1. Squad
  2. News

Squad News

Squad Update v3.0 Release Notes

Attention Squaddies,

Tomorrow we are releasing Squad v3.0.

While there are dozens of improvements, fixes, and other changes in v3.0 the most significant are the addition of the American marine forces faction, new amphibious gameplay, and a new map Black Coast.

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

Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC.

At ease,

- Offworld Industries


Changelog


[h2]Amphibious Gameplay and Water Interaction[/h2]



This update primarily showcases amphibious functionality

Summary
  • Join the marine forces in amphibious assaults from ships off the coast.
  • Leverage the unique capabilities of your vehicles and faction asymmetry to pull off new tactical manoeuvres.
List of vehicles with amphibious capabilities
  • AAVP-7A1 APC - NEW
  • AAVC-7A1 Command/Logistics Vehicle - NEW
  • LAV-25 Armoured Recon Vehicle - NEW
  • ASLAV Armoured Recon Vehicle
  • BMP-1 IFV
  • BMP-2 IFV
  • BTR-80 APC
  • BTR-82A APC
  • BRDM-2 Scout Car
  • MT-LB APC
  • In addition to these fully amphibious machines, many military vehicles are capable of fording bodies of water up to a certain depth. Other less rugged vehicles will slow to a crawl and be flooded.
Features
  • Fully-modelled waves, buoyancy, and water drag physics for vehicles.
  • Waves become more gentle in inland waters.
  • Soldier water interaction has been reworked
  • Deep water reduces movement speed, scaling by immersion depth.
  • Trying to move in deep water depletes stamina, scaling by immersion depth.
  • Soldiers will raise their weapons above their heads when passing chest-deep water.
  • Drowning damage has been reworked and rebalanced.
  • Added Amphibious Invasion layers where capturing the first flag provides a shoreside spawn point for non-amphibious vehicles.
  • Added an icon to denote Amphibious capability in the driver’s HUD and Map Vehicle List.
  • Animated vehicle wake-plates when entering/exiting water


[h2]American Marine Forces Faction
[/h2]

Summary of American Marine Forces Faction
  • Iconic weapons, equipment, and tactics
  • Adds BLUFOR amphibious capability
New / Modified Weapons
  • M16A4 Full Length 5.56mm Rifle
  • M27 IAR + SDO Optic 5.56mm Rifle
  • M38 5.56 DMR
  • M249 SAW + SDO Optic 5.56mm LMG
  • M240 + MGO Optic 7.62mm MMG
  • M16A4 + M203 40mm Under-Barrel Grenade Launcher
  • SMAW Heavy Anti-Tank
  • OKC-3S Knife
    Shared Existing Weapons with US Army
  • M4 Carbine 5.56mm Rifle
  • M136 Medium Anti-Tank
  • M72A7 light Anti-Tank
  • M9 9mm Pistol
  • M67 Fragmentation Grenade
  • M18 Smoke Grenade
Kit Roles
  • Rifleman (3 variants)
  • Corpsman (2 variants)
  • Squad Leader (3 variants)
  • Crewman (2 variants)
  • Pilot (2 variants)
  • Automatic Rifleman (2 variants)
  • Light Anti Tank (2 variants)
  • Heavy Anti Tank (2 variants)
  • Grenadier
  • Marksman
  • Machine Gunner
  • Combat Engineer
Vehicles
  • RHIB Watercraft
  • RHIB Transport
  • RHIB Logistics
  • RHIB M240
  • RHIB M2
  • M1151 Light Armoured Car
  • M1151 Open Top M2
  • M1151 Open Door M2
  • M1151 RWS M2
  • M-ATV Armoured Car
  • M-ATV Open Top M2
  • M-ATV RWS M2
  • M-ATV TOW
  • AAVP7-A1 Armored Personnel Carrier
  • AAVP7-A1 Amphibious APC
  • AAVC7-A1 Amphibious Armored Logistics
  • LAV-25A2 Amphibious Armoured Reconnaissance Vehicle
  • M1A1 Main Battle Tank
  • UH1Y Transport Helicopter
Map Layers
  • Updated many map layers to include USMC:
  • Note for Server Owners - Black Coast POI Subpen - This flag location currently only exists on AAS v1 and Seed v1 for performance reasons.When running Black Coast AAS v1 please keep in mind players may have much worse client performance The Subpen POI will be receiving updates and will be worked on for a future update when it could possibly be added to more map layers.
  • Al Basrah Invasion v2
  • Belaya RAAS v2
  • Black Coast AAS v1
  • Black Coast Invasion v1
  • Black Coast Invasion v2
  • Black Coast RAAS v1
  • Black Coast RAAS v2
  • Black Coast Seed v1
  • Black Coast Skirmish v11
  • Black Coast RAAS v3
  • Black Coast RAAS v4
  • Black Coast Invasion v3
  • Fallujah Invasion v1
  • Fallujah Invasion v3
  • Fallujah RAAS v1
  • Fallujah RAAS v3
  • Fallujah RAAS v6
  • Goose Bay RAAS v3
  • Goose Bay Invasion v4
  • Gorodok AAS v4
  • Gorodok RAAS v6
  • Jensen's Range v3
  • Kohat RAAS v2
  • Lashkar RAAS v5
  • Mutaha RAAS v6
  • Narva AAS v4
  • Narva RAAS v2
  • Sumari AAS v5
  • Tallil RAAS v1
  • Tallil Seed v1
  • Yehorivka AAS v4
  • Yehorivka RAAS v1
  • Mutaha RAAS v3 was updated with Great Britain, replacing Australia
  • Updated the Main Menu Entrymap to now feature the USS Essex WASP class LHD emerging from a storm.
  • Updated Discord Rich Presence config for USMC faction.


[h2]New CAF Vehicles[/h2]
  • Added new vehicle: CAF Coyote Armoured Recon Vehicle.
  • Added new vehicle: CAF CH-146 Transport Helicopter.


[h2]System & Gameplay Updates[/h2]
  • Added a new map showcasing amphibious capabilities: Black Coast.
  • Added a new amphibious-focused training map featuring the USS Essex: Pacific Proving Grounds.
  • Added nicknames on the USA M1A2 and USMC M1A1 tank barrels.
  • Added Character Interaction with mud, snow, dirt, and water. These materials will now accumulate on characters’ uniforms.
  • Updated the training menu to include a link to Jensen’s Range for all factions training layers.
  • Updated the infantry weapon hip-fire recoil visual animation to appear more intense.
  • Updated repair station unbuilt and mid-built level states to have a more accurate visual footprint and reduced vertical profile.
  • Updated the Ticket Legend, the generic vehicle ticket amounts have been removed. Exact ticket values for vehicles are now being displayed in the vehicle card list.
  • Updated MEA Ural 4320 and RUS Kamaz5350 truck gearbox configuration.
  • Updated the game flow when entering and exiting vehicles while reloading your weapon. If you enter a vehicle during the reload animation before finishing the reload, the reload will be cancelled.
  • Adjusted the splash damage intensity on vehicle explosions. Vehicle explosions are now less deadly to infantry.
  • Adjusted AUS M1A1 Commander M2 to now use turret stabilisation.
  • Adjusted the rearm costs for various GPMG weapons on multiple vehicle turrets. The rearm costs should be reduced, in some cases drastically. Vehicles affected:
  • USA MATV CROWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • USA M1126 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • GB FV432 RWS w/M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • GB FV4032 MBT loader’s turret M240B : full rearm cost reduced to 150 ammo points (down from 563)
  • CAF Leopard 2 loader’s turret C6A1 : full rearm cost reduced to 150 ammo points (down from 250)
  • CAF LAV 6 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
  • CAF M113 open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
  • CAF M113 TLAV coaxial C6A1 : full rearm cost reduced to 220 ammo points (down from 750)
  • CAF LUVW open-top turret C6A1 : full rearm cost reduced to 440 ammo points (down from 500)
  • Adjusted CAF M113 TLAV turret inventory config - the coax GPMG now uses the same weapon slot as other similar vehicles (i.e. BTR-80, BRDM-2).
  • Updated the CAF LUVW Transport variant to now have a more clear visual distinction from the Logistics variant. The Transport variant now does not have a rooftop cargo carrier.
  • Updated reticles on the 1P78 (RU AK74m rifle scope) and ZF-1 scope (MEA G3 rifle scope) to be thinner and less obtrusive at range.
  • Updated the GB FV107, USMC LAV-25, and CAF Coyote to use a new Recon Vehicle icon in the Vehicle List menu and Map screen.
  • Adjusted the USA MATV Armored Car’s turret texture colouring to better match the rest of the hull.
  • Adjusted the colour of several CAF vehicles to better match each other.
  • Adjusted the MEA/INS G3 Rifle to have decreased visual roughness on the plastic butt stock and handguards.
  • Adjusted the woodland GB FV4034 and CAF Leo2 MBT’s, to remove distant fields on the turrets camo netting for improved optimization and improved visual quality.
  • Adjusted GB LDS Elcan reticle with thickened numbers to improve readability.
  • Adjusted all vehicles using the GPMG turret weapons and NSV Cupola guns to use proper LODs for improved optimization with these assets.
  • Adjusted all US Army character artwork to feature the M17 MHS pistol as all M9 pistols are now assigned to USMC.
  • Updated the launch Splash image to feature USMC.
  • Updated the CAF team-select menu images with newer character models & CH146.
  • Optimised AUS knife texture usage from 32552kb to 5461kb.
  • Optimised Skorpo cubemap texture usage from 49152kb to 8192kb.
  • Optimised texture memory texture usage from 49152kb to 8192kb.
  • Optimised Yehorivka Macro Mask Resource Size.
  • Optimised several non-power 2 macro masks texture usage from 65536kb to 8192kb.
  • Optimised skyboxes for lower resolution monitors/lower screen percentages
  • Optimised particle motion vector compression to bc7 from vector displacement
  • Optimised vehicle reticles compression and mips
  • Optimised F88, AUS Binos and SUSAT texture compression to bc7
  • Updated Credits



[h2]Audio Updates[/h2]
  • Added a new music track to the main menu.
  • Added new M4 Rifle firing sounds.
  • Updated the AK74 Rifle close-up firing sounds.
  • Updated CAF C7 rifle series SFX for better ROF timing and decreased bass for mid range firing.
  • Updated the DShK HMG close-up firing sounds to use new, more powerful sounding SFX.
  • Updated the M2 HMG close-up firing sounds to use new, more powerful sounding SFX.
  • Added new CAF LUVW engine sounds.
  • Updated infantry sounds to now include sounds when interacting with mud, including a mud landing sound, mud crawling sounds, and mud wrestling sounds.
  • Updated 50cal projectiles to use new wood impact sounds.
  • Adjusted bullet cracks audio with minor tweaks.
  • Adjusted 30mm pass-by sounds
  • Adjusted the turret rotation audio for emplacements and technicals.
  • Disabled muffled EQ for 1p chopper gunner firing including reload sounds.
  • Fixed an audio issue with footstep landing sounds, as they were too quiet and should now match the normal footstep sounds.
  • Fixed an audio issue with several vehicles that had missing engine destroyed sounds.
  • Fixed an audio issue with the DSHK and M2 HMG distance firing sounds volume from close range to mid range.

[h2]General Bug Fixes[/h2]
  • Fixed an issue which was affecting patch install times. This will only improve install times for patches which come after v3.0, and is not a complete solution to long install times. We will continue to investigate fixes for that issue.
  • Fix attempt for a server crash related to Soldier Ragdolls.
  • Fixed an animation issue where certain grenade launchers, binoculars and rocket launchers (ie M72A3) had a jarring delay in the start of the animation when reloading, equipping, etc.
  • Fixed a gameplay issue with AUS Field Dressings costing 10 ammo points to rearm instead of 5.
  • Fixed a gameplay issue with certain user input breaking Rallypoints.
  • Fixed a gameplay issue where the AUS/GB HX60 Truck’s F2 passenger seat soldier’s boots were clipping through the vehicle mesh.
  • Fixed a gameplay issue with Seed map layers, the pre-placed deployables were unintentionally respawning after getting destroyed.
  • Fixed a gameplay issue with the M4 M150 ACOG M203 Rifle having a misaligned front sight mount.
  • Fixed a gameplay issue with the RUS Kamaz5350 Truck, the wheel traces caused the truck to get launched in unexpected ways. The vehicle handling should feel significantly different now. Increased speed threshold for substepping to have high precision at the shift point between 1st and 2nd gear. Also fixed an issue with the wheel setup that was affecting stability of the vehicle when doing sharp turns.
  • Fixed a gameplay issue with Light APCs, which were costing 10 instead of 5 tickets if destroyed by friendly fire.
  • Fixed a gameplay issue with the INS Black M1151 jeep, the gunner was not receiving direct explosive/frag damage.
  • Fixed a gameplay issue with the INS Black M1151 which was not receiving explosive damage properly and was not destroyable with timed explosives.
  • Fixed a gameplay issue where the CAF LAV6 IFV collision mesh permitted soldiers to clip into the rear of the vehicle.
  • Fixed a visual issue with helicopter tail rotors not showing rocket impact explosions correctly.
  • Fixed a visual issue with the INS/MIL BMP1 IFV, where the visual ATGM rocket mesh remains on the vehicle after getting fired.
  • Fixed a visual issue with Militia soldiers roughness/metallic values.
  • Fixed a visual issue with the RUS/MEA BMP2’s front wheel rig.
  • Fixed a visual issue with the CAF TLAV APC, where the turret was not visible on the wreck mesh, they will now pop off a little when destroyed.
  • Fixed a visual issue with the INS/MIL Mosin Rifle metal albedo being too bright.
  • Fixed a visual issue with the AUS Browning MK3 Pistol having flickering textures.
  • Fixed a visual issue with the BTR80, MTLB 6MA, BRDM-2 and BRDM-2 Spandrels occasionally having player shadows visible outside of their turrets.
  • Fixed a visual issue with ammo bags & rally points, there were inconsistencies with the desert/woodland patterns between factions, these have been standardized to woodland for all factions for all biomes.
  • Fixed a visual issue with the GB FV510 IFV, the turret colour was not matching the rest of the hull.
  • Fixed a visual issue with the RUS Kamaz truck having broken normals on the rear truck flap.
  • Fixed a visual issue with the CAF Rifleman 2 Arid soldier mesh, which had a visual anomaly with the helmet scrim.
  • Fixed a visual issue with the MIL + INS Repair Station, at the first build state the generator's frame was doubled and clipped into the mesh.
  • Fixed a visual issue with the MEA BRDM hubcaps using the wrong texture.
  • Fixed a visual issue with the MEA UB32 rocket pod turret having incorrect texture.
  • Fixed a visual issue with the INS Black M1151 Light Jeep which had a missing vehicle wreck texture.
  • Fixed a visual issue with the G3 Z-point selection icons being inconsistent.
  • Fixed a visual issue with the Militia Machine Gunner Soldier having bad skinning on the back of the neck.
  • Fixed a visual issue with the GB Rifleman Soldier's back, which had bad skin weights.
  • Fixed a visual issue with the GB Automatic Rifleman soldier mesh having a double radio pack.
  • Fixed a UI issue with the name of the MEA BRDM-2 UB32 on the HUD text element being incorrect.


[h2]Map Updates & Bug Fixes[/h2]
  • Updated CAF map layers to include the new CAF vehicles.
  • Updated the following maps to use the new ocean/lake water interaction: Al Basrah, Fallujah, Goose Bay, Narva, Skorpo.
  • Updated all Level Designer-placed razor wire (ie Al Basrah VCP) to use the same damage and movement penalty settings as deployables razor wire.
  • Fixed a visual issue with dead poplar trees having bad ambient occlusion.
  • Fixed a visual issue with various “breathing” ground cover materials when affected by wind.
  • Fixed a visual issue with the cattail plant mesh breaking when blowing in the wind.
  • Fixed a visual issue on the Infantry Tutorial causing floating grass and green roads.
  • Fixed Gorodok RAAS v3 main resupply zones not encapsulating all vehicles at both teams main.Fixed
  • Tallil RAAS v1 Iraqi Hangars flag name being offset from the actual capture volume.
  • Anvil Skirmish v1, Goose Bay Skirmish v1, Lashkar Skirmish v1 - Fixed an issue with Flag ticket gains being incorrect. They should behave like other skirmish layers:
  • +20 tickets for flag capture
  • +10 tickets for neutral flag capture
  • Anvil RAAS v1 - Fixed an issue where MBT’s were not spawning for both teams.
  • Al Basrah Seed v1 - Fixed minor visual issue with pre-placed FOB, MEA faction was incorrectly using the RUS Radio mesh and sound.
  • Belaya RAAS v5 - Adding missing helipad and heli spawner for CAF.
  • Fools Road Invasion v1 - Fixed a spelling in the name (was missing v).
  • Goose Bay - fixed collision on the roof of the airport building.
  • Goose Bay Invasion v4 - Fixed floating ammo crate.
  • Goose Bay RAAS v3 - Added new map layer with USMC vs RUS.
  • Goose Bay Skirmish v1 - Fixed an issue with both teams main base resupply zone not being large enough.
  • Goose Bay Invasion v3 - Fixed an issue with the RUS Main base resupply zone not including the helipad, preventing helicopters from rearming.
  • Goose Bay Invasion v4 - New map layer featuring the USMC.
  • Gorodok RAAS v11 - Fixed an issue where River Fortification can appear twice in the same layer, right on top of each other.
  • Gorodok - Fixed trees and smoke visible in Gorodok skybox.
  • Gorodok - simplified large scale grass.
  • Infantry Tutorial - Updated vehicle and faction ID board with USMC vehicles and infantry.
  • Jensen's Range v6 (AUS/RUS) - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
  • Jensen’s Range - Added Australian/RUS Jensens Range main menu selection link for AUS/RUS and USMC/RUS map layers.
  • Kamdesh Invasion v4 - Fixed an issue with the AUS MRH90 helicopter exploding on the landing pad.
  • Kohat AAS v2 - Changed from Mid Day to Early Morning lighting.
  • Manic-5 - Updated the upper water reservoir depth to be very shallow. This is an interim workaround for a technical issue, until the map can be fully updated for amphibious gameplay.
  • Mutaha Invasion v1 - Added INS Ural375 Transport Truck.
  • Mutaha RAAS v3 - Updated to swap AUS with GB.
  • Mutaha RAAS v5 - Fixed bad MBT spawner position for MEA.
  • Narva - Added amphibious water and updated the Narva landscape material.
  • Sumari Seed v1 - Fixed minor visual issue with pre-placed FOB, INS faction was incorrectly using the RUS Radio mesh and sound.
  • Tallil Outskirts - Adjusted all Tallil map layers' helicopter altitude threshold to be decreased from 600m to 300m to avoid visual anomalies and excessive helicopter spotting with LOD/landscape exploits.


[h2]SDK Updates & Bug Fixes[/h2]
  • Incremented the Mod Major Version, to enforce compatibility with the new Squad Version on v3.0 release.
  • Added functionality to vehicle spawner that allows to override the biome to use for selecting a vehicle variant for debug purposes
  • Added functionality to vehicle spawner which allows you to set Required Tags. This is used to ensure only Amphibious-capable vehicles spawn in the Essex well deck, for example.
  • Added new experimental gameplay scripting system. This is a basic system for creating quick gameplay scripts. For example, in v3.0 it is used on certain amphibious-focused Invasion map layers to enable or disable vehicle/infantry spawns after the first CP is captured.
  • Added new all-new ocean and lake BPs. These water actors enable waves and infantry and vehicle water interaction. A tutorial for setting these up will eventually be made.
  • Updated vehicle spawner to allow spawning vehicles on water.
  • Overhauled the vehicle turret wrecks for optimization. Turret logic has been consolidated into a component. Your existing custom vehicle wrecks will still work, but we recommend updating to the new system.
  • Added a prototype Cinematic Character blueprint for easy setup of static scenes and cinematics. Also added a prototype improved Projectile Spawner for use with Sequencer.
  • Updated minimap generator tool to have tight and proper bound handling, using landscape component bound if there are no map corners.
  • Moved the hay bales and snow pole props from Skorpo map folder to Generic and cleaned up redirectors.


[h2] Clear Cache to resolve residual issues[/h2]
  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.

Squad v3.0 Landing on June 22nd



Attention Squaddies,

We are very pleased to announce that the next major update for Squad will be going live on June 22nd! Along with a new map, new vehicles and other game refinements, our 3.0 release will bring yet another one of our previously promised factions to the game - the American marine forces!

Since the start of 2022, the Squad development team has worked hard to hit a much more frequent cadence of releases, and to demonstrate our ongoing commitment to Squad and to you, our players.

This is not just another faction. In order to capture the marine experience, and fully mirror their real world missions, an entire new gameplay element has been developed for Squad and will be part of this next update. Previously impassable river and ocean terrain can now be crossed. Vehicles with amphibious capabilities can traverse bodies of deep water expanding players' tactical and strategic options. Five existing Squad maps have been overhauled to add amphibious gameplay, and we will be introducing one new map that’s amphibious ready! We plan to continue to make further refinements to existing maps as time goes on, as well.

The 3.0 update, dubbed our Amphibious Assault update, is a big step forward for Squad and something that has been in the works for a very long time here at Offworld. We are excited to share more information with Squad players over the coming days, and can’t wait for you all to get into the mud and play as this all-new faction.

We’re looking forward to hearing your reactions, seeing the amazing content we know our Squad Partners will be putting out, and want to extend a heartfelt thank-you to the Server Owners who help make this game what it is.

Be sure to check back next week for our Release Notes which will have the full list of additions, fixes, and new content coming to the game in v3.0.

At ease,

- Offworld Industries

SQUAD V2.16 IS LIVE NOW



Attention Squaddies,

Squad’s v2.16 update is now live for players to download.

For details on what’s in this latest update visit our Release Notes which we posted yesterday (LINK URL).

To report any technical issues you might experience after updating to v2.16 please share them on our forums (LINK URL).

Thank you for your attention.

At ease,

– Offworld Industries

Squad Update v2.16 Release Notes



Attention Squaddies,

Tomorrow we are releasing Squad v2.16. This continues a series of more frequent updates, some of which are smaller in scope, to allow us to continually improve the Squad experience for our players.

V2.16 will be the fourth update to Squad this year (not including Hotfixes).

While there are dozens of improvements, fixes, and other changes in v2.16, the most prominent are the addition of three new vehicles for the Canadian Armed Forces faction, a INS emplacement Hell Cannon for the Insurgent faction, and the new Seeding Mode that will help Server Owners better populate Squad servers.

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

Squad v2.16 will be released on Wednesday, May 18th at 18:00 UTC.

At ease,

- Offworld Industries


CHANGELOG



[h2]CANADIAN ARMED FORCES VEHICLES
[/h2]
  • M113A3 APC (3 variants) - This is an older vehicle which saw some service in Afghanistan. This fills the gap for CAF in terms of a tracked troop transport.
  • M113A3 C6 Open Turret
  • M113A3 M2 Open Turret
  • M113A3 TLAV Enclosed Turret
  • LUVW Light Jeep (4 variants): - This light jeep is outfitted with an armour kit, giving it slightly more protection against small arms than for example an un-armoured logistics truck, but less armour than for example a MAT-V.
  • LUVW Transport Jeep
  • LUVW Logistics Jeep
  • LUVW C6 Jeep
  • LUVW M2 Jeep
  • CH-178 Transport Helicopter - Mi-17V5s were acquired by Canada during the Afghanistan War, used as a stopgap medium-lift helicopter while the RCAF sourced alternatives. This historical oddity is featured on a handful of layers set in Afghanistan.


[h2]SEEDING MODE & HELL CANNON
[/h2]
  • Added a new INS emplacement – The Hell Cannon. This terrifying, home-made insurgent weapon launches an explosive-filled propane tank to devastate enemy positions.
  • Overhauled the Seed Game Mode.
  • Updated all Seed map layers to now have pre-placed forward FOBs and HABs. Pre-placed FOBs will have 10,000 ammo and 2000 construction points.
  • Removed weaponized emplacements for all seed map layers (exception for INS on Sumari Seed v2 and Tallil Seed v2 having access to the new Hell Cannon emplacement).
  • Updated the Seed Game Mode to start in a “Seeding Phase” ruleset and transition to a “Live Phase” ruleset when sufficient players have joined the server. See our blog post for more details on the new Seed Game Mode [LINK URL]


[h2]ADDITIONAL GAMEPLAY IMPROVEMENTS
[/h2]
  • Updated FOB Radio to have an increased ticket loss penalty of 20 tickets (was 10). Design Intention: to increase the incentive to defend FOBs, and attempt to address FOB spam, which is currently the predominant tactic for winning games.
  • Adjusted the INS Tire Fire deployable to now have an additional movement impairment directly in the center of the deployable, which should prevent infantry being able to run all the way through the blockade. Design Intention: Increase the viability of this barrier to impede enemy traversal.
  • Adjusted the INS Sapper Kit Role’s main weapon from the Mosin Carbine Bolt Action Rifle to the PPSH41 submachine gun. Design Intention: to give the INS Sapper an effective close and medium range weapon while relying on team members for longer range engagements.
  • Updated all CAF Kit Roles with a new, more authentic L83A1 smoke grenade, which is the CAF equivalent to M18 smoke grenade.
  • Updated AUS & CAF 3rd-person character model to remove the pistol model from Kit Roles that aren’t equipped with them, and added the missing 3rd-person pistol model on the Engineer 2 and Crewman Kit Roles.
  • Updated all AK family rifle reload SFX, to now use correct bolt moving SFX and improved mag in / mag out SFX.
  • Updated the AUS EF88 / F88 Rifle reloads to now use unique SFX.
  • Adjusted the AUS Maximi to be slightly louder when fired in close proximity.
  • Reduced the max audible range of the AUS ASLAV IFV’s engine SFX.
  • Adjusted the layout and text of Game Mode descriptions to be clearer for new players.
  • Adjusted the AUS MRH90 Helicopter collision model to now include the middle seats section.
  • Adjusted the HUD name for all factions’ Combat Engineer E-tool/Spade to include “Engineer” or “Sapper”. Design Intention: To give a clear indication that this shovel has unique properties vs normal shovels (can build / dig down deployables faster).
  • Adjusted the text for AUS weapon descriptions.
  • Updated the loading box splash screen artwork.


[h2]BUG FIXES
[/h2]
  • Fix attempt for the crash that gives an error regarding ASQTeamState.
  • Fix attempt for the crash related to the muted players cache.
  • Fix attempt for the issue where some players would see thick fog after swapping layers.
  • Fixed an issue with missing destruction SFX for light vehicle engines.
  • Updated the deployable camo netting to add a fallback colour, which should fix issues with the Landscape Renderer breaking camo netting under certain circumstances, like with the Fools Road black camo nets.
  • Fixed a legacy issue with infantry bipods, where deploying your bipod while simultaneously crouching could get you stuck in a permanent bipod state.
  • Fixed a visual issue with ADS peripheral blur, which was not getting removed when a player entered a vehicle or emplacement while in ADS.
  • Fixed a visual issue with some vehicle windows (ie. M-ATV) not showing RPG impact effects.
  • Fixed an issue with the AUS Observation Tower deployable’s camo netting collision unintentionally blocking projectiles.
  • Fixed a collision issue with the AUS PMV Armored Car, where the rear hatches passed damage to the hull – impacts to those hatches no longer pass damage to the hull, in line with other similar vehicle hatches.
  • Fixed AUS Squad Leaders missing Incendiary Grenades necessary for destroying Caches in the Insurgency Game Mode.
  • Fixed an issue with the AUS pistol costing 10 ammo points to rearm; it now costs 1 ammo point per mag, in line with other pistols.
  • Fixed an audio issue with the AUS MRH90 Helicopter’s exterior rotor SFX after exiting the pilot seat.
  • Fixed an issue with the AUS M1A1 MBT’s ammo not being removed when the ammo rack component was destroyed.
  • Fixed an audio issue with the AUS EF88 SL40 Rifle Smoke rounds having incorrect impact SFX.
  • Fixed a legacy UI issue with SPG-9 emplacements not having a map icon when unmanned.
  • Fixed a legacy visual issue where the arms visually broke when dry reloading the M240H Helicopter Door Gun.
  • Fixed a legacy visual issue with low texture quality on character models in the Role Loadout menu.
  • Fixed a visual issue with the GB SA330 Helicopter’s instrument panel flickering.
  • Fixed a visual issue with the AUS MRH90 Helicopter’s cockpit display not updating correctly on ultra-wide monitors.
  • Fixed a visual issue with AUS ASLAV APC’s wheel collision meshes when destroyed.
  • Fixed a visual issue with the AUS EF88 SL40 Rifle (Grenadier Kit Role) having rounds visible in the magazine during a “dry” reload animation.
  • Fixed an audio issue with MG shell casing SFX not being affected by the volume slider.
  • Fixed an issue for some special weapon skins icons (Veteran RPG7, Veteran RPG7v2, and Desert M4) so they now show the correct variants.
  • Fixed an issue with Kickstarter uniform patches not displaying correctly on 3p models of AUS and specific Woodland CAF soldiers.
  • Fixed a visual issue where some MEA and RU fortifications (HASCO blocks / walls) were filled with brown dirt instead of sand for desert biome assets.
  • Fixed a UI issue where the AUS PMV M2 RWS Armored Car used the incorrect map icon (“light jeep”). it now uses the correct map icon (“heavy jeep”).
  • Fixed a UI issue for the AUS EF88 Rifle’s description; it no longer lists the stats twice, and also shows the correct zeroing distance for the Spectre optic.
  • Fixed a typo with RUS and MEA artillery strike title and tooltip text so it correctly refers to it as being a 152mm caliber strike.
  • Fixed an issue with Discord rich presence not supporting CAF assets correctly, this affected Goose Bay, Manic-5 and the CAF faction flag.
  • Fixed an issue with Discord rich presence, where AUS & RUS factions were displayed as US.
  • Fixed an issue with Discord rich presence, so the Anvil map will now display correctly.
  • Fixed an issue where the Anisotropic Filtering level was being misreported in the log file.


[h2]MAP UPDATES & BUG FIXES[/h2]
  • Updated all CAF map layers naming convention to be unified with all other factions map layers. Check the sheet for the full list of changes:
  • v2.16 CAF Layers [LINK URL]
  • Updated all CAF map layers to include new vehicle distribution.
  • Added new map layer – Kohat RAAS v9.
  • Added new map layer – Goose Bay RAAS v2.
  • Updated Fallujah Seed v1 layout to now have 3 capture points.
  • Updated Tallil Seed v2 – Team 2 is now INS (was RUS), and CAF now gets LUVW jeeps (transport + logistics).
  • Updated Sumari Seed v2 – Team 2 is now INS (was RUS).
  • Updated all INS map layers to now include the Tire Fire deployable – each INS FOB can deploy up to 2 Tire Fire deployables.
  • Updated several INS map layers to include INS Ural 375 Transport Truck variant.
  • Al Basrah Seed v1 – Fixed MEA main base no-deploy zone being offset by around 80m to the south.
  • Al Basrah AAS v3 – Fixed Helicopters not being able to resupply at the AUS main base.
  • Fallujah Seed v1 & Tallil Seed v2 – Fixed map layer name not showing up correctly on the deploy screen / server browser.
  • Jensen’s Range v4 (CAF vs RUS) – Fixed RUS not having a MI8 Helicopter spawn and fixed RUS using INS HAB mesh.
  • Kohat RAAS v8 – Fix attempt for the AUS MRH90 helicopter exploding on the helipad.


[h2]SDK UPDATES
[/h2]
  • Added a configurable variable to vehicle turrets, to set the health level required for stabilizer to function. Default value is 0.5.
  • Added a system for Level Design to allow for ambient Jetovers on maps. JetFlyBy will spawn ambient planes that fly overhead of the geo map.
  • Made initial ammo & construction values on FOBs editable on instances, to allow customizing the amount of resources on pre-placed FOBs without additional components.
  • Adjusted the AUS PMV Mag58 Armored Car to include a LowCaliber tag.
  • Moved CAF faction setups to single use folder and updated them with standard delays & counts, deleted old legacy faction tables, counts & delays for these layers.
  • Added bRulesetEnabled flag and setters/getters for it into SQGameRuleset to allow for rulesets logic to be notified to enable or disable itself.
  • Added implementable events BPRulesetEnabled & BPRulesetDisabled to SQGameRuleSet, to allow blueprint child classes to react on being enabled or disabled in event-based fashion.
  • Modified GraphTicketComponent and GraphNodeBasedBleedComponent, allowing their logic to be turned on/off.
  • Modified Ruleset_Vehicle, to allow the ticket subtraction logic to be enabled/disabled using new ruleset enable/disable functionality.
  • Events OnPlayerJoined and OnPlayerRemoved on SQGameState exposed to blueprints
  • Added a TryGetDefaultObjectFor() helper function to SQBlueprintLibrary to get the default object for a certain class, with dynamic output type, to save some casting in blueprints.
  • Added TryGetRulesetsOfClass() helper function to SQGameMode, to get an array of currently active rulesets of a specified class, with dynamic output type to save some casting in blueprints.
  • Exposed RuleSets array in SQGameMode to blueprints as a read-only property
  • Made GetCustomServerSetting() helper function in SQBlueprintLibrary compatible with In-Editor server settings, accessible in Editor Preferences -> Play Squad -> Custom Options.
  • Added server-side helper functions to SQBlueprintLibrary to expand the ability to work with CustomOptions.cfg contents in blueprints:
  • GetCustomServerSettingAsInt()
  • GetCustomServerSettingAsFloat()
  • GetCustomServerSettingAsBool()
  • DoesCustomServerSettingExist()
  • Added new INS Ural 375 Transport Truck variant.
  • Reminder: Make sure your vehicles, turrets, vehicle weapons, and emplacements are using the new SQArmourMesh Component added in v2.15, or they may not receive damage properly.



[h2] CLEAR CACHE TO RESOLVE RESIDUAL ISSUES
[/h2]If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.