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The Wrench - May 2021

Hello squaddies!

Today we have an updated edition of The Wrench, before we begin though we just want to let you know about the Open Modding event that will be occurring from May 12 to May 19, in which all licensed servers in the main server browser can run mods without the need for the mod being whitelisted. We'll be sharing more information about the event next week but here is an updated look at just some of the mods currently in development.

EDIT: 6th May 2016 -Due to an SDK update potentially dropping next week, we will be pushing the Open Modding event by one week. The new date for the event will be May 19th to May 26th. In the meantime, the open mod testing on a few select servers will continue. Thanks for your understanding.

Sanctuary


Sanctuary is inspired by old-school CQC maps with 10 tickets per team.
[previewyoutube][/previewyoutube]



Steel Division

Steel Division focuses on nighttime layers featuring lights, night vision, and more air and ground support. They don’t have any unique command support call-ins yet but plan on adding a thermal UAV and an AC130.



Croatian Armed Forces


The Croatian armed forces will bring another NATO member country to Squad using a mix of old Soviet, Yugoslav, and modern NATO equipment. In addition to the new equipment, the mod will also include two maps set in Croatia.

Shown here are the LKW 5t mil gl 4x4 truck, PLASTIKA M93 hand grenade, and the HS Produkt VHS-D2 (all used variants of the VHS-2 will be included).

Discord: https://discord.gg/YvvRGCY94J



French Faction


The French faction is coming, they’ve been testing the initial scaled-down version of the mod during the testing phase leading up to the open modding event. Their plan is to select and recreate the equipment of the French ground forces from 2010 to 2020.

[previewyoutube][/previewyoutube]
https://drive.google.com/file/d/1fd8KhhVdxY36uI0Ex8HYNUEmSOTQIkB4/view?usp=sharing
https://steamcommunity.com/sharedfiles/filedetails/?id=2198088821



Brazilian Army


The Brazilian army team aims at having an initial release and playtest by the end of the year. They plan on representing equipment being used by the Brazilian Army since 2010. The mod will also include two maps, one representing the Amazon rainforest and an urban map, possibly set in a favela or other large Brazilian urban center.

Please go check out their discord and website for more Info
https://discord.gg/ucXhXEKcaT
http://squadbrazil.rf.gd



Dorilsk


Set in a fictional valley in north-western Russia, Dorilsk is Rookheim’s debut into map creation. Originally just a testbed to learn UE4, it has now been refined into a playable state. The map is characterized by thick spruce forests surrounded by highly defensible positions that will require coordination, teamwork, and a lot of firepower to both take and hold. POI:s include a radio tower, villages, river crossings, camouflaged camps, a construction yard, a swamp, ruins, and a hastily fortified airfield. The map features, among others, an invasion layer where an under-equipped RGF will have to stage a desperate defense against attacking Militia forces.



SquadZ: Origin


This is a zombie MOD, which allows players to experience the absolute firepower of human beings in a Squad, and also the sense of oppression and despair brought by zombies. Currently, it has 7 modes and 13 maps, and 53 maps are playable. More camps, gameplay, and guns will be added in the future. At the same time, the game environment in the MOD will also allow new players to quickly adapt to and participate in the game.

Hives (Destroy the zombie nest)
TheLost (Human survival in a given amount of time)
Extraction (Human survival in a given amount of time) AI
LastStand (Defend the last stronghold of mankind)
LastStandV2.0 (Defend the last Stronghold of mankind) AI
VIP (Protect the VIP to survive within the specified time) AI
Battleground (Battlefield mode, stay tuned for the next version)

https://b23.tv/P4vGVG



REBORN: SQZ


REBORN: SQZ is a PvP zombie mod pitting 1-life humans against an ever-growing team of zombie players. Similar to "infection" modes in other games, humans spawn at the start of the round and survive as long as possible. The zombie team has a variety of classes and abilities to try and spread the virus, while the humans' best weapons are communication and teamwork.

REBORN features several custom modes:
Last Stand - Humans build & defend a SuperFOB until time runs out or they are overrun.
Hives - Humans search for the main zombie hives and attempt to destroy them.
Extraction - Humans capture relays to reveal an extraction zone and escape.
Escort - Humans drive & protect an APC as it travels between refueling stations.
Survival - Humans place a FOB and send out parties to capture supplies.

REBORN features 11 maps, including 5 custom maps built specifically for the mod! More vanilla maps will be added and custom maps are always in the works.

Other changes include a custom scoreboard (counting infections, kills, & revives), balance changes, custom FOB deployables, custom human classes, night vision, and more! The mod is under active development, including community map submissions and feedback. Come join the HORDE!

https://discord.gg/89A2a4k63R



Wake Island


The Wake Island Crew proudly presents: We manage to get our lazy selves up and update the Mod to Squad 2.6 with all the comforts that come along with it including better water thanks to the addition of screenspace reflections. Wake features a wide variety of game modes from AAS over Invasion to Skirmish and TC. We hope that Wake will someday get the chance to be played on every server.

https://steamcommunity.com/sharedfiles/filedetails/?id=2010827510



Squad Vietnam


Greetings from the Squad: Vietnam team! It’s been some time since we’ve shown our work in The Wrench. Boy, do we have a lot to show. Our team has been hard at work creating everything from grass to grenades and all under the ever-watching eye of our master optimizer Hoover. We set out to accurately recreate the Vietnam War theater and we aren’t going to disappoint.

Our US Army faction is taking shape equipped with so many iconic vehicles and weapons. US troops will take to the skies in Hueys with door gunners laying down a river of lead while on the ground their counterparts roll through the rice paddies and jungles of Vietnam in style in their M113 APCs. Supported by commander asset call-ins such as Cobra attack helicopter strafing runs and F4 phantom delivered napalm strikes the US faction packs a punch that will make the Vietcong wary.

Wary but not defeated, our Vietcong faction will wage a guerrilla war against the western invaders using all manner of equipment. It will be no surprise to learn that Chinese and Soviet-made small arms like the AK47 & Type 56 will be commonplace with even captured US weapons making their way into VC hands. Ever the formidable foe the Vietcong faction like their historical counterparts have adapted to the heavily armed US forces, using all manner of RPGs, explosives, and traps to level the playing field.

Lastly but by no means least a word from our flagship map creator Tuaam. Upcoming with Squad Vietnam is a 3.5x4km map designed around a mix of irregular close and long-ranged combat. Players will experience the marshy and dense lowlands of the Mekong Delta which can be aptly described as a scrutinizing game of cat-and-mouse. The new map, "Mekong Encounter" is a mix of rice paddies, rivers, and villages with landmarks like our riverside town, which has been marked by local skirmishes between US and NLF forces and lies in ruin. The U.S Army must defend its Military Base and airfield, which is under attack by VC mortar fire and irregular attacks. The Vietcong, on the other hand, must assault the Base and drive the US out, by first securing the Island Plantation and then capturing the stronghold town. Both fight to the bitter end in a game of hide-and-seek, where one has the upper hand of secrecy while the other has the policy of sheer destruction.

We hope to deliver the in-depth Vietnam war experience that so many Squad players crave, all while running silky smooth thanks to our focus on quality and optimization. Make sure to join our discord for weekly teasers and updates as well as checking out our Instagram page for background on some of our assets. - Giddy

https://discord.gg/2Z42SbY9jV
https://www.instagram.com/squad_vietnam_mod/



Plymouth


Plymouth is a fictional US-based map centered around an island suburbia. With Russian ground forces advancing through the hilly mainland to the flatter coast, and then to the main island, it should provide a map with a heavy focus on strong defensible positions it will allow for a truly unique experience in Squad.

Squad Hotfix: V2.6

We have just deployed a v2.6 hotfix to address your concerns with players abusing the new client-side "demo recording" functionality to find enemy positions. This new update will disable client-side demo recording on servers by default, though servers can still choose to enable demo recording for players, either for everyone or on an admin permissions level basis. We opted to push this hotfix now, particularly to alleviate these concerns for the tournament matches that are scheduled this weekend.

This hotfix does not include a fix for the logi supplies issue yet; this is still actively being worked on. It seems to be a case where loading things in the wrong order causes this (and other issues, like the less common 'missing turret bug'). Our initial fix attempts did not fully remedy this in our internal testing, so investigation will continue.

Thanks for your reports of these and other issues. Happy shooting!

Squad Update: V2.5

Hello Squaddies,

Today brings the new Squad Update V2.5 containing more bug fixes and updates to assist the V2 release. Included as part of this update is a new Replay functionality that will allow you and your squad to capture those glorious moments of play from within the game client itself to share later.

Be sure to share your best (or worst) moments with us via our social channels with the hashtag #CanIGetARally so we can help spread your amazing feats and be let us know if you encounter any issues via our Discord channel here.

If you are experiencing certain issues after the update, be sure to go to Settings -> “CLEAR CACHE” after updating. This will resolve common issues after updates.

[h2]System & Gameplay Updates[/h2]
  • Optimized most Skeletal Mesh LOD’s. This means that most meshes will now correctly LOD (crush down) bones on characters, weapons and vehicles as they get farther and farther away. For example, vehicle antennas and steering wheels will no longer animate/be activated when they are too far from the camera to be seen, and at extreme ranges the wheels and suspension will no longer animate. This saves precious VRAM and CPU usage. It will benefit all players, but is expected to particularly benefit players with 8 or less GB of VRAM, and those with weaker/older CPUs. The meshes updated include: All Character Meshes. Most Infantry Weapons. Most Vehicles.
  • Added new Replay functionality and UI. You can find this under the Replay tab in the Settings menu.
    1. You can now create and manage recordings of gameplay easily via this menu. Includes the option to automatically record your multiplayer games.
    2. After playing a round, an automatic replay is created, you can rename these to save them permanently.
    3. Automatic replays are automatically deleted when over the maximum number of automatic replays set by the user, starting with the oldest replays.
    4. Note: recordings made locally in this fashion may not include data from far away entities, or things that were not replicated to the player during play.
    5. Also includes a small fix to an issue in the settings menu UI where if you clicked on a tab more than once, it would push you back to the Game settings menu.
    6. Note: There are still some issues to resolve with using Replay functionality. Fast forwarding/rewinding on the demo often causes a crash. Also Grenade throws won't be seen on a replay. Sometimes weapon firing audio cannot be heard. These are the same longstanding issues that will be addressed in time.
  • Added a notification message in the Server Browser when a player is attempting to join a server running with modded content.
  • Updated teamkill bans to once again be displayed in the text chat.
  • Updated ZU-23 Anti Air Gun with a new Targeting Sight Reticle. Includes emplacements and vehicles.
  • Adjusted HAB activation delay to 20s (was 10s).
  • Adjusted the INS Mosin Nagant M38 Carbine variant Max Damage Value from 120 to 94. This change does not affect full-length Mosin Nagant rifles.
  • Adjusted the GB L85A2 LDS Sight to have a thicker Reticle for better visibility in all lighting conditions.
  • Adjusted CAF LAV 6 commander and open-top mg seats (Seat 3 & 4) to no longer require Crewman kit roles.
  • Adjusted the RUS/MEA BMP2 IFV to no longer require a crewman role for Seat 3, the vehicle commander.
  • Adjusted Helicopter mouse deadzone to be a much smaller value so mouse movements on low DPI are much more responsive.

[h2]Bug Fixes[/h2]
  • Fixed an issue with color banding. This was caused by r.SceneColorFormat being clamped to 0 to avoid exploits, changed it to be clamped to 4.
  • Fixed an exploit related to Commander Assets which could be intentionally cloned/spammed in certain High Packet Loss situations.
  • Fixed an issue where, if a round ended while a player was bipoded, that player’s camera would be permanently clamped in the next round, as if they were still bipoded.
  • Fixed more desync issues with the FOB Bleedout progress bar.
  • Fixed more potential settings exploits.
  • Fixed an issue where modded servers were being incorrectly listed as Vanilla servers. Server Browser should now show all mods that are loaded on a server.
  • Fixed an issue with map boundaries where Tracked Vehicles that drove outside the map boundary would only have 7 seconds to return to the area of operations, instead of the full intended 20 seconds.
  • Fixed an issue with the MEA Simir Kord & RUS Tigr Kord, where the vehicle’s weapons would require 50 ammo points to rearm upon spawning.
  • Fixed an issue with the MEA Simir HMG, which previously had an instant rearm time. It now has an 8 second rearm time, in line with other Vehicle HMGs.
  • Fixed an issue with the INS Mosin Nagant Rifle where partial reloading would incorrectly add an extra 6th round.
  • Fixed an issue with CAF soldiers tongues and teeth using a glove texture.
  • Fixed an issue on the Infantry Tutorial where US Soldier models were changing to lower quality LODs at too close a range to the camera.
  • Fixed an issue with the Helicopter tutorial where players were unable to get in another helicopter for a few minutes after crashing their current helicopter.
  • Fixed an issue with the M2 ACOG missing a luminescent dot in the reticle.
  • Fixed an issue with the TK Autoban time being set incorrectly by default.
  • Fixed an issue with the RUS 1P78 Scope 3P Mesh missing LODs.
  • Fixed a Client Ensure issue related to Capture Point Neighbors.
  • Fixed a potential race condition in the RCON connection handling, which could cause server crashes.

[h2]Map Updates & Bug Fixes[/h2]
  • Updated Sumari Skirmish v1 lighting.
  • Adjusted Fallujah lighting saturation and angle of the morning sun to prevent/reduce potential shadow artifacts.
  • Adjusted some of the level and layer map names to use the map's full name.
  • Adjusted Al Basrah Invasion v1 vehicle layout, GB has 1x FV520 CTAS IFV, INS forward vehicles are now only Minsk Motorbikes, Modern Technical +BMP1 Turret now respawns.
  • Adjusted Chora AAS v3 Flag layout to be identical to AAS v1, but with USA vs RUS.
  • Adjusted the ExcludedLayers.cfg to no longer include all the map layers in comments.
  • Fixed an issue on Yehorivka with a compound causing graphical anomalies, replaced yeho_compound_v5 with a newly created prefab.
  • Fixed an issue with Track Attack Game Mode where vehicles were not spawning.
  • Fixed an issue on Narva TA v1 with floating repair stations and ammo crates for both teams.
  • Fixed an issue on Gorodok RAAS v3 where the actual in-game boundary did not match the minimap boundary.
  • Fixed Mutaha AAS v2 from being listed in ExcludedLayers cfg.
  • Fixed an issue on CAF Fallujah RAAS v1 with one of the two MEA T72AV MBT’s spawning instantly instead of being delayed by 15 minutes.
  • Fixed an issue on Skorpo Invasion v1 with the map boundary spline intersecting with the tunnel in grid O18-1-3.
  • Fixed an issue on Yehorivka AAS v1 with an incorrect respawn delay for GB FV107 Recon Vehicle (was 10 seconds now set correctly to 10 minutes).
  • Fixed an issue on Kohat AAS v1 with an incorrect initial spawn delay for one of MEA helicopters (was 60 minutes, now 6 minutes).
  • Fixed an issue with Tallil RAAS v4 BMP2 IFV having an initial 20min spawn delay when it should not have.
  • Fixed an issue on Fools Road Skirmish v2 with the location of the RUS Main Base protection zone.
  • Fixed an issue with CAF Belaya RAAS v2 the RUS Helipad was not inside the main base resupply zone.
  • Fixed an issue on Yehorivka RAAS where the GB LPPV had no space to spawn.
  • Fixed a typo in layer name of CAF Jensen's Range.
  • Fixed an issue on Goose Bay Invasion v2 and CAF Yehorivka Invasion v1 where the MIL T62 was using the wrong camouflage.
  • Fixed an issue on Sumari AAS v1 where the GB LPPV had no space to spawn.

[h2]SDK Updates[/h2]
  • Updated all Blueprints which switch meshes based on map Biome (Handheld Rally Mehs, etc) to default to the first Biome in the array if they are fed an undefined or unrecognized Biome.
  • Updated experimental MI8 and MI17 CAS Helicopters to use the HMG Kord as door guns.
  • Adjusted the license plates on some static mesh cars to now use a string of numbers and letters instead of Arabic writing, increasing flexibility for these assets in a wider variety of Biomes.
  • Removed broken vehicle bay handler component from BP_PlayerController. This is also a significant memory optimization, as it prevents dependencies from being loaded.

[h2]v2.0 Known Issues[/h2]
  • "Logi Bug" with resources being unavailable for certain players when they interact with logistics-enabled vehicles.
  • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
  • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
  • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
  • SL icons show up for every kit on ammo crates when rearming.
  • Player kit role icons are sometimes not being displayed on certain menu screens.
  • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
  • Some players may be experiencing very low-res textures after v2.0 release. If you are experiencing this issue,you are likely under the minimum recommended specs for VRAM (4gb). This may be mitigated by ticking the “unlock pool size” box in the Settings menu under the textures tab, but it may come with more performance stutter.

[h2]Legacy Known Issues[/h2]
  • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
  • Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
  • “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix, and we are actively in the process of debugging the issue.
  • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
  • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
  • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
  • Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. Will be addressed in a future update.
  • Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
  • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
  • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
  • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
  • The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplugs their microphone and then plugs it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
  • SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
  • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
Local/Offline Issues & Bugs (these currently have a lower priority):
  • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
  • Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
  • Local/Offline Bug with Commander – CAS does not do damage in local.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
  • Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.

Squad Update: 2.4.1

Hello Squaddies,

Today we have a small hotfix to address the following issues:

- Fixed the INS/MIL Drone not having inputs for up and down movement.
- Fixed Music Volume setting not affecting loading screen music.
- Fixed the FOB Bleedout HUD icon, it was previously missing a red circular timer.

Squad Update: V2.4

Hello squaddies,

Today brings the v2.4 update, aiming to provide a slew of bug fixes and some further systems changes since the v2.3 release.

While we are here, we believe it’s best to inform you that since the release of v2.0, the project leads of Squad have been formulating a new release process to help improve the cadence of releases and will hopefully allow the team to release more minor changes and bug fixes, while other team members can focus on large content drops or massive overhauls of mechanics/features that are further in the future. Ideally, this will also help us tackle our backlog of issues and provide a bit of spring cleaning for Squad in some of the most sought-after places.

With that said, You may have noticed that since V2.0 we have been able to deploy more updates on a regular basis which is the beginning of this new release process. There’s still some fine-tuning to be done to ensure it works for all disciplines, and realistically, likely some initial hurdles in incorporating this new structure into releases as we continue. OWI is committed to providing more frequent updates, which will steadily improve the game experience for all, and we hope you’ll see that very soon with these process changes.

Now, onto the notes!

[h3]Note: Reminder to go to Settings -> “CLEAR CACHE” after updating, to ensure there are no residual issues after the update.[/h3]

Bug Fixes
  • Fixed two Server Crashes related to UI and map rotation.
  • Fixed an issue with the vehicle card info in the Command Menu Screen not providing the correct information about vehicle spawn times and tickets.
  • Fixed an issue where TAA could not be turned fully off. Now turning this setting Off will completely remove all anti-aliasing. Note, many rendering features rely on TAA to work properly. To avoid graphical artifacts, only turn TAA Off as a last resort. If you continue to experience blurriness after updating please try clearing your cache within the Options menu.
  • Fixed an issue with Servers always skipping the first Map Layer in rotation.
  • Fixed an issue that allowed teams to have one extra HAT per team, caused by an error in the logic regarding HAT01 and HAT02 being counted separately in the total pool of HAT kits.
  • Fixed an issue that allowed teams to have too many LAT kits, caused by an error in the logic regarding LAT01 and LAT02 not being counted together in the total pool of LATs per-team.
  • Fixed an issue with the LAT kit Squad limit notification warning, which was incorrectly using the TEAM limit warning text.
  • Fixed an issue with the SA330 Transport helicopter, where the Pilot had an exposed foot.
  • Fixed an issue with the A10 airstrike not spawning as many projectiles as intended.
  • Fixed an issue where the Stamina bar would be stuck on the UI when in the admin cam.
  • Fixed a UI issue where the next map was not showing in the Scoreboard after it was changed by the admin command.
  • Fixed a UI issue where the Scoreboard menu was not displaying the current map layer name.
  • Fixed an audio issue with the L85 and AK74 firing sounds being too low volume.
  • Fixed an issue where certain Admin Commands were accessible on licensed servers when they should not have been.
  • Fixed various potential Settings exploits.
  • Fixed an issue in the server browser, where the Game Mode column was not properly aligned.
  • Fixed an issue with the Streamer Support, Team Kill, and Vehicle Claim notifications which were unintentionally showing the full player name when this feature was enabled in Settings.
  • Fixed an issue with the configurable Automatic teamkill bans for servers not being included by default in the new Server.cfg.
  • Fixed an issue in the Audio Settings Menu where the Microphone input would show up as Empty after clearing the cache.
  • Fixed an issue where enemy soldiers were sometimes not visible for Vehicle Gunners.
  • Fixed an issue that prevented some Squad Leaders from being given Incendiary Grenades on Insurgency Map Layers.
  • Fixed an issue where the Scoreboard Menu would not display Kit Role icons under the role column.
  • Fixed a Server Crash related to the SqPlayerController.
  • Fixed an exploit where Deployable Emplacements could unintentionally have infinite ammo when placed in a specific way.
  • Fixed an issue with the GB NLAW HAT rocket going off to the left in Direct Fire mode by making sure the target lateral speed for the missile is always zeroed if the PLOS targeting system is disabled.
  • Fixed an issue with the server browser with blurry map thumbnails for Goose Bay Kamdesh, Kohat, Manic-5, Mutaha, Tallil, and Tutorial maps.
  • Fixed a minor typo in the name of the GB FV107 CVR(T) Recon Vehicle.
  • Fixed a minor issue with a broken material for the front grill of the US M939 Truck.
System & Gameplay Updates
  • Updated CAF LAV6 IFV to now be equipped with a C6A1 MG open-top turret for seat 4.
  • Updated CAF characters to use the new improved skin shaders.
  • Updated CAF Grenadier to now use the C7A2 + C79 Scope + proper M203A1 CAF UGL variant.
  • Updated Kit Limits for Heavy AT kit, now limited to 1 max per-squad and 2 max per team.
  • Updated GB Elcan LDS scope reticle for increased authenticity.
  • Updated the SL Vehicle Claim system to have an added 4-second cooldown to prevent claim fighting. This should prevent one SL from being able to immediately override another SL’s vehicle claim by being the last to interact with the vehicle.
  • Adjusted LAT 02 (with Scoped Rifles) kit roles to have 2x frag grenades for the following factions: CAF, GB, MEA, RUS, USA.
  • Adjusted the kick/ban messages so that successful kick/ban should appear in the game chat just as they used to. Additionally, if a kick/ban attempt fails, the command executor will be notified.
  • Adjusted the helicopter pilot’s seated pose to show their left hand on the collective and right hand on the cyclic.
  • Adjusted A10 impact and splash damage values to match SU25, and slightly increased deviation.
  • Adjusted Ammo Rack cook-off start threshold and burning rate on all MBTs. The burnout time should be between 8 and 22 seconds. Single-shot burnout can be caused only by a TOW or Konkurs. HATs and MBT main guns should require at least 2 hits. Note that after 2+ ammo rack hits in some cases there might not be a cook-off afterward (or a very short one) depending on how much HP the ammo rack has left.
  • Adjusted Mosin Nagant firing sounds to have an increased volume.
  • Adjusted names of some sub-factions, shortening them slightly, and standardizing the nomenclature.
  • Adjusted Sub Faction names to include the name of the faction in a truncated manner ("CAF") before the sub-faction name.
  • Adjusted CAF kit geometry to remove Boonie hats for all kit roles except Sniper.
  • Adjusted CAF Grenadier inventory to remove Binoculars.
  • Adjusted CAF LAV6 IFV’s Gunner FOV 1st zoom level from 3x to 1.5x magnification, to reduce tunnel vision effect with the 1st zoom level.

[h2]Experimental Joystick Support for Helicopters Update[/h2]
  • Added the ability to use Joystick action mappings as inputs. This is for the native support of buttons and triggers on various Joystick setups.
  • Added options for keyboard-only flight bindings for helicopters.
  • Added experimental hybrid controls for switching between joystick, keyboard, mouse during flight.
  • Added Joystick HAT switch quick-look controls.
  • Added Helicopter keybinds for picking up and dropping supplies. This currently does not work for ground vehicles. Note: these can be bound to Joystick buttons.
  • Added recentering keybind for helicopter freelook.
  • Joystick axes are no longer bound by default, to reduce the chance of conflicts. Players will need to manually bind their joystick axes until the feature is out of an experimental state.
  • Updated the Joystick Menu UI with improved presentation, and renamed many options for clarity and consistency.
  • Added Free Look for helicopters while in third person (Jenson’s Range/Modded Gameplay only).
  • Fixed an issue on the Joysticks menu where the “lock-free look” feature would be displayed behind the joystick curves on certain resolutions.
  • Fixed Joystick settings not being able to be reset to defaults.
We appreciate any feedback pilots can provide on this experimental joystick support. We anticipate releasing a more polished version with bug fixes and more quality of life improvements in a near-future release.

If you are having issues with Helicopter flying, and you are not using a Joystick, go to Settings -> Controls -> Helicopter Axes to unbind any axes bound there.

Please Note: Multiple Joysticks/Rudder Pedals/HOTAS input is not currently supported. There is currently no differentiation between device IDs. You may be able to get around this if your joystick software can combine all HOTAS axes into a single virtual input device. Full Multiple Joystick Support is planned in the future, but it will require an extensive complete overhaul to the Control Settings.


Map Updates & Bug Fixes
  • Added new map layer: Mutaha AAS v2 - GB vs RUS
  • Added new map layer: Goose Bay AAS v2 - CAF vs RUS.
  • Added new map layer: Chora AAS v3 - USA vs RUS.
  • Updated Fool’s Road tunnels with a post-processing transition so player view darkens more gradually.
  • Updated Yehorivka Invasion v1 team vehicle balance.
  • Fixed an issue with vehicle spawns on Invasion v2 vehicle loadouts.
  • Updated the number of tickets for both teams across all Insurgency layers. Attackers now get 200 tickets and defenders get 1000.
  • Adjusted Fallujah to remove additional water planes and water sounds from the sewers.
  • Adjusted Fallujah minimap to reflect gameplay boundary more accurately in the South East quadrant.
  • Adjusted CAF Goose Bay Invasion v1 so the CAF defender’s no longer have forward spawns for infantry and LAV6’s, to allow Attacker’s a better success rate on the first objective.
  • Adjusted Mutaha Skirmish v1 lighting to sunset (was sandstorm).
  • Adjusted Gorodok RAAS v3 to lower the initial helicopter spawn delay to 6 minutes (was 20 minutes).
  • Adjusted CAF Goose Bay RAAS v1 to have reduced tank delay from 20 minutes to 10 minutes for both teams.
  • Adjusted CAF Goose Bay RAAS v1 RUS vehicle loadout swapping Tigr to BTR82A.
  • Fixed an issue on Tallil Tanks v1 and v2 with incorrect vehicle respawn times. Tanks and IFVs should now respawn on these 2 map layers in 5 minutes instead of the regular 10 minutes for IFV’s and 15 minutes for tanks.
  • Fixed an issue on Narva AAS v2 with blocked GB LPPV vehicle spawners.
  • Fixed an issue on Yehorivka AAS v1 with blocked GB LPPV vehicle spawners.
  • Fixed an issue with the building collisions on the Narva Hospital POI.
  • Fixed an issue on Fools Road with black wheat fields.
  • Fixed an issue with floating roads at Al Basrah Airfield POI.
  • Fixed an issue on Goose Bay with missing collisions on various fences.
  • Fixed an issue on Goose Bay with a wall that could be passed through on the second level of a garage.
  • Fixed an issue on Fallujah with some rocks that infantry could clip into to gain an advantage.
  • Fixed an issue on Skorpo AAS v1 where the USA protection zone was colliding with helicopter rotor blades. Also increased the protection zone height to match the RUS protection zone.
  • Fixed an issue on CAF Al Basrah Invasion v2 where CAF vehicle repair stations and ammo crates were floating and outside of the CAF Main base.
  • Fixed an issue with Kamdesh Invasion v1 where INS vehicles were not spawning correctly.
  • Fixed an issue on Manic-5 with a bad rock face.
  • Fixed an issue on Goose Bay with a bad rock face.
  • Fixed an issue on CAF Mutaha AAS v1 which was displaying the incorrect Map Loading Screen image (was incorrectly showing up as Mestia).
v2.4 Known Issues

    FOB Bleedout Progress Bar currently has a regression and does not display properly in v2.4. The fix for this issue will be deployed in the next update.
v2.0 Known Issues
  • Occasional Player (Client) crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.
  • Various Kit icon issues - Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit.
  • The deploy screen squad list will sometimes display incorrect players that are not actually in the squad.
  • SL icons sometimes incorrectly show up for player kits in the spawn screen squad list (and outside of the squad list).
  • SL icons show up for every kit on ammo crates when rearming.
  • Player kit role icons are sometimes not being displayed on certain menu screens.
  • HAB will sometimes show up as "red/unspawnable", even when it is in fact spawnable. Fix has been applied but there still remain some alternative ways to reproduce this issue.
  • Some players may be experiencing very low-res textures after the v2.0 release. If you are experiencing this issue, you are likely under the minimum recommended specs for VRAM (4GB). This may be mitigated by ticking the “unlock pool size” box in the settings menu under the textures tab, but it may come with more performance stutter.
Legacy Known Issues
  • Player (Client) occasional crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
  • “Missing Turret in Vehicle Issue” - Occasionally vehicles have their turrets missing from the round start. This issue is a high priority for us to fix.
  • “Ghost Player in Vehicle issue” - Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle. This issue is a high priority to fix.
  • "Mass EAC disconnect issue" - Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a “Server Closed Connection” message. Closely working with EAC to resolve this issue.
  • "FOB teleport bug" - Occasionally upon digging a FOB down, players within a certain radius of the FOB will be teleported outside of the FOB radius in a random direction.
  • Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward. Will be addressed in a future update.
    Vehicle Reset Feature does not currently work with Helicopters. This will be addressed in a future update.
  • Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree.
  • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — This will be addressed in a future update.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is currently in long-term development.
  • Vehicles parking brake gets stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’ — This will be addressed in a future update.
  • “Alt-tabbing” out of Squad during a loading screen freezes the Player (client). The recommended solution, for now, is to run Squad in the “Borderless” mode. This can be changed in Settings -> Graphics.
  • The audio module for Squad is initialized at the game start. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again — This issue will likely require an engine upgrade to UE4.25 to be fixed.
  • SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did — This will be addressed in a future update.
  • Localization for most language translations is currently out of date. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game.
Local/Offline Issues & Bugs (these currently have a lower priority):
  • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
  • Local/Offline issues currently have a lower priority.
  • Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
  • Local/Offline Bug with Commander – CAS does not do damage in local.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
  • Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.