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Squad Update v3.3 Release Notes

Attention Squaddies,

Tomorrow we are releasing Squad v3.3.

The v3.3 update will focus on bug fixes, gameplay and user interface (UI) updates, map updates, and overall focus on Quality-of-Life improvements to the game. This includes an update to the Vehicle Recovery System to allow helicopters and some other vehicles to be reset, the addition of a new Russian MT-LB Amphibious variant, the introduction of a new HUD toggleable list for Squad leaders to see the status of each member of the squad and many more small changes that we hope you'll appreciate.

We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.

Squad v3.3 will be released on Wednesday, September 28th.

At ease, Offworld Industries

Extra Attention: For the v3.3 update, the game will automatically force-clear your settings cache on launch due to changes in the settings backend not being compatible with old settings config files. Preserving pre-v3.3 settings files can result in misconfigured / unintended game settings. Make sure to review and reconfigure your settings after installing the update!

As some of you may be aware, a CAS helicopter made its way to the Skorpo Invasion v3 layer before its intended release. Please let us know what you think of the chopper!

Changelog

[h2]System & Gameplay Updates[/h2]
  • Updated the Vehicle Recovery System to also allow helicopters & some other vehicles to now be reset.
  • Fixed a desync where demolition charges and IEDs could apply damage several seconds before the VFX and SFX played. 
  • Improved the drag calculation for amphibious vehicles - this mainly addresses issues with vehicles entering water bodies at high speeds, which includes fixing an infrequent client / server crash.
  • Updated the radial menu UI for picking up AT mines, to show a message when the player cannot pick one up.
  • Updated the Hell Cannon emplacement to use the precision compass mode, and adjusted the turning speed to match the turning speed of mortars.
  • Optimized scope blur components by disabling local updates for scope blur components on other players.
  • Optimized overall performance and fixed some hitches related to audio by offloading audio decompression to a separate engine thread. Refactored vehicle water movement code.

    • Added the ability to push RHIB boats, motorcycles and helicopters to get them out of difficult positions. For example, you can push RHIB boats back into the water after beaching them.
    • Helicopter recovery requires the helicopter engine to be turned OFF. A tooltip in the recovery UI will inform the player to turn the engine off before trying to use vehicle recovery.
    • Vehicle Push wait time is 8 seconds. Initial Vehicle Reset Recovery wait time is 30 seconds.
    • Consecutive attempts to reset a vehicle within a 15 second window since the last reset attempt will now take 8 seconds, to be more forgiving when needing multiple reset attempts.
  • Added a new Russian MT-LB Amphibious Logistics variant:

    • Carries 1000 construction points, 1000 ammo points.
    • Can deploy FOB Radios.
    • Enclosed turret equipped with PKT 7.62mm machine gun with limited ammo.
    • No crewman requirement.
    • Currently available on Narva Invasion v5, Skorpo Invasion v4.


[h2]User Interface Updates[/h2]

  • Updated the appearance of the VOIP speakers list on the HUD, which will display above the HUD Squad List when it is open.
  • Updated player directional map icons; when fully zoomed out these now show as simple dot icons. This is intended to help declutter the map and mind.
  • Updated the map Capture Point flag icon opacity to be more opaque/prominent when the map is fully zoomed out, fading in as you zoom in closer.
  • Adjusted map Capture Point name text to remain fully opaque at all zoom levels.
  • Updated the pre-match game mode intro animation to help better inform players of current Game Mode objectives.
  • Updated the FOB radio map icon to show build/exclusion radius when hovered over with the mouse, when “Toggle Viewing FOB Radii” under map settings is toggled off.
  • Updated the FOB radio map icon to show construction / ammo supply when hovered over with the mouse, when “Toggle Viewing FOB Supply Points” under map settings is toggled off.
  • Updated the red enemy FOB radio map marker to show build/exclusion radius when hovered over with the mouse.
  • Adjusted the red enemy FOB and HAB map markers to no longer fade out over time - they will now remain visible on the map until manually removed.
  • Added a new “HUD Squad List”

    • This hideable HUD list is intended to give Squad leaders quick access to critical status information on their squad, such as player names, roles, Incap/KIA status, whether they are inside a vehicle, and whether they are speaking on VOIP.
    • The HUD Squad List can be hidden using the “Y” key (default keybind - can be reconfigured under “SETTINGS” > “CONTROLS” > “GENERAL”).
    • Design Intention: The HUD Squad List is intended to aid squad communication, coordination and cohesion by ensuring you know who is in your squad, what Fireteams they are in, what kits they are using, and their current status, without needing to break game flow by opening the “DEPLOYMENT” screen. This will help improve the SL’s situational awareness, while remaining minimalistic and staying out of the way of the game’s visuals.


[h2]General Bug Fixes[/h2]

  • Fixed a client crash in ASQHUD::OnPlayerTalkingStateChanged when the PlayerState was not valid.
  • Fixed a gameplay issue with deployables placement, which caused their cost in construction points to be deducted before the placement was fully validated. This sometimes resulted in a loss of construction points without spawning a deployable.
  • Fixed a visual/gameplay issue with the BMP2 and BFV guided missile having blinding smoke from 1p when firing, preventing effective in-flight guidance.
  • Fixed a visual issue with the S5 rocket trails having big dragonball flames.
  • Fixed a gameplay issue with the AUS Maximi Specter MG ADS sway not being tuned correctly.
  • Fixed a gameplay issue with the T72 (both the B3 and S variants) & T62 tanks, which caused them to burn at 4x higher rate than other MBTs, when under 10% HP threshold.
  • Fixed a gameplay issue with the health repair limit for the hand repair tool, which prevented players from being able to repair Technicals above the burning threshold.
  • Fixed a gameplay issue with Ammo Box interaction. When Player A was at an ammo box selecting options, if Player B walked between Player A and the ammo box, Player A’s radial interaction menu would close, frequently resulting in Player A accidently shooting and possibly killing a teammate due to trying to click an option in the radial interaction menu.
  • Fixed a gameplay issue with CAF LUVW jeeps unintentionally having Commander Action activation zone component, which resulted in Commander being able to use support actions near them.
  • Fixed a gameplay issue with amphibious vehicle movement in ankle deep water - amphibious vehicles were able to drive extremely quickly in ankle deep water due to water thruster activating prematurely.
  • Fixed a visual issue with third-person sprinting animation while the weapon was lowered, which sometimes caused the weapon to be lower than intended.
  • Fixed a visual issue with Engine destruction VFX explosion clouds sticking to vehicles when moving.
  • Fixed an issue with anti-tank mines where they could be dug down beneath road meshes, hiding their pressure plate, thus making them invisible. As vehicles are intended to always have a small visual indication of the threat of a mine, they will now always have their pressure plate visible when fully dug down.
  • Fixed a gameplay issue with the USMC LAV-25 woodland variants turret not passing damage to the vehicle.
  • Fixed a visual issue where the USMC SMAW spotting rifle used RPG backblast VFX.
  • Fixed various issues with and improved the backend of our graphics settings menu to fix bugs related to proper application of settings in various scenarios, fix improperly defined settings values, address graphics exploits, and allow for easier and more reliable changes related to graphics settings by developers in future.
  • Fixed a UI issue with IED’s, which unintentionally showed a “Press F to interact" message.
  • Fixed a gameplay issue with the USMC M1A1 turret armor thicknesses being incorrectly configured.


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


    • Optimized Anvil, Black Coast, Lashkar map layers by disabling the unused AI System.
    • Updated the materials settings to two sided for multiple static environment assets.
    • Updated / Optimized Reflection Captures and resaved map layers which had excessive file sizes.
    • Fixed collisions on Eastern European stone_wall set so collision orientation aligned with mesh on x/y/z axis. This mismatch caused issues when the mesh was resized.
  • Anvil

    • Fixed minor visual bugs
    • Fixed gaps behind rock cliff and rubble pile.
  • Black Coast

    • Added new map layer - Black Coast Invasion v4 (RUS vs MIL)
    • Fixed material slots on map placed chain link fences due to optimization changes.
  • Fallujah

    • Removed barbed wire and pain volumes from MEA main due to them glitching players.
  • Kokan

    • Updated the river to use the new water system. River depth is now waist deep.
  • Manic-5

    • Fixed an issue with a rocky piece of terrain that had no collision grid I5-2-1.
    • Fixed several floating sidewalks.
    • Fixed several rocks at grid H10-1-1 that were incorrectly scaled and had problems with collision.
    • Fixed an issue with the water plane which was showing above the landscape at the eastern Dam.
  • Mutaha

    • Updated the river to use the new water system. The river below the dam is now waist deep; the river above the dam requires amphibious vehicles to cross, with the exception of the northern edge.
    • Updated the minimap to reflect changes and water depth.
    • Fixed an issue with the collision on the Urban Residential building set, to prevent exploitable placement of HAB’s inside an inaccessible room.
  • Narva

    • Added 2 new map layers - Narva Invasion v5 (USMC RUS vs) and Narva RAAS v5 (USMC vs RUS), fighting in tough amphibious operations due to the Narva reservoir flooding.
    • Updated the minimap for flooded and non-flooded layers.
    • Fixed an issue with a house at grid G4-4-5 having artifacting shadows.
    • Fixed an issue with the roof at the Castle to prevent exploits.
    • Fixed an issue with HABs being able to be built inside the roof of a building in the Shipping Yard.
    • Fixed an issue with the building at grid G5-8-4to prevent glitching / exploits.
  • Tallil Outskirts

    • Updated the river to use the new water system. River depth is now waist deep.
    • Fixed an issue with exposed rock edges.
    • Fixed a floating power pole at grid K7-4-7.
    • Fixed misaligned grass at grid H3-3-7.
  • Skorpo

    • Added Skorpo Invasion v3 (USMC vs RUS). An amphibious attack by US Marines from the USS Essex.
    • Added Skorpo Invasion v4 (RUS vs MIL). An amphibious attack by RUS launched from the updated Skorpo island.
    • Updated the Skorpo background island to incorporate space for Main Bases for attacking teams on Invasion layers.
  • Yehorivka

    • Adjusted the minimap brightness to be more readable.
    • Fixed floating foliage and rocks in grids H8 and I8.


[h2]Server Admin Updates & Bug Fixes[/h2]
  • Added match results logging into server log, under LogSquadGameEvents category. Message format is as follows:
    “Team %d, %s ( %s ) has %s the match with %d Tickets on layer %s (level %s)!"

    Example log message:

    “Team 2, Russian Battalion Tactical Group ( Russian Ground Forces ) has won the match with 350 Tickets on layer Anvil AAS v2 (level Anvil)!
    Team 1, ADF 1st Battalion, Royal Australian Regiment ( Australian Defence Force ) has lost the match with 349 Tickets on layer Anvil AAS v2 (level Anvil)!”


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

  • Added a button to the AAS, RAAS and Invasion graphs to toggle lattice visualization on/off.
  • Updated minimap creation tool for better compatibility with the new water system. Shallow areas can now be shaded differently on the map. The cutoff depth is currently fixed at 200 units.
  • Updated the Vehicle Emergency Recovery system. Its features were moved from the vehicle class to a component that allows for easier recovery settings customization per vehicle & sharing settings between multiple vehicles. It also allows modders to implement custom vehicle recovery mechanics (i.e. teleport vehicle to main base) in an easier way.
  • Fixed a bug with vehicles spawning their lasting effects actors in an incorrect game world, resulting in these actors being placed in a map.
  • Added "Toggle Splines" button to toggle landscape's SplineMeshComponents' visibility.
  • Updated the North American building set’s modular Admin Building.
  • Added shingle versions of prefab roofs.


[h3]Clear Cache to resolve residual issues[/h3]

  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating

Squad v3.3 Arriving On September 28



Attention Squaddies,

We are very happy to announce that the next update for Squad will be coming on September 28th!

The v3.3 update will focus on bug fixes, gameplay and user interface (UI) updates, map updates, and overall focus on Quality-of-Life improvements to the game.

This update continues our desire to provide regular updates that work to improve the experience of playing Squad, and support our larger content updates.

Be sure to check back next week for our Release Notes which will have the full list of what's changing in Squad in v3.3.

At ease.

SQUAD UPDATE V3.2.1 HOTFIX

Attention Squaddies,

We will be deploying hotfix 3.2.1 today to address the Toggle Sprint issue that was introduced in the latest update. This issue made movement and controls unreliable sometimes and we are confident that this fix will solve it. It will be the sole purpose of this hotfix as we found it severely impacting the quality of gameplay and could not wait until the next update. So the list of changes is rather short on that one:

[h2]Gameplay[/h2]

  • Fixed an issue with the Toggle Sprint feature that caused the "sprinting" state to persist until going into ADS, or toggling it off again manually.

Toggled sprinting will now behave as follows:

  • While sprinting, the sprint state will toggle itself off when letting go of the forward movement key (pre-v3.2 behavior).
  • While sprinting, the sprint state will toggle itself off when ADS (pre-v3.2 behavior).
    A sprint can be initiated / sprinting can be toggled on while ADS, if the forward movement key is held down when the sprint toggle key is pressed - this now includes while moving diagonally while ADS (forwards + strafe).


We thank you for your feedback on update 3.2, it has been a great help to identify what needed to be our priority to fix. If you find other bugs please report them on our forums. (URL LINK)

At ease,

Squad v3.2 Is Live Now

Attention Squaddies,

Squad’s v3.2 update is now live for players to download.

Check out the new Release Notes we posted yesterday to know what is new in Squad 3.2. (LINK URL).

If you encounter bugs and technical issues in 3.2 you can share them in our forums. (LINK URL)

Thank you for your attention.

At ease,

– Offworld Industries

Squad Update v3.2 Release Notes

Attention Squaddies,

Tomorrow we are releasing Squad v3.2. 

We have made dozens of improvements, changes and fixes, and also some fine tuning of weapons, kits, vehicles and of course, game performance. 

We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.

Squad v3.2 will be released on Wednesday, August 24th at 18:00 UTC.

At ease,

Offworld Industries


Changelog

[h2]System & Gameplay Updates[/h2]
  • Updated all vehicle-launched smoke VFX. The new VFX have improved visual aesthetics, improved animations / smoothness, thicker smoke, and last longer.
  • Updated vehicles with new behavior when they become submerged - if a vehicle becomes completely submerged, any soldiers in open seats will get ejected from the vehicle. This has currently been configured for a range of vehicles with open seats, with the rest being configured in a future update.
  • Updated water damage drowning for infantry to be more consistent when entering water with low health. Drowning in water should no longer be able to kill you instantly when below 51 hp. Incapacitation by drowning should now almost always take exactly two ticks of water damage over 14 seconds; you will only go down with 1 tick of water damage when below 5 hp.
  • Adjusted M249 iron sights slightly forward away from the camera.
  • Adjusted Vz61 Skorpion iron sights slightly forward away from the camera.
  • Adjusted the CAF M113A3 TLAV APC to no longer require a Crewman kit role for operating the turret.
  • Updated RHIB Watercraft handling. It now has a small rudder, allowing small changes in direction even when the engine is not providing thrust, so long as the boat has enough forward speed. This should make precise maneuvering easier, especially when approaching / near the shore.
  • Updated RHIB Watercraft to now include faction flags for easier identification.
  • Adjusted the visual deploy animation of the Browning HP pistol, soldiers will now turn off the safety (changed from cocking the hammer back).
  • Adjusted the look of the CAF / GB smoke grenade canisters - they all now use more true-to-life markings: L83, L100, L68, L69, L70 and L71 grenades.
  • Updated the KPVT 14.5mm HMG damage, firing rate, accuracy, armor penetration & overheating parameters to better align with real-world performance, and bring it more in line with similar class weapons’ performance.

    • Increased damage per shot to 220 (up from 170).
    • Increased rate of fire to 600 rounds/min (up from 400).
    • Increased bullet spread to 2.3 MOA (up from 1.5).
    • Increased armor penetration to 32mm at 500 meters (up from 27mm).
    • Adjusted weapon overheating so now the weapon should be able to fire at least 2 full magazines, and then some, before overheating.
  • Updated AT mines with a number of improvements.

    • Reduced the size of the "trigger" collider - AT mines will now only explode when a vehicle drives directly over the mine with its wheels / tracks.
    • Added the ability to pick AT mines up, and place them in your inventory. Only available when the mine is in an undug state. Only available to kit roles who have the same AT mine type in their loadout. Cannot be picked up when inventory has full mines.
    • Reduced ammo cost to 35, from 50.
    • Increased the amount of mines available in kit role loadouts: Conventional Combat Engineer - now 3, up from 1. Irregular Sapper - now 2, up from 1. AUS Combat Engineer Kit 1 - now 4, up from 2.
  • Updated infantry sprint controls for improved user experience & input responsiveness:

    • Can now hold or toggle sprint diagonally from ADS.
    • Sprint key input is now registered if pressed before entering movement control input (only with “HOLD SPRINT” set).
    • Sprint key input is now registered if pressed while pressing movement controls in a non-sprintable direction (only with “HOLD SPRINT” set).
  • Adjusted several Non-magnified Automatic Rifleman Kit Roles Frag Grenade inventories:

    • CAF AR 01 (Non-magnified C9) - 1x C13 Frag
    • INS AR 01 (Non-magnified RPK) - 2x F1 Frag
    • INS AR 02 (Non-magnified RPD) - 1x F1 Frag
    • MEA AR 01 (Non-magnified G3A3 Drum) - 1x F1 Frag
    • MIL AR 01 (Non-magnified RPK74) - 2x RGD Frag
    • MIL AR 02 (Non-magnified Minimi) - 1x RGD Frag


[h2]User Interface Updates[/h2]


  • Updated the list of red “enemy spotted” map markers to include a marker for enemy Repair Stations.
  • Adjusted the main menu power icon to now say Exit and improved the Exit button UI flow.
  • Updated the look of the HUD compass with a cleaner, more minimal styling to improve user experience:

    • Updated the font size, shadows and layout to improve readability.
    • Removed diagonal arrows from SL map markers that are also shown on compass.
    • Added a high precision bearing mode that will auto-toggle on when a player is using a Mortar or UB32.
    • Added an option to add a shaded backdrop to the compass for improved readability against different backgrounds.
    • Added a toggle option to place the compass at the top of the screen
    • Both background and placement can be changed in Settings -> Interface menu. Additionally you can toggle top/bottom via keybind.

  • Updated the “DEPLOY” screen - the “ROLE LOADOUT” screen and “ROLE QUICK SELECT” panel on the “DEPLOY” screen have been combined.

    • The detailed equipment info which used to appear in the “ROLE LOADOUT” screen will now pop out as a panel and overlay the map when a player hovers their mouse over a kit role on the “ROLE SELECT” panel.
    • When hovering over a specific kit role, you can scroll up or down with your mousewheel to highlight different loadout items and see each item’s detailed info.

  • Updated the Server browser:

    • Adjusted the width / position of- and aligned the columns.
    • Removed the unused sub-faction symbols column from the server list and the server details panel.
    • Removed the unused friends column.


[h2]Audio Updates[/h2]

  • Updated the default values for VOIP Command channel/Squad channel Left/Right ear split to now be split by default (was not split previously). This is still configurable in the Audio Settings menu.\
  • Updated VOIP volume settings with new default values:

    • Command VOIP new default - 1.40 (instead of 1.00).
    • Squad VOIP new default - 1.70  (instead of 1.00).
    • Local VOIP new default - 1.90 (instead of 1.00).


[h2]Optimizations[/h2]

  • Optimized water VFX, specifically related to amphibious vehicles.
  • Optimized a large amount of particles in-game by no longer having their collision tick in pre-physics.
  • Optimized the USS Essex to perform better, including optimizing its radar dishes, boat and props collision, interior lighting and texture memory usage.
  • Optimized several foliage assets used on Black Coast to improve visual look and map performance.
  • Optimized LODs on a foliage set used across multiple maps for performance.
  • Optimized some Environment Art assets to reduce performance cost and fix some technical issues by reviewing and fixing / improving LODs, materials, UVs, and deactivating shadows on asset decals.


[h2]General Bug Fixes[/h2]

  • Fix attempt for a client crash - OnRep_CurrentSeat array.
  • Fixed a client crash around VOIP when a player connected and/or disconnected as another player started transmitting. An additional check was added to prevent access violation.
  • Fixed a client crash that was caused by Squad Voice, crashing upon spawning, validity not getting checked before setting volume multiplier.
  • Fixed a long standing UI issue where the Radial menu would sometimes get stuck after leaving a vehicle or interacting with an ammo crate.
  • Fixed a long standing issue with AT backblast VFX instantly disappearing if the player switched weapons. The backblast smoke will now linger regardless if the player switches their weapon.
  • Fixed an issue with Vehicle Turret launched smoke canisters and Vehicle Driver smoke generator VFX instantly disappearing if vehicle was destroyed. The smoke VFX will now linger regardless if the vehicle gets destroyed.
  • Fixed an audio issue, sprinting through water was missing sounds.
  • Fixed a gameplay issue with amphibious vehicles driving faster in water while upside down.
  • Fixed a gameplay issue with infantry water damage frequency being incorrect. Players were getting a high amount of damage immediately after submerging into the water, shortly after being out of the water.
  • Fixed a strange gameplay issue with the MTLB. When a player walked up the stairs of Mutaha at grid D4-1-5, they would teleport to the top of the MTLB (Yeah 0_0…). This was a result of the vehicle’s weapon not being net relevant to the player and not having their position updated on the client. Moved the armor mesh component off of the weapon and onto the turret.
  • Fixed a gameplay issue where FOB Radios and other deployables could be placed outside the map border, this should no longer be possible.
  • Fixed an issue where clients would freeze when shooting at MEA Simir Jeeps.
  • Fixed a gameplay issue with Rally Points being destroyed incorrectly in certain circumstances. A deployed Rally Point would get unintentionally destroyed if a teammate switched teams while being close to the Rally Point.
  • Fixed a control issue with the crouch button input not always getting processed properly when using toggle crouch.
  • Fixed a visual issue with the USS Essex dry-deck lighting placement and intensity.
  • Fixed a UI issue with the radial menu. When Holding T (radial menu) and walking away from an ammo box or HAB, the T radial menu would incorrectly get closed.
  • Fixed a gameplay issue with FOBs not detecting a decrease in the  amount of limited deployables. This affected Observation Towers, Ladders and Bunkers.
  • Fixed an FX issue with the RHIB, where the mist FX was disappearing too quickly when the vehicle exited the water for brief periods of time.
  • Fixed a gameplay issue with the MIL/INS Ural 375 Truck wheel setup, the substepping config had similar issues as Kamaz5350 Truck.
  • Fixed a visual issue with USMC LAV25 ARV having purple viewports.
  • Fixed a gameplay issue with the USMC LAV25 ARV being able to self damage by clipping the turret barrel through the spare tire.
  • Fixed a visual issue with the USMC AAVP7A1 APC woodland, which was incorrectly using a desert gunner turret.
  • Fixed a visual issue with the USMC AAV wheel rigging.
  • Fixed a gameplay issue with the USMC AAV track skirts having a small section that could be vaulted through.
  • Fixed a visual issue with USMC body textures normals being flipped.
  • Fixed a visual issue with the USMC M1A1 MBT’s commander turret attachment out of position.
  • Fixed a visual issue with the USMC M939 Truck and the USMC MATV TOW. The vehicle’s chevron arrow’s were oriented incorrectly.
  • Fixed a gameplay issue with AUS PMV Armored car having gaps in its armor mesh.
  • Fixed a gameplay issue with the AUS EF88 Grenadier being able to fire all 3 smoke grenades without reloading by swapping to/from the EF88 rifle.
  • Fixed a gameplay issue with the CAF TAPV spare wheel mesh. Adjusted spare wheel material to new rubber mat that doesn't pass damage to the hull.
  • Fixed a visual issue with the CAF CH-146, the helicopter model had various geometry holes and shading issues.
  • Fixed a visual issue with the CAF C7A2 rifles, C8 rifles and CAF TLAV APC chassis smoothing groups.
  • Fixed a gameplay issue with the CAF CH146 Helicopter’s tail fin armor mesh.
  • Fixed a gameplay issue with the INS BTR-80 APC Gunner & Commander’s turret zoom overlay not working properly.
  • Fixed a gameplay issue with the GB FV107 Scimitar HAT damage type multiplier.
  • Fixed a gameplay issue with vehicle weapon inventory. The vehicle weapons origin point net dormancy is now being flushed to avoid clients having weapons that exist at origin until only when they are needed.
  • Fixed a visual issue with 7mm vehicle glass armor physmat, to ensure that hits on armored windows of vehicles will play the proper VFX/SFX.
  • Fixed a visual issue with AK74 and AKM desyncing between the soldier and weapon animations upon getting equipped.
  • Fixed a visual issue with the RHIB steering wheel not turning when steering in 1st person, and RHIB drivers not animating when viewed from 3rd person.
  • Fixed glitchiness with the prone animation on several rifles - M4, M16, C7, C14, G3 GK79, HK417 and M110. They all used to make use of the prone cradle-carry crawling animation, which resulted in their hands not always lining up with the actual carry handle location on the weapon’s mesh, which looked odd. These weapons now make use of the default prone crawling animation.
  • Fixed a visual issue with the infantry weapon raised animation state while in water. This state was not properly getting cleared when a player entered a vehicle while the weapon raise state was active, which resulted in the player still having their hands raised for proxies when exiting a vehicle on land.
  • Fixed some minor audio artifacts on the Main Menu Theme music by updating it with a remastered version.
  • Fixed a gameplay issue with the Commander ticket penalty. Using the Respawn command or teamkilling did not apply the correct Commander death ticket penalty (was only subtracting -1 ticket instead of -2).
  • Fixed an audio issue where vehicle explosion sounds were played delayed after the explosion.
  • Fixed a visual issue with deployable ghosts. SL’s/Engineers/etc could see the deployable placement ghosts when riding in vehicles.
  • Fixed a gameplay issue with the INS GP-25 Grenade Launcher. The projectile would explode near-instantaneously if it was fired while prone and zeroed to 400m or above.
  • Fixed an issue with arrow and text log spams.


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

  • Added a new map layer - Al Basrah Invasion v7 (MEA vs INS), similar layout to Al Basrah Invasion v2, but with these 2 legendary factions vying for control.
  • Anvil Fixes:

    • Fixed a gap between the landscape terrain and rocks grid E4-5-8

  • Belaya Fixes:

    • Fixed various floating grass and foliage.
    • Fixed various floating statics in the Industrial Yard area.
    • Fixed a coal decoration object that was sticking through a wall.
    • Fixed misaligned doors, forcing players to crouch to get thru grid F3-5-7
    • Fixed floating foliage in the underground tunnels.
    • Fixed color changing LOD's on various apartment buildings.
    • Fixed a gap between a boulder and landscape grid G8-4-8.
    • Fixed some fences culling at too short of a range grid G3-9-9.

  • Black Coast Updates & Fixes:

    • Fixed an issue with unintentional ocean wave SFX playing in the SW of map grid B11.
    • Updated Black Coast Invasion v1, v2, v3 to now remove the attackers forward base supply volume from whichever shore spawn (East or West) that was not selected on that instance.
    • Optimized the texture and shader for two decals so they are properly power of 2 and can be texture streamed.
    • Optimized tree LOD distances to improve performance by having proxy LOD render closer to the player.
    • Optimized all trees to now use occlusion for improved optimization.
    • Optimized tree types by combining them to improve instancing.
    • Updated the Black Coast loading screen to include a new music track specific for Black Coast.
    • Fixed duplicate water body at lake in grid E5.
    • Fixed a rough seam for a decal in Torpedo Factory grid G9.
    • Fixed an issue with the lower quality surrounding terrain being visible too and sticking through landscape terrain on the NW and SE of map.
    • Fixed various floating roads that players could hide under grids G9-6-2/G8-3-6/H9-7-7/K8-8-1.
    • Fixed a floating staircase on a house grid F4.
    • Fixed a door frame in a barn at the Pig Farm that was misaligned and had a highly visible seam.
    • Fixed an issue with players clipping into the retaining wall grid H10-3-9.
    • Fixed various other floating foliage and roads.
    • Fixed other minor map bugs related to Black Coast.

  • Fallujah Fixes:

    • Fallujah Invasion v1 - Fixed a player model chillin at grid B4-5-7.
    • Fixed two redundant water planes from south swamp.
    • Fixed invisible barbed wire pain volume grid B5-3-8.

  • Goose Bay Fixes:

    • Fixed an issue with a transparent rock face near Train Yard grid D3-2-5.

  • Jensen Range Fixes:

    • Updated Helicopter Pads to now have protection zones.

  • Logar Valley Fixes:

    • Fixed a previously inaccessible house to allow access, to avoid potential FOB Radio placement abuse.
    • Fixed a gap in a wall grid D3-4-1
    • Fixed some bush and small tree foliage that had unintentional collision affecting vehicles.
    • Fixed a doorway that required players to crouch to enter despite visually looking tall enough to walk through, grid C3-4-7.
    • Fixed various floating grass foliage.

  • Mutaha AAS v2 - Fixed an issue with not being able to place a FOB at the Vineyard CP.


[h2]Server Admin Updates & Bug Fixes[/h2]

  • Updated default layer rotation cfg to include Pacific Proving Grounds, but is now commented out by default.
  • Fixed an issue with Admin Cam - Admins would temporarily get a black screen after switching teams while in admin cam.


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

  •  Added a new lightweight DebugLayers to be used as Layer Overrides.
  • Added an "Editor Only" tick-box in Layer Data Assets, when true the Layer Validator will skip the Chunk Settings check (useful for dev and test layers).
  • Added a validity check before calling input toggle handler lambda function, to make sure it is bound and calling it won't crash the editor.
  • Added a new script action to delete components with a defined tag from a capture zone when it gets owned by a specified team.
  • Added a new script for Invasion layers to remove protection zones from unused forward beach main bases.
  • Added a new component that enables replication of certain components on owning actor.
  • Added an option to keep lasting effects for things like AT weapons and vehicle deployed smoke.
  • Updated BP Ocean to decouple the colour from the bp.
  • Updated the error message for "ID is not unique" validation error. The message will now list the paths of all assets which are illegally referencing the same Data Table Row.
  • Updated the Narva Ocean to now live in the weather layer instead of the Geo layer.
  • Moved all vehicles from the single vehicle data table into individual faction specific vehicle data tables, which now live in the Settings/Vehicle/faction folders. Removed the single vehicle data table.
  • Standardized the naming convention for all vehicle data assets / vehicle data tables to include faction abbreviation prefix.
  • Renamed Jensen's Range umap names to include faction names instead of v1-v5.
  • Renamed Insurgent Vehicle data asset folder to "INS" (was "Irregular") for consistency.
  • Removed an old unused Anvil lighting layer.
  • Fixed a tools issue in SQValidator_VehicleWeaponBlueprint, that was causing false validation failures.
  • Fixed the issue with Layer Overhaul validator "ID not unique" errors not logging all affected files.
  • Fixed an issue with Layer Validator not checking Chunk Settings of Layers in plugins.
  • Fixed Kohat Gameplay folder spelled incorrectly.
  • Fixed Anvil Gameplay Layer Data folder spelled incorrectly.
  • Fixed an issue with the voice module while in editor. This module was consuming all input, so when the editor was open, if the voice module was enabled then you would lose audio. The voice module will now always be disabled in editor no matter what that config is set to.


[h2]Clear Cache to resolve residual issues[/h2]


  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.