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Server Spotlight #5

Hello Squaddies,

My name is Jenny, and I am the Server Licensing Manager at OWI. Welcome to the fifth edition of the server spotlight. This feature will highlight some of the community servers that we think you may want to check out, share information about them, and show what they are up to or where they excel.

Whether they are old or new, it's always good to highlight the fantastic stuff our established server owners are doing every day.

[h2]LiQuid Gaming[/h2]



LiQuid Gaming was created back in June of 2019 by our founding Members, Almtree, Apache1, Budge, and Chase. We created this community to be about the players, to make sure that their voice won't ever be lost and cast away because of the indifference of belief. Since then we have grown upwards of 2400 people in the discord and over 450 LiQ Members and reserves!

We love the fact that we care for over 25000 unique players per month with 47 Admins and moderators on our two public Servers, with a goal to help new players learn the fundamentals of Squad so they will fit in well as they fan out into the world of Squad!

We update our rotations bi-weekly using feedback from the community and try to make every layer as balanced as possible. Our main rule is to Play the Objective! This enables us to make sure you are never far away from any action and the games are always exciting!!

With the launch of V1.0 Liquid Gaming released player tracking of all stats on our website www.liqgaming.com, We track all Kills, Deaths, revives, and TK's! so come and play and then brag to your squadmates about who is the best!

Without our Advisors, Staff, Admins, and Moderators, LiQ would not be one of the top Squad communities and the fun social place it is. We thank all of our volunteers (including greeters) for the hours they put in, across all the games that we run and administer.

Visit us at https://liqgaming.com/discord and for player stats https://liqgaming.com/playerstats

Jenny Notes:

When I joined the server, I saw that one of the liquid members created a squad calling it ‘teaching noob players’. When I joined his squad, he was supporting the new players in his squad, giving them direction and answering questions they had about the game. This was very refreshing to see and experience. I had lots of fun on the server, I would highly recommend giving them a go.

[h2]German Squad Gaming[/h2]



A friendship between our now two “Community project managers” developed while playing Squad, thoughts were exchanged, and an idea evolved: A new community looking for communication and teamplay while maintaining the focus on having fun after a day of work. One of our main goals is recruiting new Squad players and beginners of all backgrounds giving us a chance to expand our community and the Squad community as a whole. With the goal of uniting national and international players under one virtual roof, a continuously developing cooperation with groups such as HMC, SSC, BF, and Time led to the creation and growth of what we may now call our “GSG” community.

First and foremost, the capability of military realism to the extent we want. Naturally, team play, communication, and the development of situational tactics play a defining role in this endeavor. Furthermore, the continuously developing and evolving gameplay and content of Squad has kept us hooked for quite a while.

GSG has a good exchange due to the relatively small partner clans. We have a “beginner-friendly playstyle”, a willingness to help and support new players. With the organized events we provide, the team opens as many Squads as possible to play with new players. We also provide tutorials for “Squad Leading” and other roles to help players develop further.

Discord: https://discord.gg/Cq95cYYMaW

Jenny’s Notes:

When I joined a squad on this server, the squad leaders along with the rest of the players chose to speak English to help me understand what was going on. Although they didn't need to as the server advertises that they are a German-speaking server and I had made the choice to join them. I had a lot of fun on the server and appreciated the support from the team. I highly recommend this server for some games.

[h2]ZSU Gaming[/h2]



Originally, ZSU Gaming was simply known as “Z Special Unit” starting out in Mid 2008 as an ARMA unit with only a handful of players, bearing the namesake of an Australian WWII unit. Eventually, as the membership grew to around 200 people close to 2015, ZSU started to move towards a more community-focused group, and in 2018 after a massive rebrand to "ZSU Gaming" we really started branching into the full-blown server host and gaming community we're known as today - supporting close to 300 players over 3 licensed servers when required and being asked for a 4th and 5th for mods and training servers, whilst also still supporting our roots in ARMA. We also started branching out to other games like Space Engineers, Dead Matter, Dual Universe, R6S, and many others. Now reaching 5600 players and rising within Discord, ZSU Gaming is well established as a leader in Australia for servers and the community spirit that Squad tries to instill in its players.

We think something that the community really enjoys about Squad as compared to other games is its reliance on teamwork, which is one of the pillars of ZSU Gaming. You cannot win by being a Rambo, you need to cooperate with your squad and the wider team to win. That's what originally drew us to Squad in the first place. The Oceanic community centered around Australia is a diverse set of people, something the Americans find hilarious (don't worry yanks, we think your accent is funny too), but we play to win, we play to have fun, and the community has prospered as a result of the determination the staff, community representatives and community members of ZSU Gaming put into the game every single day. We couldn't be more proud of what we've managed to achieve with 1/10 the player base of other regions.

Apart from our community itself, we believe providing the players a great environment by
  • Purchasing dedicated top spec server hardware - so the game runs as smoothly as possible for the players on our server.
  • Developing a custom map selection and voting script - so the players have the say on what they play next based on what hasn't or has played previously.
  • Our large, collaborative and multicultural admin team - Our team is sourced from the entirety of the ZSU Gaming player base - not just those with our tags. We actively recruit players from other communities, countries, groups, and backgrounds who regularly play on our servers.
  • Providing our admin team with extra tools and dashboards - so they can see what is happening in-game to a high level of detail and can make informed decisions.

Discord: https://discord.gg/zsu

Jenny’s Notes:

I had lots of fun on this server, the players were very welcoming and focused on playing the game. The community on the server also had a great sense of humor which was relaxing to new players on the server. I highly recommend this server for a visit.

Quarterly Development Update

Hey Squaddies!

Welcome to the first edition of our new Quarterly Development Update, where we will be giving our community some insight into how development works behind the scenes. In these updates, we will be exploring recent challenges faced by our development team, provide some insight into our process, and provide a bit of discussion surrounding our priorities. Once you’re done reading this update, feel free to head over to our forums to ask your questions in the discussion thread found here. We will compile the questions and answer as many of them as possible!

A Look Back:

The Logistics Supply Bug


During the last few months, the team faced a difficult challenge in finding a resolution for the logistics supply bug. The bug was tied to several other issues including the turret-disappearance bug and the passenger seat bug. This made it difficult to investigate and pin down the root cause.

Through the team's investigations, the team discovered that the bug is a symptom of an overarching engine issue. This issue is caused by the client and server’s GUIDs for certain objects in the world being mismatched upon loading a new level. The issue is unfortunately not completely resolved, but it is less frequent with the mitigation the team has implemented. The team is continuing to investigate new solutions to completely eradicate the bug once and for all.

Several months were used to diagnose the source of the problem, and get an acceptable patch to the player base. The interconnectedness of the issue pushed our timeline far beyond what we expected and we ended up spending most of March diagnosing the source of the problem, then the majority of April testing several different possible solutions.

After several tests, we took a new approach reviewing the engineering side of things. During our testing phase, we were able to find a better solution that significantly reduced the frequency of users experiencing this bug. Thanks to the discovery of some previously hidden settings and testing several different engine changes. We eventually found a new understanding of how the engine caches client GUID values and we have been able to make a significant amount of progress.

The Vehicle Meshes bug


As many of you know, another issue several players had been facing within Squad was the Vehicle Mesh bug, which caused the armor of the vehicle to become indestructible. This bug came out of the new functionality we created for armor meshes. The new functionality replaced armor meshes with a newly created component that allows us to decouple the armor rating information and information about the physical material used on the mesh.



Previously, armor rating information was embedded into the physical material, causing numerous headaches for our VFX artists and game designers due to the sheer number of different physical materials needed to represent different armor values. The new component the team has designed has allowed us to move away from the physical materials-based workflow, making it simpler to set up and tune armor values without affecting the VFX and audio used for that armor. This also allows us to extend our methods of armor penetration more easily in the future if need be. Unfortunately, this new system had a bug where the projectile would not use the correct value for penetration, and the fix for the bug would cause a crash while using mods that had custom projectiles. This meant that we needed to disable this change until we could get a solution for the crash in place.

Update to Forward Operating Base Exclusion Radius


In update 2.9 the Forward Operating Base’s (FOB) Exclusion Radius has been increased back to 400m from 300m. This change is intended to reduce the effectiveness of massed FOBs surrounding an objective, and tone down the spawn point spam meta which is a staple of current public games. The spam meta is where teams use the ability to deploy multiple spawn points in close proximity to the surrounding objective area and this is not aligned with the focus of our game.

We hope the exclusion radius change encourages players to put more emphasis on teamwork when picking locations for their FOB placements. In the future, we are looking at more changes to help mitigate this broader strategic meta, and encourage a wider variety of effective strategies. The goal is to better align Squad’s gameplay more closely with our focus on teamwork, communication, planning, and coordination. This alignment would allow and encourage more often a wider range of strategic options with more effective planning.

Recent HAB Meta Changes


In update 2.9 a future change to the HAB proxy radius was mixed with a merge and pushed to the live game an update early. The change makes it so that players can proximity block a spawning unit from an increasing radius with more players, 3 at 30 meters, 4 at 40, and so on until 8 players can block it at 80 meters. We are currently reading the feedback about this change from multiple channels and are actively looking for the right way to fine-tune this change that takes into account all of your feedback. You can read a more detailed post from us on the subject here.

Coming Soon-ish: Rotor wash system


The team has been designing a new feature called the helicopter rotor wash system. It allows for helicopters to affect the environment it comes into contact with. For example, when a helicopter flies over a field of grass, it will flatten the grass as the air is blown down onto it. The system is dynamic, so there is no constant shader cost of the effect unless there is a helicopter with an engine on, within 60m of the ground, and within 700m of your player.

https://www.youtube.com/watch?v=z1_pp1Wv2qU

Wash can overlap from multiple helicopters, causing vast turbulence between them, with a max of 8 active at a time. The active helicopters sort by distance, opening possibilities for future effects from helicopters, other vehicles, or players.

If you’ve made it this far, thank you for your deep interest in everything Squad-related! As a reminder, if you have any questions, please head over to the discussion thread in our forums, found here. We will be reading your questions and aim to answer them over the coming weeks.

As always, you can catch a glimpse of the Squad Roadmap. The roadmap has always been our way of providing the community with transparency, but with that transparency comes the caveat that things we’ve discussed may change.

Offworld Out!

Recently Released HAB Meta Changes in v2.9

Hey Squaddies!

We wanted to take a moment to address the recent HAB Spawn Proximity Disable Scaling rework, and the feedback we’ve been seeing from our player base on this matter so far. This changed the distance at which a Hab can be proxied by enemies (i.e. the HAB Spawn is considered overrun and becomes unspawnable). It will now scale by the number of enemies in proximity to the Hab. For example:
  • 2 soldiers can proximity disable a HAB if they are all positioned within 20m of it.
  • 8 soldiers can proximity disable a HAB if they are all positioned within 80m of it.
  • Note: A minimum of 2 players is required to proxy a HAB. The maximum proxy range now scales up to 80m (this was previously fixed always at 30m).

You may have noticed that the v2.9 release notes received an edit after release and were updated to include the above details which, as we mentioned during the recent SquadChat, was originally slated for a possible release in Squad v2.10.

Several weeks ago we had planned a playtest for the reworked FOB Exclusion Radius increase, as well as the reworked HAB Proximity Scaling. As we specifically wanted to test both changes together, this was to be done in a separate playtest which included both changes and was a content sandbox separated from our then-upcoming, now live release of v2.9. The HAB Proximity Scaling was intended to be enabled for that playtest and then temporarily removed before the v2.9 release. This playtest was then canceled due to various technical issues, and FOB Proxy Scaling was to be temporarily reconfigured to be identical to v2.8.

At this point, an accidental merge of the FOB Exclusion Radius content, which still included the HAB Proxy changes, overwrote the correct values and resulted in the overhauled HAB Proximity Scaling being released with v2.9. We did not discover the change had slipped through until after the update had gone live.

This was a mistake in our internal release process, which led to the release of this feature earlier than intended and prior to the desired testing. We apologize for the discrepancy between our previous communications, the v2.9 patch notes, and the reality of what shipped in the update. A hotfix at this time specifically to revert these changes would be quite disruptive, and come with new technical problems of its own. This feature, while released prematurely, is meant to address gameplay mechanics that previously encouraged undesirable in-game behavior - lone wolf tactics being utilized to counter larger combat efforts with a FOB/HAB, and overall game pacing.

We know this is a large meta shift, one that the team has been planning to implement for a long time, and we are in the process of evaluating additional possible tuning. We encourage and appreciate all of your comments on this change, especially related to the way spawns affect the pacing and general battle cohesion. Our team is continuing to review player feedback, and this feedback combined with in-game behavior will help us further fine-tune these changes.

We will update everyone once we have had more time to review our tuning and all of your comments. Please keep the comments coming!

Offworld Out!

Squad Update: V2.10

Hello squaddies,

Today’s update brings in an urgent server crash fix we have been notified about since the release of V2.9, as well as a couple of fixes for some long-standing client crashes.

See below for complete explanations of these issues, and thanks again to those who submitted server crash logs to help us address these as soon as possible.

Be sure to let us know if you continue to experience any of these issues through our dedicated channels and try clearing your in-game cache if you continue to experience residual issues.

Hot Fixes
  • Fixed the Server Crash related to UB32 Rocket Pod & SPG9 Recoilless Rifle’s backblast.
  • Fixed a problematic and difficult to reproduce client crash that is related to the Particle System and switching maps. The Particle System was reusing a Particle Emitter Instance from a pool, which is tied to the FX System in the current map world, which was persisting to the new map world after a map change, and then re-using one of these instances from the pool, but the FX System it was created with was no longer valid. There has been an attempt to fix the same (or similar) issue with particle rendering, which essentially iterates all particle systems at the end of the match and force deactivates them. This fix has been extended to also reset the particles, and therefore clear the instance pool which should hopefully fix this assertion failure. As we still do not have proper reproduction steps for this, this is not straightforward to test or be certain the issue is resolved completely. If this issue persists, full crash dump logs are appreciated to investigate the issue further.
  • Fixed a Client Crash when switching maps, related to the vehicle tire configs. After investigation, the client crash was determined to be caused by a race condition in the Tire Config. Tire Configs are modified on initialization and destruction, however async loading initialization can happen on a separate thread and these functions are not thread-safe. Added locks around access to the Tire Configs array, to ensure it is thread-safe. This should address the fundamental issue causing the crash. Some reports of this crash mention that it was happening specifically while Alt-Tabbed, but this is not conclusive.


Clear Cache to resolve residual issues

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

The Wrench - Freedom Edition (July)

Welcome squaddies to another edition of The Wrench,

Here we highlight some of the modifications the modding community is working on, and how to find their dedicated community spaces.

With mods now available in the licensed server browser, if you are a server owner and like the look of what there is on offer from the modding community, be sure to sync up with the creators to try and organize an event to help get things popping!

With that said, let's show off these mods!

Disparity by RagTag Interaktive Team

#Decoding incoming transmission
##DECODING
###PROGRESS

I N F O R M A T I O N _ C L A S S I F I E D
J O I N _ D I S C O R D : https://discord.gg/tGSjRGYKYZ

###ERROR _ UNABLE TO DECODE
##FINALIZING
#End transmission



Steel Division v2

We are working on releasing a v2 overhaul for the steel division mod rebuilding it from the ground up. We are adding new exciting features for the player base to enjoy.



Hawk’s RAAS Rework

Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. And it accomplishes this.

Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS.

Without going into too much detail, it allows for jumping between lanes in a newly reorganized setup that makes it impossible to know what the point 2-points ahead will be, even after you dig into the layers and learn all the potential caps.

In addition to this, Hawks RAAS Rework implements a variety of standardized faction setups for each of the existing factions within Squad, and these are reused across all reworked RAAS layers. This allows me to address balance changes quickly and effectively, as well as add new content much quicker as OWI releases more vehicles and more factions.

In addition to the RAAS rework, there are also some extra Territory Control and Invasion layers that aim to fill a niche that didn't already exist, like 24 motorcycles storming Basrah Airport.

What all this allows is for you to enjoy the Squad you know and love, in a more unpredictable, novel, and exciting package.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2442357787



Dutch Armed Forces

This mod aims to add a realistic representation of the modern Dutch Army, mainly the mechanized infantry, or "Pantser Infanterie". I am not using the NFP stuff.

Discord: https://discord.gg/rktAweGz67



Serbian Armed Forces
The SAF mod is here once again to showcase some sweet new things that have been worked on.

The mod is going to bring the Serbian army into Squad, using a mix of old Yugoslavian era equipment as well as more modern weapon systems. Also coming to the mod will be a more Yugoslav-equipped militia force, using old M53 machine guns, SKS's, and the sort.

In this current showcase are the M79 osa anti-tank rocket launcher, some miscellaneous ammunition crates, and an old M59/85 helmet. There is a lot more stuff on the discord server as well.

Discord: https://discord.gg/prKRvP46Aa



Gradac by Hawken

Gradac is a 6.5x6.5km (42km²) map, but the playable area is slightly smaller than that. It features a large city near a coastline, a 2.3km long racetrack, several villages, dense forests, military installations, and scattered farming compounds. Gradac will have ~10 villages & the city. The city itself is slightly smaller than Narva and features multiple unique POIs, such as a Hospital, a Construction Site, Industrial District, Urban and Suburban areas.

Currently, it is a work in progress, with the city only having buildings placed, mostly without fences or detailing in the backyards. The villages don’t have much of anything yet. Still, the overall road and forest layout are complete. Playtesting should begin soon™. If you’re interested in joining in on the playtests, following the map’s development more closely, or want to ask questions, join the discord - https://discord.gg/F6pRvdexPt



VDV Russian Sub-Faction

The VDV sub-faction project aims to bring the Russian Airborne Forces to Squad, as a RedFor equivalent to the upcoming USMC.



Waterlogged by Rookheim

Taking lessons learned from previous projects and then completely ignoring them, "Waterlogged" (working title) is a map set in a fictional European mountain pass of strategic importance. The map will feature snow-capped peaks as the backdrop to a lush valley containing dense forests, treacherous swamps and mires, villages and farms, flooded barracks, and dangerous cliff-side roads snaking their way to hilltop camps and outposts. The map is still in the early stages so may take some time before it's in a playable state, but it's slowly getting there.



Zavod 34 by Gunslinger

Priviet Comrade, welcome to Zavod 34 a top secret russian factory town used to produce any armed goods mother russia has to offer.
There is just some minor disturbance here: Foreign forces keep attacking Zavod 34.
Zavod 34 is a small-scale Map with one goal in mind: CQB Action.
The Map has an altered Version of Skirmish (No Vehicles!) and features its own "Team Deathmatch" mode!

Team Deathmatch Settings:
- No Flags to capture
- No Vehicles
- 3 Ammo Boxes per Team on the Map
- 5 Seconds Respawn
- Random respawn around the Map
- Team with at least some Tickets remaining wins

Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2506289822



Reborn: SQZ

REBORN is a zombies vs humans PVP mod. Humans start with one life at the beginning of the round and are slowly infected by zombies, turning into an unstoppable horde.

REBORN features 6 modes, including a Super FOB Last Stand mode, Vehicle Escort mode, Extraction mode, and more, on 14 maps and over 60 layers- including 6 custom maps only available in REBORN.

Players have access to a variety of weapons and loadouts to help survive, as well as customized deployables. On night layers, humans have access to tools like glowsticks, flashlights, and night vision.

Humans aren't the only ones using teamwork! Zombies have 6 custom classes to work together to infect the humans.

The mod is in active development, with regular updates. Come join our Discord server here: https://discord.gg/89A2a4k63R



Brazilian Armed Forces by Smoking Snakes Dev Team

Today we are back again with more content to showcase for you guys out there.

We are getting closer and closer to a playtest state and as we said before, we plan to have the mod ready to play by the end of this year.

Today we got 5 new models to showcase for you guys, 2 of them will only be available on our discord and website, so be sure to go check it out.

Discord Link: https://discord.gg/ucXhXEKcaT
Website Link: http://squadbrazil.rf.gd



Squad: Vietnam

Hello Wrench readers, Squad: Vietnam is back and this time we have GunTrucks!

We’ve been fleshing out our vehicle pool adding the M131 MUTT, M35 truck, Honda SS50, and yes the M35 Guntruck. The individual customizations that were so Iconic to the Vietnam War have always been in the minds of our team with small details being added from cigarette cartons to graffiti. It only seems right to include the ultimate customization that US soldiers in Vietnam made. The Guntrucks were custom built with many sporting colorful graffiti and various armaments and ours are no different. Praise the Sphere!

We’ll have more for you very soon with our Huey Helicopter and Vietcong character models expected to be completed shortly.

Please head on over to our discord for any questions and for progress updates.

Discord: https://discord.gg/2Z42SbY9jV



French Faction

We have made good progress on the achievement of the French soldiers of the 2020 faction, here are some examples. We are also working on producing soldiers for the 2010 faction who will have different equipment.

Discord: https://discord.gg/ZCCYEFx

Website: https://smf.tactical-collective.com/

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2198088821



SATCOM

SATCOM is an in-development mod that offers a new game mode. The commander is given access to a RTS-style top-down camera and can build base buildings, automated base defenses, vehicles, give units orders, and order offensive strikes. Teams can collect construction and ammo resources around the map. You can win by destroying the enemy headquarters or breaching it and destroying its SATCOM control terminal.

https://www.youtube.com/watch?v=qc85u1bwa2k

Swiss Faction

We're trying to make the swiss a playable faction in Squad. We're not many still lacking helping hands but one of us managed to make an early soldier model. Sadly there isn't much more to say at this stage. The rifle is undergoing texturing work and animation work, vehicles are being worked on etc, but with the year we all had progress has been slow.