnified optics, there are some tradeoffs for the user: 

  • The new scopes generally have more zoom than the old scopes, but more of your field of view is occluded by the scope, so while your peripheral vision is expanded, the target area is harder to scan. This is just like looking for a specific object in the distance through a pair of binoculars. The scope is therefore a pinhole view peering into a further engagement range.
  • Peripheral vision is blurred while looking through scopes.
  • Scopes are not affected by suppression blur, but sway is a bigger problem.
  • Scopes will suffer much more in close quarters. Rely on Point Firing, or ideally, move with a buddy who has CQB-oriented sights! 
  • Scopes take longer to ADS and are more severely affected by eye relief issues when aiming with heavy sway.


Tradeoffs between the different optics options: 

  • Scopes have an advantage at range but suffer at close quarters. 
  • Reflector Sights and Holographic Sights excel at CQB and have the shortest ADS times, but cannot be adjusted for range. 
  • Ironsights are the middle-ground option. They are effective in close quarters and the sights can be adjusted for engaging distant targets.


[h3]Character Movement[/h3]

Goals

It is necessary to slow down engagements and the overall pace of the game. This will give players time to See → Think → Speak → Do, encourage the use of vehicle transportation, and create counter-play to rush tactics. While speed and aggression have a place in Squad, as they do in real life, they should not be more effective than communication and coordination. 

Chokepoints and barriers should be meaningful obstacles which require adapting your defensive and offensive tactics. Assaulting a high-walled Afghan compound, for example, will soon be a completely different experience.

Features

Pacing and Stamina adjustments

  • Character movement speed has been reduced. The faster movement introduced late in Squad’s early access period was intended to help players get into combat faster. In hindsight, we concluded that it actually made the game more unforgiving and contributed to even more running around, by encouraging a Spawn-Run-Die-Repeat cycle. Slightly slower movement creates more time to react and coordinate in combat. Taking regular stamina breaks is now advisable, especially with the weapon sway changes. This creates opportunities to regroup and get oriented. In internal testing, we have found the movement speed changes make it easier to keep squads together, lead to more interesting fights, and significantly reduce the cognitive load on the Squad Leader. 
  • Stamina regen rate was slowed down slightly. Stamina costs for various actions were rebalanced.


Traversal

  • You can no longer climb or vault while in mid-air. This significantly affects which rooftops and ledges are accessible, making it much easier to think tactically about locking down lanes and access points, since there are fewer possible approaches, especially in urban combat. This also encourages the use of the teamwork-oriented buddy-boost ability. 
  • Prevents lone wolves from negating environmental obstacles to get easy flanks or overcome FOB fortifications. Removes ninja moves from the list of options to win a fight.
  • Vault and climb heights were adjusted. 
  • Reworked fall damage to be more punishing, but also more consistent and predictable. Fall damage is now applied as a percentage of remaining health based on the height of the fall, down to a minimum value. The effect is that you can no longer survive multi-story drops when at full health, but you should always be able to predict whether a fall could kill you before you risk the drop. 
  • Reworked Leaning to create less gamey-feeling close-quarters encounters and solve the lean-spam exploit. Additionally, leaning is inhibited when using some heavy weapons. 
  • Various small tweaks to make the game feel both simultaneously more fluid and more grounded in reality.


[h2]Experience the Infantry Combat Rework in our Upcoming Playtest[/h2]

Revamping Squad's infantry combat systems is the first step in our broader initiative to align all gameplay systems with the goals of our original vision for the game. We understand that achieving a truly immersive and cooperative experience requires a holistic approach, addressing various aspects of the game. While focusing on the revamp of infantry combat is crucial, we are committed to thoroughly improving and refining other gameplay systems to ensure they complement the realignment of the game’s direction.

We recognize the importance of not rushing the release of these changes and our top priority is to provide the best possible experience for our community. That's why we are dedicated to conducting extensive public testing and actively gathering feedback from players. This approach allows us to fine-tune the revamped infantry combat systems based on real-world gameplay experiences and ensures that we have the buy-in and support of our community.

This commitment to comprehensive testing and community involvement guarantees that the changes we implement to the infantry combat systems will resonate with players and align with their expectations. Our goal is to deliver a polished and refined experience that not only meets our goals but also exceeds the expectations of our community.

We will be running a series of playtests to thoroughly test the changes and actively involve the community in the process, we can make well-informed decisions about the overall realignment of Squad's gameplay. We highly value the input of our dedicated player base and want to ensure that their voices are heard throughout the development process. Stay tuned for the announcement date of our first playtest very soon!

Squad 4.5 Live

Attention Squaddies,

Squad 4.5 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,