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UPDATE: Squad 44 - Reign of Steel is now LIVE

[previewyoutube][/previewyoutube]

Hey folks! We have a heavily armoured update for you!

What’s New


[h2]Armour Updates[/h2]

We’re excited to announce that we have collaborated with community member Internoto (Project Variety), and are introducing almost 40 new vehicles and AT guns with this update. This includes:
  • Jagdpanzer 38t (Hetzer) (German)
  • Sturmhaubitze 42 (StuH) (German)
  • Panzerwerfer 42 (German)
  • Ostwind (German)
  • Sdkfz 234/3 Stummel (German)
  • Marder 3 Ausf. M (German)
  • Nashorn (German)
  • Sdkfz 251/22 (Pak40) (German)
  • leichtes Infanterieschütz 18 (German)
  • Sturer Emil (German)
  • M36 Jackson (US)
  • Calliope (US)
  • Sherman M4A3E2 Jumbo (US)
  • M26 Pershing (US)
  • M3 Gun Carrier (US)
  • M20 Utility Car (US)
  • M1 ATG (US)
  • AEC Armored Car (UK)
  • Tetrarch (UK)
  • Challenger (UK)
  • Comet (UK)
  • Valentine Mk XI (UK)
  • M1919A4 .30cal Willys Jeep (US)
  • MG42 Kubelwagen (German)
  • And more!




We have also added some interesting new game mechanics, allowing infantry the ability to ride on friendly tanks, and also to operate mounted MGs on some tanks – adding extra firepower and incentivising combined arms operations in game. Driver-operated smoke launchers have also been fitted to numerous armored vehicles in game, making tanks significantly more formidable opponents.

[h2]New Gamemode - Frontline[/h2]
We gave a sneak peek of Frontline in this preview, and we’re excited to include it in this update!



This mode is still work-in-progress, and will initially be available on three maps as we look to refine it (with your feedback) and roll it out on more maps in future patches. The maps included in this update are:
  • Driel
  • Utah
  • Veghel


[h2]Arnhem Range Updates[/h2]
The Arnhem Range has had a large overhaul to allow it to include a new tank practice range, a driver training track, an updated infantry shooting range (with pop-up targets), a logistics training area, and a kill house, where players can compete against one another to achieve the title of most deadly!



Arnhem range will be able to be hosted on community servers which will allow players an environment in which they can train and compete together, allowing players to get to know each other while preparing for the fight! We hope this will help clans in particular.

It is also our aspiration that players may be able to access the range in future, while queuing for a live server, making servers queue times significantly more palatable.


[h2]Map Updates[/h2]
In addition to all the new content coming, we have also spent time polishing existing maps, with graphical improvements made to several Chapter 1 maps as well as Chapter 3 maps. Chapter 4 maps have also benefited from improved lighting and shadow work to provide a greater immersive environment for the player. We are, however, most proud of the overhaul of Utah invasion mode, which, in addition to graphics changes, now features wave spawning landing craft and scripted events (like dummy landing craft) to provide that next level of immersion.



[h2]Additional Updates[/h2]
Numerous small bugs have been fixed in this update and we hope this will be particularly clear in the use of bayonets and AT guns. Some weapon animations have also been refined and we have aligned weapon sway to relate more to weapon weight, while recoil, bullet penetration, and suppression have been amended to reflect weapon caliber. On top of all of this, we have removed the requirement for rallies to be refreshed after being placed, added faction-specific cinematic end screens and music, created new role icons, and started to put together an up-to-date community drive. This community drive will allow the community to access up-to-date information on all map layers, vehicles, and admin spawn commands.



[h2]Changelog[/h2]
[h3]Level Design[/h3]
  • Final Chapter 1 graphics amends
  • Started Chapter 3 graphics amends
  • Fixed Carentan Geo and refined church area
  • New lighting for Chapter 4 maps
  • Disabled distance field lighting on Chapter 4 maps
  • Added a killhouse to Arnhem Range, with score and time tracking
  • Added tank-sized targets for vehicle gunnery to Arnhem Range
  • Added tank and vehicle spawners to Arnhem Range
  • Added a free-construction practice area to Arnhem Range
  • Added ANZACs and Greeks to the Shooting Range
  • Changed Utah beach landing craft to alternative wave spawns, added dummy landing craft
  • Added new Mechanized and Specialist vehicle spawner categories to all Map Layers
  • Updated tank decks with new vehicles and rebalanced existing vehicle distribution
  • Updated Dreil Offensive lattice
  • Added new Offensive layers to Grave
  • Added new Skirmish layer to Maginot
  • Added new POI for Oosterbeek and moved Johanna Hoeve farm to correct area
  • Added new capture point to Grave (Offensive 04)
  • Reworked St Mere Eglise Church
  • Reworked Utah beachfront

[h3]Gunplay[/h3]
  • Added new animations for the MP40 and 3kg Gebalte Ladung Explosive Charge
  • Replaced Semi-auto firing mode with a slow fire rate firing mode on the BAR
  • Reworked hammer animations on the Colt 1917, Webley MK6 and Mle 1892 revolvers so that they fire hammer down, removed cylinder spin animation on the dry reloads
  • Changed standing and crouching lean left 3P animations to not switch the shoulder, as it is a more modern shooting technique
  • Slightly decreased recoil on the M1 Carbine, Slightly increased recoil on the G41 and G43 to be more in line with other Semi-Auto full power rifles
  • Extended M1 Carbine 1-shot incap damage range from 100m to 150m
  • Extended all MGs 1-shot incap damage range from 150m to 300m
  • Reduced deviation on Panzerschreck and M1A1 Bazooka by 66%, Reduced deviation on the Panzerfaust and Piat by 50%
  • Added 50m point blank zero setting for the Panzerschreck, M9A1 and M1A1 Bazooka
  • Set all handheld sniper rifles magnification to historical values: Springfield: 2.75x; Lee Enfield No.4: 3.5x, K98: 4x, P14: 3x; Lebel: 3x, Ross: 5.2x
  • All sniper rifles: Increased sway to match their normal rifle counterparts
  • Standardized sway on all weapons, in general heavier weapons have more sway, crouching has at least 2.5x more sway, standing has about 0.25x more sway compared to previous patch
  • Increased recoil on the FG42, Bren, BAR, ZB26, Mac24 and STG44
  • Reduced recoil on the MG08/15
  • Reduced non-bipod ADS recoil on the LMGs
  • Reduced hip-fire recoil for the MGs by 50%
  • Increased suppression trigger radius from 3m to 5m, increased maximum suppression trigger radius from 0.5m to 1m
  • Set zero on the Ruby 1915 and Webley MK6 pistols to 50m
  • Reduced camera shake on the Emplaced MG08, St Etienne and Vickers
  • Set up projectile specific suppression settings that were previously unused, the larger the caliber, the bigger the initial punch and more sway induced. MGs of the same caliber as rifles give more suppression compared to their rifle counterparts
  • Fixed penetration inconsistency with the Bren MKIII and Lewis Guns that was preventing them from doing much bullet penetration
  • Decreased penetration on most small caliber pistols (except for anything larger than 9mm)
  • Fixed .50cal projectile not displaying the correct FX when shattering and ricocheting
  • Fixed lowered left hand on the M1917 Revolver going behind the character
  • Increased deviation on the M2 .50cal from 1.5 to 5 to decrease it's accuracy at longer ranges
  • Added 25cm trace distance to the Anti-Tank rifles to prevent it from jamming into a tank and shooting through armour

[h3]Vehicles and AT Guns[/h3]
  • Added 33 new vehicles/AT guns - Cromwell Mk. IV (Medium Tank), Churchill Mk. VII (Heavy Tank), M10C Achilles (Tank Destroyer), Sherman V (Medium Tank), Universal Carrier M2 .50cal, Universal Carrier Vickers Mk1 MG, Universal Carrier Boys Anti Tank Rifle, Nashorn (Tank Destroyer), Ostwind (AA), Jagdpanzer 38t (Hetzer) (Tank Destroyer), Marder 3 Ausf. M (Tank Destroyer), Sturmhaubitze 42 (StuH) (Tank Destroyer), Sturer Emil (Tank Destroyer), Panzerwerfer 42 (SPG), Sdkfz 234/3 Stummel (Gun Carrier), Sdkfz 251/22 (Pak40) (Gun Carrier), Jagdpanzer IV L/48 Late War (Tank Destroyer), leichtes Infanterieschütz 18 (Anti Tank Gun), M36 Jackson (Tank Destroyer), Calliope (Support Vehicle), Sherman M4A3E2 Jumbo (Medium Tank), M26 Pershing (Heavy Tank), M3 Gun Carrier (Gun Carrier), M20 Utility Car (Transport), M1 ATG (Anti-Tank Gun), AEC Armored Car (Scout Car), Tetrarch (Light Tank), Challenger (Medium Tank), Comet (Medium Tank), Valentine Mk XI (Medium Tank), Kubelwagon MG42 and Willys Jeep M1919 .30cal variants
  • Returned the H35 and Char B1 tanks to Chapter 2
  • AT gun collision reworked
  • AT gun physics assets adjusted
  • Tank riding introduced - all rideable seats on vehicles have a 3D HUD icon to show where you can sit. If a tank barrel collides with the riding player, the player gets ejected from the seat
  • Turret/Chassis mounted infantry-enterable machine guns added to the Jagdtiger (MG42); M5 Stuart (M1919), Staghound (M1919); Sherman M4A3 (M2 .50cal), Sherman M4A3 Wade (M2 .50cal), Sherman M4A3E8 (M2 .50cal), M24 Chaffee (M2 .50cal), M10 GMC (M2 .50cal), M18 Hellcat (M2 .50cal), M26 Pershing (M2 .50cal), M36 Jackson (M2 .50cal), M4A3E2 Jumbo (M2 .50cal), M8 Greyhound (M2 .50cal)
  • Set M3 37mm AT Gun to use the firing audio as other similar caliber cannons
  • Added Driver-Launchable smoke dischargers (default button: C) to the Sherman M4A3E8, M4A3, Chaffee, Staghound, Firefly, Matilda MKII, Daimler, Cromwell, Churchill, Panhard, Sdkfz 234, Jagdtiger, Jagdtiger, Tiger, King Tiger, Panther, Vickers MKVI, Bren Carrier, Jagdpanzer IV, Panzer IV H and Panzer II
  • Set Panther sights to start at the base zero setting
  • Shortened seat switching for the Kubelwagen and Willys jeeps to 0.75 seconds from 1 second
  • Slightly raised the camera on the peek-out pose for tank commanders
  • Set hull gunner turn out FOV to 90 (from 70), to prevent additional zoom for when the character is turned out
  • Made the .50cal on the Hellcat an infantry-mountable MG, allowing the tank commander to focus on using their binoculars
  • Configured M10, M18 Hellcat commander to properly turn out
  • Set all vehicle-based binoculars to have the same zoom as handheld binoculars
  • Added bouncing animated antenna and tow loops/hooks to all applicable vehicles
  • Set Hull Gunner turned out position to be able to fire their Hull MG
  • Added visual ammo box attached to the emplaced and open turret mounted M1919s
  • Set vehicles with open top access seat positions for their commanders and gunners to enter those seats a lot quicker (Greyhound, Jackson, M20, M18, M10, Sturer Emil, Ostwind, Nashorn, Marder III, Hetzer
  • Fixed Sherman Firefly's interior firewall modeled in the wrong position
  • Cut holes for the gun into the turret armour for the Sherman M4a3, Firefly, Stuart and Chaffee tanks, fixing a bug where frontal turret armour on these vehicles was stronger than intended
  • Reduced Sherman Firefly gun mantle armour to 50mm from 80mm, removed additional armour from the fronts of the old hull gunner and driver positions
  • Fixed Sherman M4A3, Sherman M4A3E8, Firefly Ammo Rack Historical Inaccuracies
  • Fixed Jagdpanzer IV L70 having ammo racks too small
  • Removed extra ammo rack under the turret from the Tiger
  • Fixed Commander cupola on the Chaffee not rotating with the turret
  • Reduced Sherman M4A3E8 ammo capacity by 33% for historical accuracy (107 rounds to 71 rounds)
  • Added turret ammo rack on the Churchill that was missing before
  • Resized ammo racks to be smaller on the Stug III, redistributed ammo to have more HE on the Stug III A, reduced overall capacity to 44 rounds; Gave more HE ammo to the Stug III G, reduced number of AP rounds
  • Fixed up frontal armour plating on the Panzer III G to total 80mm of armour
  • Resized ammo racks on the T17 Staghound
  • Increased hill climbing capability of the Bren Carrier, increased top speed to 45kph from 30kph
  • Improved turn handling on the M18 Hellcat, M24 Chaffee, M10 GMC, Cromwell, Jagdpanzer IV, H35, S25, B1 Bis, Panhard, R35
  • Improved hill climbing capability for the M8 Greyhound, Sdkfz 7, Sdkfz 222, 232, 251, 254, BMW R75 Bike, Kettenkrad, Daimler, M3 Halftrack and Staghound
  • Increased handbrake strength on the M8 Greyhound, Panhard, Staghound, Cromwell and M18 Hellcat
  • Fixed intense rumbling when going at high speeds on the M24 Chaffee
  • Changed British Vickers Periscope from circular telescope to wide rectangular periscope
  • Changed British Vickers Periscope to be rotatable with CTRL input, and to function like a standard periscope with horizontal-only traversal
  • Updated ZF14 periscope on the Hetzer, Stuh 42, Stug III G/A, Marder III, Tiger I, Jagdpanzers, Jagdtiger
  • Added rotating 360-degree rotating periscope to the Panzer 38t and Sdkfz 254 Puma
  • Fixed a lot of periscopes being undamageable from small arms
  • Greatly improved visibility on most periscopes by cleaning the glass on them
  • Made the glass cracking effect on broken periscopes much more severe
  • Added unique animations for all passengers of the Landing Craft on Utah Beach
  • Reduced recoil impulse on the Sdkfz 222 to prevent the gun from pushing the vehicle really far back when firing
  • Updated insignia on all British vehicles
  • Extended Bren turret traverse angle on the Universal Carrier
  • Increased turning radius on the commander periscope for the Jagdpanzer IV to +/-90
  • Updated Panzer III and Stug III Driver and Hull gunner entrance hatches to be on the turret for historical accuracy
  • Increased periscope traverse on the American M6 periscopes on all US armoured vehicles from +/-50 to +/-90
  • Aligned tank reloading sounds so that they better match their reload durations
  • Driving turning tweaking to the Panzer 2, 3 and 4 and 38t to make it more controllable
  • Reduced penetration of the 40mm APCBC used in the Tetrarch and Daimler guns from 89mm to 81mm
  • Set 37mm and under cannons to use the smaller Autocannon muzzle flash
  • Thinned the reticle for the Flak 38
  • Added spare track armour and camouflage decoration to the Cromwell and Churchill tanks
  • Set Gunner's rotatable periscope to the Loader's side periscope on the Sherman and Pershing; Set the 1x sight for the Sherman, Pershing and Chaffee to the Gunner's periscope side
  • Fixed BMW R75 bike steering to the left
  • Enabled French tank gunner/commanders to fire their turret's weapons while turned out
  • Fixed crewmen being unkillable while exposed on the M36, M10 Wolverine, M8 Greyhound and M18 Hellcat
  • Added additional KFF driver periscope view option for applicable Panzers
  • Set Hetzer, Jagdpanzer IV, Stug III G, Panzer IV's PzGr39 penetration value to 140mm
  • Set Sherman Firefly's 76mm APCBC and Comet's 77mm APCBC to have the same impact damage type as a 75mm AP, originally was set to 88mm AP
  • Raised the driver turn out camera on the Panzer IV D
  • Removed some turret mounted ammo racks on the King Tiger as per doctrine, reduced its ammo by 12 rounds to compensate
  • Added Fuel tank to the Vickers Mk VI tank
  • Resized fuel tanks on the M10 GMC, shifted driver position
  • Increased diameter of turret ring on the King Tiger
  • Removed APCR rounds from the Jagdtiger for historical accuracy
  • Staghound Shifted commander position to not clash with the ammo rack; sized down the gearbox to lessen clashing with the driver
  • Resized Jagdpanzer IV L48 ammo racks
  • Set B1 Bis tank to not have main gun traverse and the gunner sight position to be where the driver sight is
  • Fixed mantlet armour on the Cromwell and Churchill tanks
  • Fixed driver clipping on the Cromwell
  • Fixed side hatch weak point in the armour on the Churchill tank
  • Set Daimler to use 35 APCBC and 17 HE rounds, HE is renamed to 'Shell' instead of 'Shot'
  • Fixed Matilda II driver's legs sticking out the bottom
  • Set Panhard to use only APCR ammo
  • Shifted engine and fuel tank positions behind the firewall on the Panzer III G
  • Fixed Sherman M4A3E8 LOD of the spare roadwheel appears quite close
  • Set Puma to 6.5s reload time; Set Firefly reload time to 9s; Set Jagdpanzer IV L/48 reload time from 7s to 5s; Set M5 Stuart and M8 Greyhound reload time to 3.5s from 5s
  • Set 6 pounder APDS penetration to 190mm; Set 6pdr APCBC penetration to 122mm
  • R35 tank Gunner - Changed the blend in time to not have the character pop out in that pose before going into the proper turn-out pose
  • Removed visible tracer on tank cannon shot for realism purposes
  • Added turn-out hatch positions for the Panzer IV Ausf. D and Ausf. H Hull Gunners
  • Removed ammo box weak points from most jeeps and trucks that don’t have ammo racks
  • Changed commander binoculars and binoculars used by anti-tank gun crew to look the same as handheld binoculars
  • Re-worked collision meshes for the Kubelwagen and Willys Jeeps to be more accurate to their visual meshes

[h3]UI changes[/h3]
  • Added new highly cinematic round end victory and loss screens, with music, specific to each map and faction
  • Created new unique icons for all roles and kits
  • Commander asset call in marks on mini map changed
  • New icons for Radios/spawn tents/supplies on player screen
  • Updated a large number of selection icons for the vehicle spawning menu
  • Added toggle-able compass (default/2D/3D) in graphics settings
  • Re-shot icons for the vehicle spawners for some vehicles
  • Fixed Discord link in the main menu
  • Removed extended ammunition names from the ammo name in the Tank Gunner UI, leaving only the official designation for the ammunition
  • Fixed missing Supply dump icon
  • Updated minimaps for Chapter 1 and Utah
  • Tweaked the position of the driving UI, shifted passenger list to the right side
  • Fixed tank deck close button would get lower then the screen
  • Fixed tank deck has no option to scroll through the list

[h3]Gameplay[/h3]
  • Stuka/Mosquito call in point now the middle of the effect
  • Specialist vehicle decks introduced to allow greater vehicle variety on maps
  • Introduced proximity spawn tent blocking (2 players within 20m, with player number requirement increasing by 1 every 10m, to 9 players within 90m)
  • Changed Basic Spawn tent health to previous (easier to hide, but easier to destroy)
  • Removed requirement to refresh a rally
  • Changed tank spawner code system
  • Add new deck spawner for Mechanized and Specialized vehicles
  • Modding: Add a vehicle spawner option to customize the sign

[h3]Gamemodes[/h3]
  • Introduced Frontline gamemode
  • Reworked red zones on multiple offensive maps

[h3]Support[/h3]
  • Added sentry crash system
  • Added analytics for performance profiling
  • Introduced pak chunking to reduce future updates download sizes

[h3]Bug Fixes[/h3]
  • Fixed Bayonet hit detection getting blocked by overlapping volumes
  • Fixed vehicle/tank spawners on Arnhem range
  • Fixed vehicle spawners not detecting trucks blocking vehicle spawn area
  • Fixed excessive sway on the Lebel Scoped, P14 Sniper and Ross Sniper
  • Fixed weird right hand pose on the Lee Enfield lowered/rest pose
  • Fixed bullet premature impact on the Browning HP and Pistole 640b
  • Fixed Daimler gunner viewport being blocked and in a weird position in the vehicle
  • Fixed Cromwell Driver exiting into the origin of the vehicle and stuck under the ground
  • Fixed MG42 Bunker having a very limited angle in which to enter the MG42 gun turret
  • Fixed 1x sight on the Sherman and Chaffee looking weird in Ultrawide
  • Fixed metal tracer ricochet to display a more realistic amount of sparks
  • Fixed missing driver HUD on standalone play
  • Fixed missing seat count for Panzer III G when spawning the vehicle
  • Fixed impulse and other collision spheres affecting tanks
  • Fixed .50cal projectile fails to play Shatter and Ricochet VFX upon impact
  • Fixed MG tracer projectiles not playing ricocheting VFX
  • Fixed mesh merging (character faces and hands vary)
  • Fixed side ammo racks extending below armour on the King Tiger tank
  • Fixed Gunner head sticking into you when opening/closing commander hatch on the Churchill tanks
  • Fixed Char B1 and H35 crashing servers
  • Fixed hand grenades damaging Bren Carrier's engine, as well as some jeeps and trucks

Save 50% off of Squad 44 during Steam Summer Sale!

[h2]Ready up, Recruits! [/h2]

Squad 44 will be on sale during Steam Summer Sale for 50% OFF! This offer lasts June 27th until the Summer Sale ends on July 11th, so grab a discounted copy for you or your friends during this limited time!

We recently announced our roadmap for the rest of the year, so now is a great time to pick up the game at a discounted price!

Offworld out.

https://store.steampowered.com/app/736220/Squad_44/

Squad 44 - 6 Month Roadmap Part 2

[h3]All information provided in this blog is under development and highly subject to change.[/h3]

Hello Soldiers,

More top-secret documents have found their way onto my desk, so let’s dig in.



[h2]SQUAD 44 - 6 Month Roadmap Part 2[/h2]

As a reminder, here’s the meaning behind each of the sections:

Current Operations:
  • These changes are coming soon in the next updates
In concept:
  • These are currently being developed for future updates
Future Operations:
  • Plans for far into the future, highly subject to change


And, as usual, all information provided is subject to change, and if anything changes, we will let you know!

[h2]Current Operations[/h2]
  • Armoured Update
  • New Gamemode - Frontline
  • New Environmental meshes

We have spent the first 6 months of development largely focused on cleaning up code while improving the graphics and performance of Chapter 1 maps. With this update, a lot of work in this area has continued, with the team also starting to work on improving Chapter 3 maps. Further to that, we have started to add new content and game mechanics to put our own stamp on the game!



For the next update of Squad 44, we have collaborated with community member and modder Internoto (Project Variety) to incorporate almost 40 new vehicles, with tank riding and mounted MG mechanics to incentivise infantry to operate more closely with tanks and push the game towards a more combined arms style of gameplay.



In addition to this new content, the team has also been working on a new gamemode, Frontline, which was revealed in this sneak peek. The aim of this new gamemode is to focus gameplay around specific tasks and objectives, rather than across the map, to ensure combat is centralised and more intense, with each squad having a distinct objective to achieve or task to accomplish.

[h2]In Concept[/h2]
  • Chapter 3 overhaul
  • Improved admin features and commands
  • Extra layers for maps
  • Optimization and polishing
  • Re-worked Training Map

Work on improving the graphics and performance of Chapter 3 maps remain ongoing, with reworked/new building models, textures, lighting, furnished interiors, and general improvements to graphics and optimization taking place at pace. Historic imagery continues to be used by the level design team to realign maps to be more fitting of reality, with Carentan and St Mere Eglise both being reworked to reflect this.



Admin tools are still in concept and we’ve received great input from server hosters and event organisers to help guide this process. We will be approaching these hosts and organisers again soon to draw up a wish-list of admin tools for development in future.

For new and old players alike, work continues to go into Arnhem Range. So far a new shooting range with pop up targets has been added, a logistics training area, tank driving area and shooting range has been added, along with a kill house for players to compete as most deadly! Work is planned to continue on Arnhem Range as we seek to make it more new player friendly, with the inclusion of player guides and greater direction in future.

[h2]Future Operations[/h2]
  • The Pacific
The rumours are true! Squad 44 is going to the Pacific!



Because the Pacific is in the “Future Operations” category, it will be some time before you storm those beaches; but be under no illusion, work is already ongoing, with multiple weapon models already created, characters being worked on, and map outlines starting to be put together. We are however determined to respect this theatre and make sure we take the time to ensure we develop and flesh out this new theatre properly. The Pacific update will therefore be implemented in multiple patches to allow time for feedback and further development. We’ll keep you informed of our Pacific development throughout the rest of the year with dev diaries and behind-the-scenes content as we seek to be open and transparent with the community on the game's development and its next big step forward.

As many may have guessed from a teaser we recently posted on our socials, we can confirm that our first map will be Iwo Jima, with two additional maps planned. The USMC and the Japanese will be battling it out in the Pacific initially, which will bring multiple new unique kits and weapons to the game.

We are really grateful for the community's support and feedback as we continue to develop the game into the future! A huge thank you to our playtesters and server hosters as well as the community at large. We hope you share our excitement for what the future will bring!

Over and out, soldiers.

Update Preview - Frontline Mode

When we first released our 6-month roadmap, we teased that a new game mode was in the works. Now that we’re further into the year, we can share this new mode with you.

[h2]Introducing Frontline![/h2]

Frontline combines the best gameplay attributes of invasion, offensive and even RAAS game modes, offering players a more dynamic and immersive experience.

As the attacker, you will be required to undertake various missions to progress the frontline across the map and win the game. The defenders must stop you!

[h3]Missions[/h3]
The attackers' missions range from destroying an objective (e.g., an AT gun or bunker) to building up an objective (e.g., pontoons) or capturing a specific enemy point. Indeed, a single mission may also not be limited to just one of these functions but could include a combination of these tasks.



[h3]Fog of War[/h3]
With the exception of the first mission, the remaining missions are randomised in location and type and are hidden from the attacking team, with only the defenders able to see them from the game start. This gives the defenders an advantage and allows their logistics teams time to prepare each objective with defences as required. As the attacker completes their active mission, their visibility will increase to show the next mission, and the frontline will move to offer them the ability to penetrate further and improve their supporting logistics systems.

[h3]Reinforcement[/h3]
For the attacker, both time and tickets will not be on your side. The attacking team will always start with fewer tickets than the defender and will need to achieve missions to gain tickets and time to press on to the next.

[h3]Retreat[/h3]
If the attacker achieves a mission, the defender must retreat and take a new position to defend for the next mission. They will be given preparation time before the next mission goes live. After this preparation time ends, every FOB of the defender inside the new attacker’s frontline is destroyed.



[h3]The Frontline[/h3]
The frontline is simulated by the red zones for both factions, with a neutral area overlapping the two. Each team can only place fortifications or radios behind their red zone frontline or in the neutral area.

[h3]When can I try it?[/h3]
Soon...very, very soon! Our next update is planned to be released before the end of this month, so get ready to try a brand-new game mode!

As always, we’d love to hear your feedback on this new mode in the comments below!

Squad 44 Modding Spotlight - Summer 2024

Welcome to the Squad 44 Modding Spotlight, where we showcase some amazing mods made by the community.

We’ll also be doing a livestream with the Post Scriptum Realism Mod (PSRM) development team June 1st, 2024, at 12 PM EST (4 PM GMT) on Twitch. Come join and get more info about this great mod!

What follows are updates sent to us by the people behind the mods themselves: their words, images, and amazing work!

[h2]Project Variety by Internoto[/h2]



“First of all, I want to introduce myself. I am Tom (known as "Internoto" in the community), a modder and game artist student from Germany and the creator of the "Project Variety" mod for Squad44. Project Variety is a modding project that I started in 2022, with a first release in late January of the same year. Since then, the project has grown into something way bigger than what I expected it to be when I started working on it.

The project´s main target is to bring as many new vehicles into the game as possible, to give the players a big variety of tanks and other vehicles to play with. Especially in World War 2, there was such a big variety of vehicles, so I thought to myself it would be a shame if players couldn´t experience all these vehicles. The mod contains more than 50 new tanks, halftracks and other vehicles, with more to come in the future. Some of these vehicles are completely new models, some are altered models that existed already in the game.”





Links:
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2724056597
Follow Internoto: artstation.com/internoto
YouTube: https://www.youtube.com/channel/UCgPTZCUTUgiKAJs_ZtknGoQ

[h2]FEB (Brazilian Expeditionary Force) by Al-Yasa[/h2]



The mod portrays the Italian front, where the Brazilian expeditionary force took part in important battles: Monte Castello, Montese, and Fornovo. The first map to be developed was Monte Castello, which is still being developed and improved.





Links:
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2927826325

[h2]Post Scriptum Realism Mod (PSRM) by the PSRM Dev Team[/h2]
[previewyoutube][/previewyoutube]

The Post-Scriptum Realism Mod aims to deliver the most historically accurate and realistic game-play experience possible. Our mod appeals to a more discriminating mature gaming audience and those who expect an uncompromising standard of true-to-life combat, historical accuracy, and WWII simulation. Some of the community's premier realism units have joined forces to unlock the potential that the base game already has and redirect it towards the creation of the ultimate hardcore-for-the-sake-of-fun Mod for Unit Events and beyond.

Join community manager Luna as she interviews the team behind PSRM, the Post Scriptum Realism Mod this Saturday!

Live June 1st, 2024, at 12 PM EST (4 PM GMT) on https://www.twitch.tv/squad44official

Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2682656457

[h2]Sainte-Marie-Du-Mont by Normandy Expanded[/h2]



Normandy Expanded is a mod for Squad '44 that aims to deliver the highest quality content with exciting improvements to core gameplay mechanics.

Containing a 1:1 recreation of the beautiful and iconic town of Sainte-Marie-Du-Mont, Normandy Expanded offers more realistic overhauls to player and vehicle models, with the further addition of improved weapon handling and stunning visuals.

This is our first full map release with many more to come. Stay tuned!





Links:
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2953872280


[h2]Saint-Lo by Salami1991[/h2]
[previewyoutube][/previewyoutube]

I present my fourth map: Saint-Lo

A huge city surrounded by bocage, farms and woods.






Links:
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2845368691

[h2]Training Mod and Armoured Mod by Project Steel[/h2]



The Training Mod is for beginners as well as advanced players. The mod offers an infantry shooting range where all current infantry weapons can be tested. Right next to the infantry shooting range, there are three tank shooting ranges where all vanilla, Project Variety and Project Steel tanks can be spawned at different distances (0m - 500m) and rotations (0 degrees - 360 degrees). It is also possible to change the weather, so you have the opportunity to train in the sun, at night or even in the rain. Another advantage is that the mod works locally as well as on a server, so you can train alone or with friends.



The Armored Mod is a non-historical armored-based mod. The mod offers a custom armoured game mode, camouflage changing system for tanks, tank smoke launcher, custom faction ("14th Armored Division" vs. "9. SS Panzer"), custom landing boats, mobile repair trucks, custom logistic buildables, destructible lights, custom air support and many more features.
The mod also has its own map that is designed for perfect tank combat.



Links:
Training Mod - Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2829998941
Armoured Mod - Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3145274619
Project Steel Discord: https://discord.gg/twncASasu3

[h2]Battle of Overloon, Siegfried Line, Dunkirk, Bastogne by Genetic History[/h2]



4 maps created by a small team of passionate PS/Squad 44 players.






Links:
Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2886181766
https://steamcommunity.com/sharedfiles/filedetails/?id=2827466692
https://steamcommunity.com/sharedfiles/filedetails/?id=2766698808
https://steamcommunity.com/sharedfiles/filedetails/?id=2529532049

3rd party review of Siegfried Line: https://www.youtube.com/watch?v=VlwkuiwzZCs


[h3]So many amazing mods! Thanks for all the submissions! Any other cool mods missing from this list? Post them in the replies![/h3]