1. Squad
  2. News

Squad News

Harju Developer Interview

As many in the Squad community will know that Harju, the game’s newest map, began as a player created project! Working under the username Wunda Offworld hired its designer Jason Liberty and brought him onboard. With the official release of Harju we sat down to talk with Liberty and  asked him to provide us with some of their insight about the conceptualization and evolution of Harju from its first moment as a community map to its latest full integration in Squad.

What was your overall approach to designing the map, what did you want to accomplish with it? Jason/Wunda: Work on Harju was started shortly after Squad Alpha 12 which added Main Battle Tanks. I wanted to create a map that would be well adapted for Squad’s newest equipment but also future proofed for the helicopters that were to be added later in 2019. This had another future payoff seeing that Harju has become a good fit for the amphibious adaptation we see today.

How do you think the map stands out in contrast to other maps of Squad? Jason/Wunda: Foliage is what sets Harju apart from Squad’s existing map library. Vehicles and infantry have to play to their strengths in a different way then most other maps. Firefights slow down and teamwork excels when you're moving with your squad to clear forests on approach to your objective. Logistics vehicles can't go to any location they want to by just driving offroad. A higher encouragement to utilize road networks may sway a squad leader to try amphibious or helicopter based insertions. 

Can you describe the work that was done on Harju to ensure that it could be released as an official map for Squad? Jason/Wunda: Harju’s last workshop release, while a step forward for the map, still had many gaps that needed to be filled. A large amount of effort was spent refining or completely rebuilding locations to a higher quality standard and more importantly to work well with newly added amphibious gameplay. To put it into perspective I logged 950 hours working on Harju up to its last workshop release and an additional 1,400 hours getting it to the official release. It was a lot of work and in the end I’ve spent more time on just Harju than I have 1,200 hours in-game playing Squad! 

What do you think the biggest improvement is on Harju from the Steam Workshop version that you worked on to its latest incarnation now in Squad? Jason/Wunda: The largest improvement can be seen in the large scale map flow. Rounds play out far better now that the map has been filled with more locations to fight in. Many locations were also changed to fit amphibious attacks opening a massive number of opportunities in layer design for our core game modes. 

What made you choose Finland as a location for the map? Any personal attachment to it? Jason/Wunda: Finland as a setting isn’t far from locations we've already featured in Squad. The closest of those being Narva in Estonia and Skorpo in Norway. Since I’m a Level Designer and not a 3D Artist using existing Squad assets was critical. Finland does differ from those locations in its terrain and foliage which is where I focused on making the map unique. I also knew from the start that I wanted to build a map on the water during Autumn. Looking at reference photos from Finland during that time of year really reminded me of where I grew up in the northeastern United States. It felt easy building a place that felt so familiar to me.  

Squad 4.0 - Red Star Rising

Attention  Squaddies,

Today we are proud to announce Update 4.0 - Red Star Rising, a major milestone for Squad that will see the addition of our 10th playable faction, the People’s Liberation Army (PLA). We know that you have been expecting them to join the fray for a while now and we are excited to see you soon get to play them!

The PLA will be added to Squad with update 4.0 on December 7th, 2022.



The People’s Liberation Army, originally called the Red Army, encompasses mainland China’s land, sea, and air forces and is the largest military force in the world today. In Squad, this new combined arms faction features seven new vehicles, fifteen unique weapons & deployables, and a devastating bombing run Commander ability. We are also expanding our localization efforts with the addition of Simplified Chinese.

Here are some of the new weapons, vehicles and abilities that the PLA brings onto the field:

  • New Commander Feature — Call in a tactical bombing run using the PLA’s signature JH-7A Flying Leopard aircraft
  • New Vehicles — ZBL-08 Wheeled APC, ZTZ-99A Main Battle Tank, ZBD-04A Infantry Fighting Vehicle, and more
  • New Weapons/Deployables — PP87 Deployable Mortar, QJZ-89 Heavy Machine Gun, HJ-8 Anti-Tank Guided Missile (ATGM) Emplacement, QBU-88 Marksman Rifle, QJY-88 Machine Gun, and more


Update 4.0 will come with fully detailed release notes where we will go more in depth about the new features and specifics to the PLA, so stay tuned as we release more information as we get closer to the release date.



We hope that you are as excited and impatient as we are for this new major release, only a few weeks to wait until Christmas comes early! We’d like to thank all of you for your continuous support and encouragement, and let’s take Squad to the next level together!

At ease,
Offworld out.

SQUAD UPDATE V3.5 RELEASE NOTES

Attention Squaddies,

We have deployed hotfix 3.5 to address the unintentional player kicks issue and some fixes that needed to be implemented to the Harju map. Please notify us if you encounter new issues on Squad 3.5 in our Technical Report Thread.

Thank you so much for your patience and support, they mean so much to us!

[h2]General Bug Fixes[/h2]

  • Fixed an issue where players were being kicked from servers unintentionally


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

Fallujah

  • Fixed an issue where players could not use a certain sewer entrance as intended.


Harju

  • Fixed an issue where the Truck Stop capture point would spawn in the air on RAAS v1, preventing players from capturing it.
  • Fixed an issue where the repair stations in the CAF main base on Invasion v4 would float in the air and block the road.
  • Fixed an issue where the logistics hub flag was in the wrong capture cluster on RAAS v3 and v4.Fixed an issue with flag layout on RAAS v5.
  • Fixed an issue where certain fortifications would not cost anything on multiple Harju map layers.
  • Fixed an issue where the USMC carrier was sitting too low in the water on Invasion v1.Fixed an issue where the USMC western helicopter pad would not repair damaged helicopters on Invasion v1.

Squad v3.4 Is Live Now

Attention Squaddies,

Update 3.4 for Squad is ready and can be downloaded! To know about all the latest changes that are coming with this update head on to our Release Notes blog.

If you find any technical issues or bugs that might have come with the new update please report them in the Technical Issues Forum Thread. Thank you so much for all your support, it is invaluable to us and helps us make Squad a better game!

At ease,
– Offworld Industries

SQUAD UPDATE V3.4 RELEASE NOTES

Hello Squaddies! 

The v3.4 update will focus on small bug fixes and gameplay improvements on many fronts, including soldier kits, weapons, turrets, vehicles and buildings among others. We also persevere in our efforts of optimizations to the game, going over its various maps once again. Finally, the addition of the map Harju will add a war theater in Sweden for you all to experience again or anew!

Changelog & New Features


Added a new map, Harju:

After the fighting in Narva, opposition forces have begun raiding towns on the southern coastline of Finland. A NATO carrier group is deploying to back local defense forces to repel the invasion.

Harju will release with the following layers:

  • AAS

    • v1: USMC / RUS
    • v2: USA / RUS
  • Invasion 

    • v1: USMC / RUS
    • v2: RUS / MIL
    • v3: GB / MIL
    • v4: CAF / RUS
  • RAAS 

    • v1: USMC / RUS
    • v2: GB/ RUS
    • v3: USA / RUS
    • v4: CAF / RUS
    • v5: RUS / MIL
  • Skirmish

    • v1: USMC / RUS
    • v2: CAF/ RUS
  • Seed

    • v1: USMC / RUS


[h2]System & Gameplay Updates[/h2]

  • The Chat HUD now clears older messages once it has faded out so that only new ones appear when the Chat HUD reappears.
  • Players will now take damage underwater within the main base protection zone. This will prevent players from becoming stuck underwater indefinitely.
  • Adjusted the ammo cost on 40mm HE grenades for Grenadier kits to 7 ammo points (was 10).
  • Improved general water performance


[h2]General Bug Fixes[/h2]

  • Fixed an issue where under certain circumstances one could have infinite rally points.
  • Fixed a crash relating to the map marker manager
  • Fixed a crash relating to vehicles
  • Fixed an issue where an inappropriately large amount of force would occasionally be applied to the Minsk while pushing it.
  • Fixed a crash that would occasionally occur at match’s end
  • Fixed an issue where the woodland USMC M1151 CROWS variant turret was unable to be repaired by a hand repair kit.
  • Fixed an issue where the woodland USMC M1151 CROWS variant turret was incorrectly set to pass damage to the vehicle
  • Fixed a crash relating to smoke grenades
  • Fixed a problem with Militia role icons
  • Fixed an issue where player shadows were bleeding through walls on low shadow settings
  • Fixed an issue where LAT and Medic kits were showing incorrect role counts
  • Fixed an issue where USMC logis were missing their smoke pop sound
  • Fixed woodland sandbags being used on a desert MEA deployable
  • Fixed an issue where Zu-23 vehicle turrets had a gratuitous amount of ammo.
  • Fixed an issue where viewports would "flood" inappropriately
  • Fixed a crash that rarely occurred after changing the graphics settings on the main menu
  • Fixed an issue where an INS/MIL player could not detonate an IED if they had also placed an ammo bag on the map.
  • Fixed an issue where USMC M1A1 turret armor values were mismatched
  • Fixed an issue with the Minsk's anti-flip system
  • Fixed an issue where wake plates had no impact VFX for any projectiles
  • Fixed an issue where vehicles could not be damaged after exiting the main base
  • Contact shadows are now forced “on” for Low and Medium shadow quality.
  • Color grading settings will now remain consistent after restarting
  • Fixed an issue where default settings were not being applied universally
  • Fixed an issue where the anisotropic slider wasn’t working properly
  • Fixed an issue where ambient occlusion wasn’t being updated properly
  • Optimized memory usage by changing the way CO support action referenced  objects (models, textures, sounds, effects, etc) are not loaded into memory when not used by any team
  • Optimized memory usage of the widget displaying hints on controls when in the vehicle
  • Optimized memory usage of all handheld deployable items by removing a reference to an IED which was causing the IED-related assets to be always loaded 

    • Fixed an issue with the squad list not appearing centered at lower resolutions
    • Fixed an issue where player status icons on the squad list were stretched horizontally instead of scaling at a fixed aspect ratio
    • Fixed an issue where the “Leave Squad” button would be pushed to the bottom of the screen when the player’s squad is large.
    • Fixed an issue with the scroll bar in the squad list not functioning properly.


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

  • General

    • Improved optimization of some buildings
  • Black Coast

    • Improved lighting on the USS Essex
    • Fixed an issue where the MIL main base had no logi resupply area near the beach where MIL boats spawn on Invasion v4
    • Fixed a gameplay issue with an exploitable collision on the rooftop of the Coal Tipple Building.
    • Fixed an issue where players could fall through the terrain at a certain location
  • Fallujah

    • Fixed an issue where water splash VFX would appear inappropriately.
    • Various optimizations
  • Mestia

    • Fixed an issue with MEA not always spawning every vehicle at the start of a round on Skirmish v1
  • Manic-5

    • Fixed an issue with CAF main not always spawning every vehicle at the start of a round on RAAS v1
  • Narva

    • Fixed an issue with the RUS T72B3 MBT not spawning at main on Destruction v1
    • Improved water levels in some buildings in RAAS v5
  • Tallil

    • Fixed an issue with INS Minsk bikes never spawning on Seed v2
    • Fixed an issue where USMC were able to deploy emplacements on Seed v1
  • Skorpo

    • Fixed an issue where the Militia temporary spawn was not working at grid 010-5-4 on Invasion v4.
    • Removed CAS Helicopter from Invasion v3
    • Fixed an issue where attackers do not see the staging phase UI on Invasion v3 and Invasion v4
    • Fixed an issue with lighting where a beam of light appeared to come from the ocean on Invasion v3
  • Sumari

    • Fixed an issue with INS main not spawning all Minsk bikes at start of a round on Seed v2
  • Yehorivka

    • Fixed an issue where not all vehicles would spawn at RUS main at the start of a round on RAAS v11


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

  • Fixed an issue where Black Coast layers were missing from the server layer rotation configuration


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

  • Updated mod SDK to v3.4
  • Updated mod versioning to v3.4. This requires mods to be re-cooked with the v3.4 SDK—any mods using the v3.3 SDK will be incompatible with v3.4.