Squad-Servers.com Blog Feed en https://squad-servers.com/ Mon, 28 Nov 2022 20:18 CET Squad-Servers.com is a Squad servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Harju Developer Interview https://squad-servers.com/blog/1247/harju-developer-interview/ https://squad-servers.com/blog/1247/harju-developer-interview/ Mon, 28 Nov 2022 20:18 CET
What was your overall approach to designing the map, what did you want to accomplish with it?
Jason/Wunda: Work on Harju was started shortly after Squad Alpha 12 which added Main Battle Tanks. I wanted to create a map that would be well adapted for Squad’s newest equipment but also future proofed for the helicopters that were to be added later in 2019. This had another future payoff seeing that Harju has become a good fit for the amphibious adaptation we see today.

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

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

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

What made you choose Finland as a location for the map? Any personal attachment to it?
Jason/Wunda: Finland as a setting isn’t far from locations we've already featured in Squad. The closest of those being Narva in Estonia and Skorpo in Norway. Since I’m a Level Designer and not a 3D Artist using existing Squad assets was critical. Finland does differ from those locations in its terrain and foliage which is where I focused on making the map unique. I also knew from the start that I wanted to build a map on the water during Autumn. Looking at reference photos from Finland during that time of year really reminded me of where I grew up in the northeastern United States. It felt easy building a place that felt so familiar to me.  ]]>
Squad 4.0 - Red Star Rising https://squad-servers.com/blog/1246/squad-40-red-star-rising/ https://squad-servers.com/blog/1246/squad-40-red-star-rising/ Wed, 23 Nov 2022 19:27 CET
Today we are proud to announce Update 4.0 - Red Star Rising, a major milestone for Squad that will see the addition of our 10th playable faction, the People’s Liberation Army (PLA). We know that you have been expecting them to join the fray for a while now and we are excited to see you soon get to play them!

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

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

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

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

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

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

At ease,
Offworld out.]]>
SQUAD UPDATE V3.5 RELEASE NOTES https://squad-servers.com/blog/1245/squad-update-v35-release-notes/ https://squad-servers.com/blog/1245/squad-update-v35-release-notes/ Wed, 16 Nov 2022 19:57 CET
We have deployed hotfix 3.5 to address the unintentional player kicks issue and some fixes that needed to be implemented to the Harju map. Please notify us if you encounter new issues on Squad 3.5 in our Technical Report Thread.

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

General Bug Fixes

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

Map Updates & Bug Fixes


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


  • Fixed an issue where the Truck Stop capture point would spawn in the air on RAAS v1, preventing players from capturing it.
  • Fixed an issue where the repair stations in the CAF main base on Invasion v4 would float in the air and block the road.
  • Fixed an issue where the logistics hub flag was in the wrong capture cluster on RAAS v3 and v4.Fixed an issue with flag layout on RAAS v5.
  • Fixed an issue where certain fortifications would not cost anything on multiple Harju map layers.
  • Fixed an issue where the USMC carrier was sitting too low in the water on Invasion v1.Fixed an issue where the USMC western helicopter pad would not repair damaged helicopters on Invasion v1.
Squad v3.4 Is Live Now https://squad-servers.com/blog/1244/squad-v34-is-live-now/ https://squad-servers.com/blog/1244/squad-v34-is-live-now/ Wed, 09 Nov 2022 20:02 CET
Update 3.4 for Squad is ready and can be downloaded! To know about all the latest changes that are coming with this update head on to our Release Notes[joinsquad.com] blog.

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

At ease,
– Offworld Industries]]>
SQUAD UPDATE V3.4 RELEASE NOTES https://squad-servers.com/blog/1243/squad-update-v34-release-notes/ https://squad-servers.com/blog/1243/squad-update-v34-release-notes/ Tue, 08 Nov 2022 20:05 CET
The v3.4 update will focus on small bug fixes and gameplay improvements on many fronts, including soldier kits, weapons, turrets, vehicles and buildings among others. We also persevere in our efforts of optimizations to the game, going over its various maps once again. Finally, the addition of the map Harju will add a war theater in Sweden for you all to experience again or anew!

Changelog & New Features

Added a new map, Harju:

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

Harju will release with the following layers:

  • AAS
    • v1: USMC / RUS
    • v2: USA / RUS
  • Invasion 
    • v1: USMC / RUS
    • v2: RUS / MIL
    • v3: GB / MIL
    • v4: CAF / RUS
  • RAAS 
    • v1: USMC / RUS
    • v2: GB/ RUS
    • v3: USA / RUS
    • v4: CAF / RUS
    • v5: RUS / MIL
  • Skirmish
    • v1: USMC / RUS
    • v2: CAF/ RUS
  • Seed
    • v1: USMC / RUS

System & Gameplay Updates

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

General Bug Fixes

  • Fixed an issue where under certain circumstances one could have infinite rally points.
  • Fixed a crash relating to the map marker manager
  • Fixed a crash relating to vehicles
  • Fixed an issue where an inappropriately large amount of force would occasionally be applied to the Minsk while pushing it.
  • Fixed a crash that would occasionally occur at match’s end
  • Fixed an issue where the woodland USMC M1151 CROWS variant turret was unable to be repaired by a hand repair kit.
  • Fixed an issue where the woodland USMC M1151 CROWS variant turret was incorrectly set to pass damage to the vehicle
  • Fixed a crash relating to smoke grenades
  • Fixed a problem with Militia role icons
  • Fixed an issue where player shadows were bleeding through walls on low shadow settings
  • Fixed an issue where LAT and Medic kits were showing incorrect role counts
  • Fixed an issue where USMC logis were missing their smoke pop sound
  • Fixed woodland sandbags being used on a desert MEA deployable
  • Fixed an issue where Zu-23 vehicle turrets had a gratuitous amount of ammo.
  • Fixed an issue where viewports would "flood" inappropriately
  • Fixed a crash that rarely occurred after changing the graphics settings on the main menu
  • Fixed an issue where an INS/MIL player could not detonate an IED if they had also placed an ammo bag on the map.
  • Fixed an issue where USMC M1A1 turret armor values were mismatched
  • Fixed an issue with the Minsk's anti-flip system
  • Fixed an issue where wake plates had no impact VFX for any projectiles
  • Fixed an issue where vehicles could not be damaged after exiting the main base
  • Contact shadows are now forced “on” for Low and Medium shadow quality.
  • Color grading settings will now remain consistent after restarting
  • Fixed an issue where default settings were not being applied universally
  • Fixed an issue where the anisotropic slider wasn’t working properly
  • Fixed an issue where ambient occlusion wasn’t being updated properly
  • Fixed several issues with the squad list HUD
    • Fixed an issue with the squad list not appearing centered at lower resolutions
    • Fixed an issue where player status icons on the squad list were stretched horizontally instead of scaling at a fixed aspect ratio
    • Fixed an issue where the “Leave Squad” button would be pushed to the bottom of the screen when the player’s squad is large.
    • Fixed an issue with the scroll bar in the squad list not functioning properly.

Map Updates & Bug Fixes

  • General
    • Improved optimization of some buildings
  • Black Coast
    • Improved lighting on the USS Essex
    • Fixed an issue where the MIL main base had no logi resupply area near the beach where MIL boats spawn on Invasion v4
    • Fixed a gameplay issue with an exploitable collision on the rooftop of the Coal Tipple Building.
    • Fixed an issue where players could fall through the terrain at a certain location
  • Fallujah
    • Fixed an issue where water splash VFX would appear inappropriately.
    • Various optimizations
  • Mestia
    • Fixed an issue with MEA not always spawning every vehicle at the start of a round on Skirmish v1
  • Manic-5
    • Fixed an issue with CAF main not always spawning every vehicle at the start of a round on RAAS v1
  • Narva
    • Fixed an issue with the RUS T72B3 MBT not spawning at main on Destruction v1
    • Improved water levels in some buildings in RAAS v5
  • Tallil
    • Fixed an issue with INS Minsk bikes never spawning on Seed v2
    • Fixed an issue where USMC were able to deploy emplacements on Seed v1
  • Skorpo
    • Fixed an issue where the Militia temporary spawn was not working at grid 010-5-4 on Invasion v4.
    • Removed CAS Helicopter from Invasion v3
    • Fixed an issue where attackers do not see the staging phase UI on Invasion v3 and Invasion v4
    • Fixed an issue with lighting where a beam of light appeared to come from the ocean on Invasion v3
  • Sumari
    • Fixed an issue with INS main not spawning all Minsk bikes at start of a round on Seed v2
  • Yehorivka
    • Fixed an issue where not all vehicles would spawn at RUS main at the start of a round on RAAS v11

Server Admin Updates & Bug Fixes

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

SDK Updates & Bug Fixes

  • Updated mod SDK to v3.4
  • Updated mod versioning to v3.4. This requires mods to be re-cooked with the v3.4 SDK—any mods using the v3.3 SDK will be incompatible with v3.4.
Squad V3.4 Arriving on November 9th https://squad-servers.com/blog/1242/squad-v34-arriving-on-november-9th/ https://squad-servers.com/blog/1242/squad-v34-arriving-on-november-9th/ Thu, 03 Nov 2022 19:02 CET
Update Squad 3.4 lands on November 9th! It will focus on small bug fixes, improvements of gameplay, and optimizations to the game. However keep your eyes peeled for our new map reveal trailer coming up really soon!

With this update we continue to improve the playing experience of Squad and hope to hear your feedback on the changes when they go live!

Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 3.4.

At ease,
Squad Development Update https://squad-servers.com/blog/1241/squad-development-update/ https://squad-servers.com/blog/1241/squad-development-update/ Fri, 14 Oct 2022 22:08 CEST
For a long time now we have been happy to show our commitment to make Squad the best game possible by releasing an update almost every month since last February. This would not have been possible without all your feedback and dedication to Squad. We are grateful for all the support we have received from you, constantly showing us how much you care about the game and want to see it grow to its full potential.

However this October we will not be publishing a new update as we focus on implementing some changes, updates, and improvements to the game. We felt that instead of putting out an update just to continue to hit the monthly cadence of releases, it would be better for the team and the game to take more time to achieve our goals without rushing a release.

We have big things planned for the next few months and can’t wait to share them with you!

At ease,
SQUAD UPDATE V3.3.1 HOTFIX https://squad-servers.com/blog/1240/squad-update-v331-hotfix/ https://squad-servers.com/blog/1240/squad-update-v331-hotfix/ Wed, 12 Oct 2022 20:01 CEST
We will be shortly deploying hotfix 3.3.1 for Squad to address issues that made their way to the game with the latest update. We felt that these bugs were impacting the game experience and needed to be addressed sooner rather than later. This fix will address two issues:  

  • VOIP UI: the VOIP UI elements were not showing up when any screen overlay was active (on the deployment screen, command map, or scoreboard / round end screen), making Squad Leader unable to know who was addressing them.
  • IEDs not working reliably: this latter bug occurred if you had placed an ammo bag as a Rifleman, then switched to a Sapper kit, making it impossible to detonate your IEDs until your ammo bag was retrieved or destroyed.

We would like to especially thank all of you that reported these issues, your feedback plays a pivotal part in helping us make Squad a better game and react rapidly to fix these issues. Please keep sending them our way in our Issue Report Thread!

Extra Attention this will be a micro-version update, meaning that servers will not need to be updated! Players on v3.3.1 will be able to connect to v3.3 servers, as it is a client-side update. All should be back in order now, so you can get back to your usual explosive tricks and know who is talking to you!

At ease,]]>
Squad v3.3 Is Live Now https://squad-servers.com/blog/1239/squad-v33-is-live-now/ https://squad-servers.com/blog/1239/squad-v33-is-live-now/ Wed, 28 Sep 2022 20:05 CEST
You can now download update 3.3 for Squad!

To know all the details about this update take a look at the complete Release Note that we published yesterday! Please keep us informed of the bugs and technical issues you encounter in 3.3 in the Technical Issues Forum Thread, we will make sure to edit that thread as well with known issues as we encounter them.

Thank you for your support and dedication to Squad, we could not make the game without you! 

At ease,

– Offworld Industries]]>
Squad Update v3.3 Release Notes https://squad-servers.com/blog/1238/squad-update-v33-release-notes/ https://squad-servers.com/blog/1238/squad-update-v33-release-notes/ Tue, 27 Sep 2022 20:02 CEST
Tomorrow we are releasing Squad v3.3.

The v3.3 update will focus on bug fixes, gameplay and user interface (UI) updates, map updates, and overall focus on Quality-of-Life improvements to the game. This includes an update to the Vehicle Recovery System to allow helicopters and some other vehicles to be reset, the addition of a new Russian MT-LB Amphibious variant, the introduction of a new HUD toggleable list for Squad leaders to see the status of each member of the squad and many more small changes that we hope you'll appreciate.

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

Squad v3.3 will be released on Wednesday, September 28th.

At ease, Offworld Industries

Extra Attention: For the v3.3 update, the game will automatically force-clear your settings cache on launch due to changes in the settings backend not being compatible with old settings config files. Preserving pre-v3.3 settings files can result in misconfigured / unintended game settings. Make sure to review and reconfigure your settings after installing the update!

System & Gameplay Updates
  • Updated the Vehicle Recovery System to also allow helicopters & some other vehicles to now be reset.
  • Fixed a desync where demolition charges and IEDs could apply damage several seconds before the VFX and SFX played. 
  • Improved the drag calculation for amphibious vehicles - this mainly addresses issues with vehicles entering water bodies at high speeds, which includes fixing an infrequent client / server crash.
  • Updated the radial menu UI for picking up AT mines, to show a message when the player cannot pick one up.
  • Updated the Hell Cannon emplacement to use the precision compass mode, and adjusted the turning speed to match the turning speed of mortars.
  • Optimized scope blur components by disabling local updates for scope blur components on other players.
  • Optimized overall performance and fixed some hitches related to audio by offloading audio decompression to a separate engine thread. Refactored vehicle water movement code.
    • Added the ability to push RHIB boats, motorcycles and helicopters to get them out of difficult positions. For example, you can push RHIB boats back into the water after beaching them.
    • Helicopter recovery requires the helicopter engine to be turned OFF. A tooltip in the recovery UI will inform the player to turn the engine off before trying to use vehicle recovery.
    • Vehicle Push wait time is 8 seconds. Initial Vehicle Reset Recovery wait time is 30 seconds.
    • Consecutive attempts to reset a vehicle within a 15 second window since the last reset attempt will now take 8 seconds, to be more forgiving when needing multiple reset attempts.
  • Added a new Russian MT-LB Amphibious Logistics variant:
    • Carries 1000 construction points, 1000 ammo points.
    • Can deploy FOB Radios.
    • Enclosed turret equipped with PKT 7.62mm machine gun with limited ammo.
    • No crewman requirement.
    • Currently available on Narva Invasion v5, Skorpo Invasion v4.

User Interface Updates

  • Updated the appearance of the VOIP speakers list on the HUD, which will display above the HUD Squad List when it is open.
  • Updated player directional map icons; when fully zoomed out these now show as simple dot icons. This is intended to help declutter the map and mind.
  • Updated the map Capture Point flag icon opacity to be more opaque/prominent when the map is fully zoomed out, fading in as you zoom in closer.
  • Adjusted map Capture Point name text to remain fully opaque at all zoom levels.
  • Updated the pre-match game mode intro animation to help better inform players of current Game Mode objectives.
  • Updated the FOB radio map icon to show build/exclusion radius when hovered over with the mouse, when “Toggle Viewing FOB Radii” under map settings is toggled off.
  • Updated the FOB radio map icon to show construction / ammo supply when hovered over with the mouse, when “Toggle Viewing FOB Supply Points” under map settings is toggled off.
  • Updated the red enemy FOB radio map marker to show build/exclusion radius when hovered over with the mouse.
  • Adjusted the red enemy FOB and HAB map markers to no longer fade out over time - they will now remain visible on the map until manually removed.
  • Added a new “HUD Squad List”
    • This hideable HUD list is intended to give Squad leaders quick access to critical status information on their squad, such as player names, roles, Incap/KIA status, whether they are inside a vehicle, and whether they are speaking on VOIP.
    • The HUD Squad List can be hidden using the “Y” key (default keybind - can be reconfigured under “SETTINGS” > “CONTROLS” > “GENERAL”).
    • Design Intention: The HUD Squad List is intended to aid squad communication, coordination and cohesion by ensuring you know who is in your squad, what Fireteams they are in, what kits they are using, and their current status, without needing to break game flow by opening the “DEPLOYMENT” screen. This will help improve the SL’s situational awareness, while remaining minimalistic and staying out of the way of the game’s visuals.

General Bug Fixes

  • Fixed a client crash in ASQHUD::OnPlayerTalkingStateChanged when the PlayerState was not valid.
  • Fixed a gameplay issue with deployables placement, which caused their cost in construction points to be deducted before the placement was fully validated. This sometimes resulted in a loss of construction points without spawning a deployable.
  • Fixed a visual/gameplay issue with the BMP2 and BFV guided missile having blinding smoke from 1p when firing, preventing effective in-flight guidance.
  • Fixed a visual issue with the S5 rocket trails having big dragonball flames.
  • Fixed a gameplay issue with the AUS Maximi Specter MG ADS sway not being tuned correctly.
  • Fixed a gameplay issue with the T72 (both the B3 and S variants) & T62 tanks, which caused them to burn at 4x higher rate than other MBTs, when under 10% HP threshold.
  • Fixed a gameplay issue with the health repair limit for the hand repair tool, which prevented players from being able to repair Technicals above the burning threshold.
  • Fixed a gameplay issue with Ammo Box interaction. When Player A was at an ammo box selecting options, if Player B walked between Player A and the ammo box, Player A’s radial interaction menu would close, frequently resulting in Player A accidently shooting and possibly killing a teammate due to trying to click an option in the radial interaction menu.
  • Fixed a gameplay issue with CAF LUVW jeeps unintentionally having Commander Action activation zone component, which resulted in Commander being able to use support actions near them.
  • Fixed a gameplay issue with amphibious vehicle movement in ankle deep water - amphibious vehicles were able to drive extremely quickly in ankle deep water due to water thruster activating prematurely.
  • Fixed a visual issue with third-person sprinting animation while the weapon was lowered, which sometimes caused the weapon to be lower than intended.
  • Fixed a visual issue with Engine destruction VFX explosion clouds sticking to vehicles when moving.
  • Fixed an issue with anti-tank mines where they could be dug down beneath road meshes, hiding their pressure plate, thus making them invisible. As vehicles are intended to always have a small visual indication of the threat of a mine, they will now always have their pressure plate visible when fully dug down.
  • Fixed a gameplay issue with the USMC LAV-25 woodland variants turret not passing damage to the vehicle.
  • Fixed a visual issue where the USMC SMAW spotting rifle used RPG backblast VFX.
  • Fixed various issues with and improved the backend of our graphics settings menu to fix bugs related to proper application of settings in various scenarios, fix improperly defined settings values, address graphics exploits, and allow for easier and more reliable changes related to graphics settings by developers in future.
  • Fixed a UI issue with IED’s, which unintentionally showed a “Press F to interact" message.
  • Fixed a gameplay issue with the USMC M1A1 turret armor thicknesses being incorrectly configured.

Map Updates & Bug Fixes
    • Optimized Anvil, Black Coast, Lashkar map layers by disabling the unused AI System.
    • Updated the materials settings to two sided for multiple static environment assets.
    • Updated / Optimized Reflection Captures and resaved map layers which had excessive file sizes.
    • Fixed collisions on Eastern European stone_wall set so collision orientation aligned with mesh on x/y/z axis. This mismatch caused issues when the mesh was resized.
  • Anvil
    • Fixed minor visual bugs
    • Fixed gaps behind rock cliff and rubble pile.
  • Black Coast
    • Added new map layer - Black Coast Invasion v4 (RUS vs MIL)
    • Fixed material slots on map placed chain link fences due to optimization changes.
  • Fallujah
    • Removed barbed wire and pain volumes from MEA main due to them glitching players.
  • Kokan
    • Updated the river to use the new water system. River depth is now waist deep.
  • Manic-5
    • Fixed an issue with a rocky piece of terrain that had no collision grid I5-2-1.
    • Fixed several floating sidewalks.
    • Fixed several rocks at grid H10-1-1 that were incorrectly scaled and had problems with collision.
    • Fixed an issue with the water plane which was showing above the landscape at the eastern Dam.
  • Mutaha
    • Updated the river to use the new water system. The river below the dam is now waist deep; the river above the dam requires amphibious vehicles to cross, with the exception of the northern edge.
    • Updated the minimap to reflect changes and water depth.
    • Fixed an issue with the collision on the Urban Residential building set, to prevent exploitable placement of HAB’s inside an inaccessible room.
  • Narva
    • Added 2 new map layers - Narva Invasion v5 (USMC RUS vs) and Narva RAAS v5 (USMC vs RUS), fighting in tough amphibious operations due to the Narva reservoir flooding.
    • Updated the minimap for flooded and non-flooded layers.
    • Fixed an issue with a house at grid G4-4-5 having artifacting shadows.
    • Fixed an issue with the roof at the Castle to prevent exploits.
    • Fixed an issue with HABs being able to be built inside the roof of a building in the Shipping Yard.
    • Fixed an issue with the building at grid G5-8-4to prevent glitching / exploits.
  • Tallil Outskirts
    • Updated the river to use the new water system. River depth is now waist deep.
    • Fixed an issue with exposed rock edges.
    • Fixed a floating power pole at grid K7-4-7.
    • Fixed misaligned grass at grid H3-3-7.
  • Skorpo
    • Added Skorpo Invasion v3 (USMC vs RUS). An amphibious attack by US Marines from the USS Essex.
    • Added Skorpo Invasion v4 (RUS vs MIL). An amphibious attack by RUS launched from the updated Skorpo island.
    • Updated the Skorpo background island to incorporate space for Main Bases for attacking teams on Invasion layers.
  • Yehorivka
    • Adjusted the minimap brightness to be more readable.
    • Fixed floating foliage and rocks in grids H8 and I8.

Server Admin Updates & Bug Fixes
  • Added match results logging into server log, under LogSquadGameEvents category. Message format is as follows:
    “Team %d, %s ( %s ) has %s the match with %d Tickets on layer %s (level %s)!"

    Example log message:

    “Team 2, Russian Battalion Tactical Group ( Russian Ground Forces ) has won the match with 350 Tickets on layer Anvil AAS v2 (level Anvil)!
    Team 1, ADF 1st Battalion, Royal Australian Regiment ( Australian Defence Force ) has lost the match with 349 Tickets on layer Anvil AAS v2 (level Anvil)!”

SDK Updates & Bug Fixes

  • Added a button to the AAS, RAAS and Invasion graphs to toggle lattice visualization on/off.
  • Updated minimap creation tool for better compatibility with the new water system. Shallow areas can now be shaded differently on the map. The cutoff depth is currently fixed at 200 units.
  • Updated the Vehicle Emergency Recovery system. Its features were moved from the vehicle class to a component that allows for easier recovery settings customization per vehicle & sharing settings between multiple vehicles. It also allows modders to implement custom vehicle recovery mechanics (i.e. teleport vehicle to main base) in an easier way.
  • Fixed a bug with vehicles spawning their lasting effects actors in an incorrect game world, resulting in these actors being placed in a map.
  • Added "Toggle Splines" button to toggle landscape's SplineMeshComponents' visibility.
  • Updated the North American building set’s modular Admin Building.
  • Added shingle versions of prefab roofs.

Clear Cache to resolve residual issues

  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating
Squad v3.3 Arriving On September 28 https://squad-servers.com/blog/1237/squad-v33-arriving-on-september-28/ https://squad-servers.com/blog/1237/squad-v33-arriving-on-september-28/ Thu, 22 Sep 2022 20:25 CEST

Attention Squaddies,

We are very happy to announce that the next update for Squad will be coming on September 28th!

The v3.3 update will focus on bug fixes, gameplay and user interface (UI) updates, map updates, and overall focus on Quality-of-Life improvements to the game.

This update continues our desire to provide regular updates that work to improve the experience of playing Squad, and support our larger content updates.

Be sure to check back next week for our Release Notes which will have the full list of what's changing in Squad in v3.3.

At ease.]]>
SQUAD UPDATE V3.2.1 HOTFIX https://squad-servers.com/blog/1236/squad-update-v321-hotfix/ https://squad-servers.com/blog/1236/squad-update-v321-hotfix/ Mon, 12 Sep 2022 20:01 CEST
We will be deploying hotfix 3.2.1 today to address the Toggle Sprint issue that was introduced in the latest update. This issue made movement and controls unreliable sometimes and we are confident that this fix will solve it. It will be the sole purpose of this hotfix as we found it severely impacting the quality of gameplay and could not wait until the next update. So the list of changes is rather short on that one:


  • Fixed an issue with the Toggle Sprint feature that caused the "sprinting" state to persist until going into ADS, or toggling it off again manually.
Toggled sprinting will now behave as follows:

  • While sprinting, the sprint state will toggle itself off when letting go of the forward movement key (pre-v3.2 behavior).
  • While sprinting, the sprint state will toggle itself off when ADS (pre-v3.2 behavior).
    A sprint can be initiated / sprinting can be toggled on while ADS, if the forward movement key is held down when the sprint toggle key is pressed - this now includes while moving diagonally while ADS (forwards + strafe).

We thank you for your feedback on update 3.2, it has been a great help to identify what needed to be our priority to fix. If you find other bugs please report them on our forums. (URL LINK)

At ease,
Squad v3.2 Is Live Now https://squad-servers.com/blog/1235/squad-v32-is-live-now/ https://squad-servers.com/blog/1235/squad-v32-is-live-now/ Wed, 24 Aug 2022 20:13 CEST
Squad’s v3.2 update is now live for players to download.

Check out the new Release Notes we posted yesterday to know what is new in Squad 3.2. (LINK URL[joinsquad.com]).

If you encounter bugs and technical issues in 3.2 you can share them in our forums. (LINK URL)

Thank you for your attention.

At ease,

– Offworld Industries
Squad Update v3.2 Release Notes https://squad-servers.com/blog/1234/squad-update-v32-release-notes/ https://squad-servers.com/blog/1234/squad-update-v32-release-notes/ Tue, 23 Aug 2022 20:05 CEST
Tomorrow we are releasing Squad v3.2. 

We have made dozens of improvements, changes and fixes, and also some fine tuning of weapons, kits, vehicles and of course, game performance. 

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

Squad v3.2 will be released on Wednesday, August 24th at 18:00 UTC.

At ease,

Offworld Industries

System & Gameplay Updates
  • Updated all vehicle-launched smoke VFX. The new VFX have improved visual aesthetics, improved animations / smoothness, thicker smoke, and last longer.
  • Updated vehicles with new behavior when they become submerged - if a vehicle becomes completely submerged, any soldiers in open seats will get ejected from the vehicle. This has currently been configured for a range of vehicles with open seats, with the rest being configured in a future update.
  • Updated water damage drowning for infantry to be more consistent when entering water with low health. Drowning in water should no longer be able to kill you instantly when below 51 hp. Incapacitation by drowning should now almost always take exactly two ticks of water damage over 14 seconds; you will only go down with 1 tick of water damage when below 5 hp.
  • Adjusted M249 iron sights slightly forward away from the camera.
  • Adjusted Vz61 Skorpion iron sights slightly forward away from the camera.
  • Adjusted the CAF M113A3 TLAV APC to no longer require a Crewman kit role for operating the turret.
  • Updated RHIB Watercraft handling. It now has a small rudder, allowing small changes in direction even when the engine is not providing thrust, so long as the boat has enough forward speed. This should make precise maneuvering easier, especially when approaching / near the shore.
  • Updated RHIB Watercraft to now include faction flags for easier identification.
  • Adjusted the visual deploy animation of the Browning HP pistol, soldiers will now turn off the safety (changed from cocking the hammer back).
  • Adjusted the look of the CAF / GB smoke grenade canisters - they all now use more true-to-life markings: L83, L100, L68, L69, L70 and L71 grenades.
  • Updated the KPVT 14.5mm HMG damage, firing rate, accuracy, armor penetration & overheating parameters to better align with real-world performance, and bring it more in line with similar class weapons’ performance.
    • Increased damage per shot to 220 (up from 170).
    • Increased rate of fire to 600 rounds/min (up from 400).
    • Increased bullet spread to 2.3 MOA (up from 1.5).
    • Increased armor penetration to 32mm at 500 meters (up from 27mm).
    • Adjusted weapon overheating so now the weapon should be able to fire at least 2 full magazines, and then some, before overheating.
  • Updated AT mines with a number of improvements.
    • Reduced the size of the "trigger" collider - AT mines will now only explode when a vehicle drives directly over the mine with its wheels / tracks.
    • Added the ability to pick AT mines up, and place them in your inventory. Only available when the mine is in an undug state. Only available to kit roles who have the same AT mine type in their loadout. Cannot be picked up when inventory has full mines.
    • Reduced ammo cost to 35, from 50.
    • Increased the amount of mines available in kit role loadouts: Conventional Combat Engineer - now 3, up from 1. Irregular Sapper - now 2, up from 1. AUS Combat Engineer Kit 1 - now 4, up from 2.
  • Updated infantry sprint controls for improved user experience & input responsiveness:
    • Can now hold or toggle sprint diagonally from ADS.
    • Sprint key input is now registered if pressed before entering movement control input (only with “HOLD SPRINT” set).
    • Sprint key input is now registered if pressed while pressing movement controls in a non-sprintable direction (only with “HOLD SPRINT” set).
  • Adjusted several Non-magnified Automatic Rifleman Kit Roles Frag Grenade inventories:
    • CAF AR 01 (Non-magnified C9) - 1x C13 Frag
    • INS AR 01 (Non-magnified RPK) - 2x F1 Frag
    • INS AR 02 (Non-magnified RPD) - 1x F1 Frag
    • MEA AR 01 (Non-magnified G3A3 Drum) - 1x F1 Frag
    • MIL AR 01 (Non-magnified RPK74) - 2x RGD Frag
    • MIL AR 02 (Non-magnified Minimi) - 1x RGD Frag

User Interface Updates

  • Updated the list of red “enemy spotted” map markers to include a marker for enemy Repair Stations.
  • Adjusted the main menu power icon to now say Exit and improved the Exit button UI flow.
  • Updated the look of the HUD compass with a cleaner, more minimal styling to improve user experience:
    • Updated the font size, shadows and layout to improve readability.
    • Removed diagonal arrows from SL map markers that are also shown on compass.
    • Added a high precision bearing mode that will auto-toggle on when a player is using a Mortar or UB32.
    • Added an option to add a shaded backdrop to the compass for improved readability against different backgrounds.
    • Added a toggle option to place the compass at the top of the screen
    • Both background and placement can be changed in Settings -> Interface menu. Additionally you can toggle top/bottom via keybind.
  • Updated the “DEPLOY” screen - the “ROLE LOADOUT” screen and “ROLE QUICK SELECT” panel on the “DEPLOY” screen have been combined.
    • The detailed equipment info which used to appear in the “ROLE LOADOUT” screen will now pop out as a panel and overlay the map when a player hovers their mouse over a kit role on the “ROLE SELECT” panel.
    • When hovering over a specific kit role, you can scroll up or down with your mousewheel to highlight different loadout items and see each item’s detailed info.
  • SQ-14173 Updated the Server browser:
    • Adjusted the width / position of- and aligned the columns.
    • Removed the unused sub-faction symbols column from the server list and the server details panel.
    • Removed the unused friends column.

Audio Updates
  • Updated the default values for VOIP Command channel/Squad channel Left/Right ear split to now be split by default (was not split previously). This is still configurable in the Audio Settings menu.
  • Updated VOIP volume settings with new default values:
    • Command VOIP new default - 1.40 (instead of 1.00).
    • Squad VOIP new default - 1.70  (instead of 1.00).
    • Local VOIP new default - 1.90 (instead of 1.00).

  • Optimized water VFX, specifically related to amphibious vehicles.
  • Optimized a large amount of particles in-game by no longer having their collision tick in pre-physics.
  • Optimized the USS Essex to perform better, including optimizing its radar dishes, boat and props collision, interior lighting and texture memory usage.
  • Optimized several foliage assets used on Black Coast to improve visual look and map performance.
  • Optimized LODs on a foliage set used across multiple maps for performance.
  • Optimized some Environment Art assets to reduce performance cost and fix some technical issues by reviewing and fixing / improving LODs, materials, UVs, and deactivating shadows on asset decals.

General Bug Fixes
  • Fix attempt for a client crash - OnRep_CurrentSeat array.
  • Fixed a client crash around VOIP when a player connected and/or disconnected as another player started transmitting. An additional check was added to prevent access violation.
  • Fixed a client crash that was caused by Squad Voice, crashing upon spawning, validity not getting checked before setting volume multiplier.
  • Fixed a long standing UI issue where the Radial menu would sometimes get stuck after leaving a vehicle or interacting with an ammo crate.
  • Fixed a long standing issue with AT backblast VFX instantly disappearing if the player switched weapons. The backblast smoke will now linger regardless if the player switches their weapon.
  • Fixed an issue with Vehicle Turret launched smoke canisters and Vehicle Driver smoke generator VFX instantly disappearing if vehicle was destroyed. The smoke VFX will now linger regardless if the vehicle gets destroyed.
  • Fixed an audio issue, sprinting through water was missing sounds.
  • Fixed a gameplay issue with amphibious vehicles driving faster in water while upside down.
  • Fixed a gameplay issue with infantry water damage frequency being incorrect. Players were getting a high amount of damage immediately after submerging into the water, shortly after being out of the water.
  • Fixed a strange gameplay issue with the MTLB. When a player walked up the stairs of Mutaha at grid D4-1-5, they would teleport to the top of the MTLB (Yeah 0_0…). This was a result of the vehicle’s weapon not being net relevant to the player and not having their position updated on the client. Moved the armor mesh component off of the weapon and onto the turret.
  • Fixed a gameplay issue where FOB Radios and other deployables could be placed outside the map border, this should no longer be possible.
  • Fixed an issue where clients would freeze when shooting at MEA Simir Jeeps.
  • Fixed a gameplay issue with Rally Points being destroyed incorrectly in certain circumstances. A deployed Rally Point would get unintentionally destroyed if a teammate switched teams while being close to the Rally Point.
  • Fixed a control issue with the crouch button input not always getting processed properly when using toggle crouch.
  • Fixed a visual issue with the USS Essex dry-deck lighting placement and intensity.
  • Fixed a UI issue with the radial menu. When Holding T (radial menu) and walking away from an ammo box or HAB, the T radial menu would incorrectly get closed.
  • Fixed a gameplay issue with FOBs not detecting a decrease in the  amount of limited deployables. This affected Observation Towers, Ladders and Bunkers.
  • Fixed an FX issue with the RHIB, where the mist FX was disappearing too quickly when the vehicle exited the water for brief periods of time.
  • Fixed a gameplay issue with the MIL/INS Ural 375 Truck wheel setup, the substepping config had similar issues as Kamaz5350 Truck.
  • Fixed a visual issue with USMC LAV25 ARV having purple viewports.
  • Fixed a gameplay issue with the USMC LAV25 ARV being able to self damage by clipping the turret barrel through the spare tire.
  • Fixed a visual issue with the USMC AAVP7A1 APC woodland, which was incorrectly using a desert gunner turret.
  • Fixed a visual issue with the USMC AAV wheel rigging.
  • Fixed a gameplay issue with the USMC AAV track skirts having a small section that could be vaulted through.
  • Fixed a visual issue with USMC body textures normals being flipped.
  • Fixed a visual issue with the USMC M1A1 MBT’s commander turret attachment out of position.
  • Fixed a visual issue with the USMC M939 Truck and the USMC MATV TOW. The vehicle’s chevron arrow’s were oriented incorrectly.
  • Fixed a gameplay issue with AUS PMV Armored car having gaps in its armor mesh.
  • Fixed a gameplay issue with the AUS EF88 Grenadier being able to fire all 3 smoke grenades without reloading by swapping to/from the EF88 rifle.
  • Fixed a gameplay issue with the CAF TAPV spare wheel mesh. Adjusted spare wheel material to new rubber mat that doesn't pass damage to the hull.
  • Fixed a visual issue with the CAF CH-146, the helicopter model had various geometry holes and shading issues.
  • Fixed a visual issue with the CAF C7A2 rifles, C8 rifles and CAF TLAV APC chassis smoothing groups.
  • Fixed a gameplay issue with the CAF CH146 Helicopter’s tail fin armor mesh.
  • Fixed a gameplay issue with the INS BTR-80 APC Gunner & Commander’s turret zoom overlay not working properly.
  • Fixed a gameplay issue with the GB FV107 Scimitar HAT damage type multiplier.
  • Fixed a gameplay issue with vehicle weapon inventory. The vehicle weapons origin point net dormancy is now being flushed to avoid clients having weapons that exist at origin until only when they are needed.
  • Fixed a visual issue with 7mm vehicle glass armor physmat, to ensure that hits on armored windows of vehicles will play the proper VFX/SFX.
  • Fixed a visual issue with AK74 and AKM desyncing between the soldier and weapon animations upon getting equipped.
  • Fixed a visual issue with the RHIB steering wheel not turning when steering in 1st person, and RHIB drivers not animating when viewed from 3rd person.
  • Fixed glitchiness with the prone animation on several rifles - M4, M16, C7, C14, G3 GK79, HK417 and M110. They all used to make use of the prone cradle-carry crawling animation, which resulted in their hands not always lining up with the actual carry handle location on the weapon’s mesh, which looked odd. These weapons now make use of the default prone crawling animation.
  • Fixed a visual issue with the infantry weapon raised animation state while in water. This state was not properly getting cleared when a player entered a vehicle while the weapon raise state was active, which resulted in the player still having their hands raised for proxies when exiting a vehicle on land.
  • Fixed some minor audio artifacts on the Main Menu Theme music by updating it with a remastered version.
  • Fixed a gameplay issue with the Commander ticket penalty. Using the Respawn command or teamkilling did not apply the correct Commander death ticket penalty (was only subtracting -1 ticket instead of -2).
  • Fixed an audio issue where vehicle explosion sounds were played delayed after the explosion.
  • Fixed a visual issue with deployable ghosts. SL’s/Engineers/etc could see the deployable placement ghosts when riding in vehicles.
  • Fixed a gameplay issue with the INS GP-25 Grenade Launcher. The projectile would explode near-instantaneously if it was fired while prone and zeroed to 400m or above.
  • Fixed an issue with arrow and text log spams.

Map Updates & Bug Fixes
  • Added a new map layer - Al Basrah Invasion v7 (MEA vs INS), similar layout to Al Basrah Invasion v2, but with these 2 legendary factions vying for control.
  • Anvil Fixes:
    • Fixed a gap between the landscape terrain and rocks grid E4-5-8
  • Belaya Fixes:
    • Fixed various floating grass and foliage.
    • Fixed various floating statics in the Industrial Yard area.
    • Fixed a coal decoration object that was sticking through a wall.
    • Fixed misaligned doors, forcing players to crouch to get thru grid F3-5-7
    • Fixed floating foliage in the underground tunnels.
    • Fixed color changing LOD's on various apartment buildings.
    • Fixed a gap between a boulder and landscape grid G8-4-8.
    • Fixed some fences culling at too short of a range grid G3-9-9.
  • Black Coast Updates & Fixes:
    • Fixed an issue with unintentional ocean wave SFX playing in the SW of map grid B11.
    • Updated Black Coast Invasion v1, v2, v3 to now remove the attackers forward base supply volume from whichever shore spawn (East or West) that was not selected on that instance.
    • Optimized the texture and shader for two decals so they are properly power of 2 and can be texture streamed.
    • Optimized tree LOD distances to improve performance by having proxy LOD render closer to the player.
    • Optimized all trees to now use occlusion for improved optimization.
    • Optimized tree types by combining them to improve instancing.
    • Updated the Black Coast loading screen to include a new music track specific for Black Coast.
    • Fixed duplicate water body at lake in grid E5.
    • Fixed a rough seam for a decal in Torpedo Factory grid G9.
    • Fixed an issue with the lower quality surrounding terrain being visible too and sticking through landscape terrain on the NW and SE of map.
    • Fixed various floating roads that players could hide under grids G9-6-2/G8-3-6/H9-7-7/K8-8-1.
    • Fixed a floating staircase on a house grid F4.
    • Fixed a door frame in a barn at the Pig Farm that was misaligned and had a highly visible seam.
    • Fixed an issue with players clipping into the retaining wall grid H10-3-9.
    • Fixed various other floating foliage and roads.
    • Fixed other minor map bugs related to Black Coast.
  • Fallujah Fixes:
    • Fallujah Invasion v1 - Fixed a player model chillin at grid B4-5-7.
    • Fixed two redundant water planes from south swamp.
    • Fixed invisible barbed wire pain volume grid B5-3-8.
  • Goose Bay Fixes:
    • Fixed an issue with a transparent rock face near Train Yard grid D3-2-5.
  • Jensen Range Fixes:
    • Updated Helicopter Pads to now have protection zones.
  • Logar Valley Fixes:
    • Fixed a previously inaccessible house to allow access, to avoid potential FOB Radio placement abuse.
    • Fixed a gap in a wall grid D3-4-1
    • Fixed some bush and small tree foliage that had unintentional collision affecting vehicles.
    • Fixed a doorway that required players to crouch to enter despite visually looking tall enough to walk through, grid C3-4-7.
    • Fixed various floating grass foliage.
  • Mutaha AAS v2 - Fixed an issue with not being able to place a FOB at the Vineyard CP.

Server Admin Updates & Bug Fixes
  • Updated default layer rotation cfg to include Pacific Proving Grounds, but is now commented out by default.
  • Fixed an issue with Admin Cam - Admins would temporarily get a black screen after switching teams while in admin cam.

SDK Updates & Bug Fixes
  •  Added a new lightweight DebugLayers to be used as Layer Overrides.
  • Added an "Editor Only" tick-box in Layer Data Assets, when true the Layer Validator will skip the Chunk Settings check (useful for dev and test layers).
  • Added a validity check before calling input toggle handler lambda function, to make sure it is bound and calling it won't crash the editor.
  • Added a new script action to delete components with a defined tag from a capture zone when it gets owned by a specified team.
  • Added a new script for Invasion layers to remove protection zones from unused forward beach main bases.
  • Added a new component that enables replication of certain components on owning actor.
  • Added an option to keep lasting effects for things like AT weapons and vehicle deployed smoke.
  • Updated BP Ocean to decouple the colour from the bp.
  • Updated the error message for "ID is not unique" validation error. The message will now list the paths of all assets which are illegally referencing the same Data Table Row.
  • Updated the Narva Ocean to now live in the weather layer instead of the Geo layer.
  • Moved all vehicles from the single vehicle data table into individual faction specific vehicle data tables, which now live in the Settings/Vehicle/faction folders. Removed the single vehicle data table.
  • Standardized the naming convention for all vehicle data assets / vehicle data tables to include faction abbreviation prefix.
  • Renamed Jensen's Range umap names to include faction names instead of v1-v5.
  • Renamed Insurgent Vehicle data asset folder to "INS" (was "Irregular") for consistency.
  • Removed an old unused Anvil lighting layer.
  • Fixed a tools issue in SQValidator_VehicleWeaponBlueprint, that was causing false validation failures.
  • Fixed the issue with Layer Overhaul validator "ID not unique" errors not logging all affected files.
  • Fixed an issue with Layer Validator not checking Chunk Settings of Layers in plugins.
  • Fixed Kohat Gameplay folder spelled incorrectly.
  • Fixed Anvil Gameplay Layer Data folder spelled incorrectly.
  • Fixed an issue with the voice module while in editor. This module was consuming all input, so when the editor was open, if the voice module was enabled then you would lose audio. The voice module will now always be disabled in editor no matter what that config is set to.

Clear Cache to resolve residual issues

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

Squad V3.2 Arriving on August 24th https://squad-servers.com/blog/1233/squad-v32-arriving-on-august-24th/ https://squad-servers.com/blog/1233/squad-v32-arriving-on-august-24th/ Fri, 19 Aug 2022 22:06 CEST
We are very happy to announce that the next update for Squad will be coming on August 24th! This update will focus on some fine tuning of weapons, kits, vehicles and of course, game performance.
As we announced in the last Developer Q&A, we are taking the time with our next few updates to go through the optimization process of Squad to help with performance. Our focus is on doing it right, ensuring the larger scale changes make a performance difference, and do not degrade visual quality, or create new technical debt. Changes coming with 3.2 are some of the smaller, easy improvements that we are knocking off our list as we look to the bigger performance areas we need to tackle.

In addition to the 3.2 update, we’ve already started on an ongoing series of art review and asset optimization passes to reduce performance cost and fix technical issues, including LODs, texture memory, collision, lighting UVs and shadows among others.

Long-term improvements such as map-by-map asset audit, simplifying overly-complex assets and the like will come later down the line. Expect to hear more from us again on this topic as we continue our commitment to deliver more updates!

On the side of weapon tweaks, you will be excited to learn that the BRDM and BTR80 have been buffed, and that Sapper and Combat Engineers will receive more AT mines to deploy. The mines will now only explode when a vehicle drives directly over the mine with its wheels/tracks. And finally let’s not skip over the improved new vehicle gunner smoke effects that we hope you’ll appreciate!

While this update is of a smaller scale compared to a major one like 3.0, we are still looking forward to hearing your reactions and feedback. Everyone on the Squad team would like to thank our players, partners, and server owners for their continued support. We’ve been keeping a close eye on all of your feedback related to 3.0, and appreciate everyone that has taken the time to share their thoughts and feedback with us. This feedback has been helping to further drive our development focus for the upcoming months.

Be sure to check back next week for our Release Notes which will have the full list of additions, and fixes coming to the game in v3.2.

At ease,

- Offworld Industries]]>
SQUAD DEVELOPER DIARY – JULY, 2022 https://squad-servers.com/blog/1232/squad-developer-diary-a-july-2022/ https://squad-servers.com/blog/1232/squad-developer-diary-a-july-2022/ Mon, 11 Jul 2022 22:24 CEST
After a series of updates to Squad over the course of 2022 we wanted to touch base with you, our community of players, and update you on a few goings on with the game and behind the scenes here at Offworld!


The next update to Squad will be v3.2.

At the end of last year we set ourselves the goal of improving not only communication with you, but also delivering on a number of the promises that we have made over the years. We really wanted to start this year on the right foot, and work to demonstrate our commitment to Squad and to our community of players.

In 2022 so far we have released monthly Updates including a significant overhaul of our lighting and shadows systems, two new factions (the Australian Army and the American marine forces), and other improvements to the game. The team has been working incredibly hard to deliver these updates, and address issues with them through quick hotfixes when required. We’re really proud of the progress that has been made.

While it’s still too early to share a date for v3.2, we are currently on track to release at the end of August. This means that July will be the first month in a while that we spend working on Squad without releasing an update. We know that you’ve recently experienced a monthly schedule for updates, so we wanted to let you know before you start wondering where this month’s update is.

Now that we’ve pushed out a ton of great content, V3.2 will feature bug fixes, and various updates meant to improve Squad’s performance. We’ve seen a lot of requests for this focus from our community, and this is another step to ensure we are paying active attention to the feedback you all provide us with. We are already working to test some of these in our Closed Playtest Sessions with select members of the community.

We will have more details about v3.2 as it gets closer to release, and are looking forward to sharing those!


As many of you know, we have been looking to hire a Community Manager for Squad for the past few months following OWI_Krispy’s move back home to the United Kingdom. We still miss Krispy, but are delighted to announce that we have found Squad’s new Community Manager! They’re working on getting up to speed on the ins and outs of the community, and you’ll be meeting them later this week.

This addition will allow us to further level up the community team and begin to really focus on providing our players, Server Owners, Partners, and other community members with the best possible connection to Offworld Industries. More hands on deck always ups the ante on what we can do!

This also means that OWI_Wedge will slowly be transitioning to a bit more of a behind the scenes role and won’t be quite as visible in the Squad community. You may see other refinements as well over the coming weeks and months.

While we don’t want to talk too much about what we have planned at this point, more regular Development Diaries sharing what’s going on behind the scenes at Offworld Industries, and letting you know what the focus of our next release will be is a goal for our team. We are also looking at our Developer Q&As to see how we can make them more informative and useful to a wider audience.


One of the things that we will be doing in these Development Diaries is to share a bit of a peek behind the scenes here at Offworld. While not directly affecting you as a player, we hope a look at the goings on behind the scenes of the development of the game might be illuminating and add a bit more flavour!

It’s summer time here in New Westminster, British Columbia, a city just outside of Vancouver. The past few weeks the team has been preparing to move into our new offices, and many of the members of our development teams who have been working remotely will be starting back in the office a few days a week.

On days off the past few weeks many of the team came into the studio to help put together furniture, move in computers, and get the studio ready for operation. The OWI IT team had an epic weekend long move to set up our new infrastructure and were able to minimize disruptions to game development, ensuring that both the Squad and Beyond The Wire teams had everything they needed for their first days back in the office!

Offworld will continue to be a mixture of remote and in-studio development teams, but the opening of a new office and the resumption of in-person work is a big step for the studio.

We look forward to bringing you all more Squad updates, more Squad news, and introducing our newest Community Manager to you all very soon!

At ease,

Squad v3.1 Hotfix https://squad-servers.com/blog/1231/squad-v31-hotfix/ https://squad-servers.com/blog/1231/squad-v31-hotfix/ Thu, 30 Jun 2022 19:20 CEST
Today we are releasing Squad Hotfix v3.1, which specifically aims to address some of the issues introduced into the game by last week’s v3.0 Update (LINK URL).

We would like to thank all of the players who used our forums (LINK URL) and other channels to report their experiences with the game. If you have further issues please report them on our forums.

Thank you to all of you for your continued support of Squad and your patience as we work to resolve these issues.

At ease,

- Offworld Industries


Bug Fixes

  • Fixed a client crash “CreateUnorderedAccessView”, this was caused by a new water compute shader not being compatible with older machines / older GPU drivers.
  • Fixed a client crash when returning to the main menu. This was related to the waterline post process.
  • Fixed a client crash when loading into a map regarding replication of vehicle seats.
  • Fixed an issue with vehicles getting launched into space after being in the water, causing very poor FPS (<1) and/or client crashes.
  • Fixed an issue with log spam "STEAM Rules response", reducing the log size on clients.
  • Optimized networking of the environment interaction component to improve server network performance.
  • Fixed an issue AUS F88 (old) scope water invisible through
  • Fixed CAF Coyote ARV turret not passing damage to the vehicle.
  • Fixed M1151 CROWS using the wrong map marker icon.
  • Fixed an issue with USMC AAVP seat configuration on certain variants, unifying the seat configuration to 1 driver + 11 passengers.
  • Adjusted USMC AAVP Mk19 automatic grenade launcher to improve gameplay balance:
  • Rearm cost was increased to 75 ammo points per magazine (up from 8)
  • Time to rearm one magazine was increased to 45 seconds (up from 3)
  • Amount of magazines that could be rearmed at once was limited to 1
  • Currently loaded magazine can’t be rearmed anymore (operator will need to load a new magazine for the current one to be rearmed/refilled)
  • Projectile spread cone angle was increased to 50 MOA (up from 35)Fixed an issue with all RUS faction deployables not having a cost or limit on the Black Coast map layers.
  • Fixed an issue with USMC LAV25 ARV woodland variant requiring Crewman kit for both the Commander seat and Pintle mounted MG seat. No special kit is required for these 2 vehicle positions.

Map Updates & Bug Fixes

  • Al Basrah AAS v3 - Fixed INS minsk bikes not spawning.
  • Black Coast RAAS v1 - Adjusted one of USMC’s helipad proximity to trees.
  • Black Coast RAAS v3 - Fixed Subpen being available in the CP pool.
  • Black Coast Seed v1 - Fixed USMC Main’s protection zone allowing USMC soldiers to survive as frogs.
  • Goose Bay Invasion v4 - Fixed RUS Main missing repair stations and RUS helicopter pad not having rearm/repair and ammo/construction resupply.
  • Jensens Range v3 - Fixed USMC UH1Y helicopter exploding on spawn.

SDK Updates & Bug Fixes
  • Moved several materials to Eastern_European/Materials folder,
  • Moved M_Bunker_procedural_mat.uasset to Content/Environment/Eastern_european
  • Added additional assets into SDK.

  •  Clear Cache to resolve residual issues If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
Squad v3.0.1 Hotfix https://squad-servers.com/blog/1230/squad-v301-hotfix/ https://squad-servers.com/blog/1230/squad-v301-hotfix/ Thu, 23 Jun 2022 19:34 CEST
Today we are releasing Squad Hotfix v3.0.1, which specifically aims to address some of the issues introduced into the game by yesterday’s v3.0 Update (LINK URL[joinsquad.com]).

We would like to thank all of the players who used our forums (LINK URL) and other channels to report their experiences with the game. If you have further issues please report them on our forums.

Thank you to all of you for your continued support of Squad and your patience as we work to resolve these issues.

At ease,

- Offworld Industries]]>
Squad v3.0 Is Live Now https://squad-servers.com/blog/1229/squad-v30-is-live-now/ https://squad-servers.com/blog/1229/squad-v30-is-live-now/ Wed, 22 Jun 2022 20:01 CEST

Attention Squaddies,

Squad’s v3.0 update is now live for players to download.

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

To report any technical issues you might experience after updating to v3.0 please share them on our forums (LINK URL).

Thank you for your attention.

At ease,

– Offworld Industries]]>
Squad Update v3.0 Release Notes https://squad-servers.com/blog/1228/squad-update-v30-release-notes/ https://squad-servers.com/blog/1228/squad-update-v30-release-notes/ Tue, 21 Jun 2022 19:16 CEST
Tomorrow we are releasing Squad v3.0.

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

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

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

At ease,

- Offworld Industries


Amphibious Gameplay and Water Interaction

This update primarily showcases amphibious functionality

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

American Marine Forces Faction

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

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

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

Audio Updates
  • Added a new music track to the main menu.
  • Added new M4 Rifle firing sounds.
  • Updated the AK74 Rifle close-up firing sounds.
  • Updated CAF C7 rifle series SFX for better ROF timing and decreased bass for mid range firing.
  • Updated the DShK HMG close-up firing sounds to use new, more powerful sounding SFX.
  • Updated the M2 HMG close-up firing sounds to use new, more powerful sounding SFX.
  • Added new CAF LUVW engine sounds.
  • Updated infantry sounds to now include sounds when interacting with mud, including a mud landing sound, mud crawling sounds, and mud wrestling sounds.
  • Updated 50cal projectiles to use new wood impact sounds.
  • Adjusted bullet cracks audio with minor tweaks.
  • Adjusted 30mm pass-by sounds
  • Adjusted the turret rotation audio for emplacements and technicals.
  • Disabled muffled EQ for 1p chopper gunner firing including reload sounds.
  • Fixed an audio issue with footstep landing sounds, as they were too quiet and should now match the normal footstep sounds.
  • Fixed an audio issue with several vehicles that had missing engine destroyed sounds.
  • Fixed an audio issue with the DSHK and M2 HMG distance firing sounds volume from close range to mid range.
General Bug Fixes
  • Fixed an issue which was affecting patch install times. This will only improve install times for patches which come after v3.0, and is not a complete solution to long install times. We will continue to investigate fixes for that issue.
  • Fix attempt for a server crash related to Soldier Ragdolls.
  • Fixed an animation issue where certain grenade launchers, binoculars and rocket launchers (ie M72A3) had a jarring delay in the start of the animation when reloading, equipping, etc.
  • Fixed a gameplay issue with AUS Field Dressings costing 10 ammo points to rearm instead of 5.
  • Fixed a gameplay issue with certain user input breaking Rallypoints.
  • Fixed a gameplay issue where the AUS/GB HX60 Truck’s F2 passenger seat soldier’s boots were clipping through the vehicle mesh.
  • Fixed a gameplay issue with Seed map layers, the pre-placed deployables were unintentionally respawning after getting destroyed.
  • Fixed a gameplay issue with the M4 M150 ACOG M203 Rifle having a misaligned front sight mount.
  • Fixed a gameplay issue with the RUS Kamaz5350 Truck, the wheel traces caused the truck to get launched in unexpected ways. The vehicle handling should feel significantly different now. Increased speed threshold for substepping to have high precision at the shift point between 1st and 2nd gear. Also fixed an issue with the wheel setup that was affecting stability of the vehicle when doing sharp turns.
  • Fixed a gameplay issue with Light APCs, which were costing 10 instead of 5 tickets if destroyed by friendly fire.
  • Fixed a gameplay issue with the INS Black M1151 jeep, the gunner was not receiving direct explosive/frag damage.
  • Fixed a gameplay issue with the INS Black M1151 which was not receiving explosive damage properly and was not destroyable with timed explosives.
  • Fixed a gameplay issue where the CAF LAV6 IFV collision mesh permitted soldiers to clip into the rear of the vehicle.
  • Fixed a visual issue with helicopter tail rotors not showing rocket impact explosions correctly.
  • Fixed a visual issue with the INS/MIL BMP1 IFV, where the visual ATGM rocket mesh remains on the vehicle after getting fired.
  • Fixed a visual issue with Militia soldiers roughness/metallic values.
  • Fixed a visual issue with the RUS/MEA BMP2’s front wheel rig.
  • Fixed a visual issue with the CAF TLAV APC, where the turret was not visible on the wreck mesh, they will now pop off a little when destroyed.
  • Fixed a visual issue with the INS/MIL Mosin Rifle metal albedo being too bright.
  • Fixed a visual issue with the AUS Browning MK3 Pistol having flickering textures.
  • Fixed a visual issue with the BTR80, MTLB 6MA, BRDM-2 and BRDM-2 Spandrels occasionally having player shadows visible outside of their turrets.
  • Fixed a visual issue with ammo bags & rally points, there were inconsistencies with the desert/woodland patterns between factions, these have been standardized to woodland for all factions for all biomes.
  • Fixed a visual issue with the GB FV510 IFV, the turret colour was not matching the rest of the hull.
  • Fixed a visual issue with the RUS Kamaz truck having broken normals on the rear truck flap.
  • Fixed a visual issue with the CAF Rifleman 2 Arid soldier mesh, which had a visual anomaly with the helmet scrim.
  • Fixed a visual issue with the MIL + INS Repair Station, at the first build state the generator's frame was doubled and clipped into the mesh.
  • Fixed a visual issue with the MEA BRDM hubcaps using the wrong texture.
  • Fixed a visual issue with the MEA UB32 rocket pod turret having incorrect texture.
  • Fixed a visual issue with the INS Black M1151 Light Jeep which had a missing vehicle wreck texture.
  • Fixed a visual issue with the G3 Z-point selection icons being inconsistent.
  • Fixed a visual issue with the Militia Machine Gunner Soldier having bad skinning on the back of the neck.
  • Fixed a visual issue with the GB Rifleman Soldier's back, which had bad skin weights.
  • Fixed a visual issue with the GB Automatic Rifleman soldier mesh having a double radio pack.
  • Fixed a UI issue with the name of the MEA BRDM-2 UB32 on the HUD text element being incorrect.

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

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

Clear Cache to resolve residual issues
  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.
Squad v3.0 Landing on June 22nd https://squad-servers.com/blog/1227/squad-v30-landing-on-june-22nd/ https://squad-servers.com/blog/1227/squad-v30-landing-on-june-22nd/ Wed, 15 Jun 2022 20:00 CEST

Attention Squaddies,

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

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

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

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

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

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

At ease,

- Offworld Industries
SQUAD V2.16 IS LIVE NOW https://squad-servers.com/blog/1226/squad-v216-is-live-now/ https://squad-servers.com/blog/1226/squad-v216-is-live-now/ Wed, 18 May 2022 20:01 CEST

Attention Squaddies,

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

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

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

Thank you for your attention.

At ease,

– Offworld Industries]]>
Squad Update v2.16 Release Notes https://squad-servers.com/blog/1225/squad-update-v216-release-notes/ https://squad-servers.com/blog/1225/squad-update-v216-release-notes/ Tue, 17 May 2022 23:32 CEST

Attention Squaddies,

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

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

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

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

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

At ease,

- Offworld Industries


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

  • Added a new INS emplacement – The Hell Cannon. This terrifying, home-made insurgent weapon launches an explosive-filled propane tank to devastate enemy positions.
  • Overhauled the Seed Game Mode.
  • Updated all Seed map layers to now have pre-placed forward FOBs and HABs. Pre-placed FOBs will have 10,000 ammo and 2000 construction points.
  • Removed weaponized emplacements for all seed map layers (exception for INS on Sumari Seed v2 and Tallil Seed v2 having access to the new Hell Cannon emplacement).
  • Updated the Seed Game Mode to start in a “Seeding Phase” ruleset and transition to a “Live Phase” ruleset when sufficient players have joined the server. See our blog post for more details on the new Seed Game Mode [[url=https://joinsquad.com/2022/05/16/introducing-squad-seeding/]LINK URL

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

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

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

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

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

    Squad v2.15 is Live Now https://squad-servers.com/blog/1224/squad-v215-is-live-now/ https://squad-servers.com/blog/1224/squad-v215-is-live-now/ Wed, 13 Apr 2022 21:00 CEST

    Attention Squaddies,

    Squad’s v2.15 update is now live for players to download.

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

    To report any technical issues you might experience after updating to v2.15 please share them on our forums (LINK URL).

    The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics.

    Thank you for your attention.

    At ease,

    – Offworld Industries]]>
    SQUAD UPDATE V2.15 RELEASE NOTES https://squad-servers.com/blog/1223/squad-update-v215-release-notes/ https://squad-servers.com/blog/1223/squad-update-v215-release-notes/ Tue, 12 Apr 2022 23:17 CEST

    Attention Squaddies,

    Squad v2.15 continues Squad’s new release cadence, with our team working to provide more frequent updates as we move forward. It is the third update of the year (not counting Hotfixes).

    The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations.

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

    Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC.


    • New Faction – Australia
    • Squad welcomes the folks from down under to the fight
    • Light infantry focused
    • Bullpup primary
    • Unique Combat Engineer split

    • Camouflage Pattern: AMCU (new)
    • Pistol: Hi power pistol MK3 (new)
    • Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new)
    • Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new)
    • Grenadier: EF88 + SL40 UGL (new)
    • Designated Marksman (DMR): HK417 (new)
    • Light Machine Gun (LMG): F89 Minimi (new)
    • General Purpose Machine Gun (GPMG): Maximi (new)
    • Hand Grenade: Australian F1 Frag (new)
    • Smoke Grenade: M18 (Same as USA/GB/CAF)
    • Timed Explosive: CompB Explosive (new)
    • Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF)
    • Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF)
    • Crewman & Pilot: EF88C (new)
    • Knife: SOCP (new)
    • Binoculars: AUS Binoculars (new)

    • Logistics Vehicle: HX60 (Retextured GB asset)
    • Unarmed Transport Vehicle: HX60 (Retextured GB asset)
    • Armoured Car:
    • PMV Open Top Mag58 (new)
    • PMV Open Top 3x Mag58 (new)
    • PMV RWS M2 (new)
    • Infantry Fighting Vehicle (IFV): ASLAV-25 (new)
    • Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset)
    • Transport Helicopter:
    • MRH90 (new)
    • AUS UH60 (Retextured USA asset)

    • HMG: M2 Emplacement (Same as USA/GB/CAF)
    • ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF)
    • Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF)
    Commander Assets

    • Commander CAS: F/A-18 Rocket Strike
    • Commander Artillery
    • 12 Cannon Salvo Circle (Same as USA/GB/CAF)
    • 12 Cannon Salvo Line (Same as USA/GB/CAF)
    • Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF)
    Map Layers for AUS
    1. Anvil AAS v1
    2. Anvil AAS v2
    3. Anvil Invasion v1
    4. Anvil Invasion v2
    5. Anvil RAAS v3
    6. Anvil RAAS v4
    7. Anvil Skirmish v1
    8. Anvil TC v1
    9. Al Basrah Invasion v3
    10. Al Basrah AAS v3
    11. Chora AAS v4
    12. Chora RAAS v3 – features old school F88 Rifles. 2 pre-captured flag, INS start with extra 40 tickets
    13. Fallujah Invasion v4
    14. Fallujah RAAS v4
    15. Fool’s Road RAAS v4
    16. Gorodok RAAS v7
    17. Gorodok RAAS v8 – INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets
    18. Jensen’s Range v6
    19. Kamdesh AAS v1
    20. Kamdesh Insurgency v1
    21. Kamdesh Invasion v4
    22. Kamdesh Invasion v5
    23. Kamdesh Invasion v6
    24. Kamdesh RAAS v5
    25. Kamdesh RAAS v6 – new layout with 1 pre-captured flag.
    26. Kamdesh Skirmish v1
    27. Kamdesh TC v3
    28. Kohat AAS v3
    29. Kohat RAAS v8
    30. Kokan AAS v3
    31. Kokan RAAS v3
    32. Lashkar AAS v3
    33. Lashkar AAS v4
    34. Lashkar Invasion v2
    35. Lashkar RAAS v2
    36. Lashkar RAAS v3
    37. Lashkar Skirmish v1
    38. Lashkar TC v4
    39. Logar AAS v3
    40. Mutaha AAS v3
    41. Mutaha Invasion v3
    42. Mutaha RAAS v2
    43. Mutaha RAAS v3
    44. Sumari AAS v3
    45. Sumari Seed v2
    46. Tallil RAAS v5
    47. Tallil Invasion v4
    48. Yehorivka AAS v3
    49. Yehorivka RAAS v8

    Upgrade package for defensive deployables
    • Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. 
    Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes.
    • Added a new deployable - fortified HASCO Observation Tower for all conventional factions.
    Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage.
    • Pros: Large amount of hit points and good viewing angles, with a protected entry way
    • Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons.

    • Added a new deployable – rickety wooden watchtower with camo nets for Militia.
    • Pros: Relatively small footprint with superior viewing angles for observation and fire support.
    • Cons: Very exposed / prominent position which is easy to target with area effect weapons.

    • Added a new experimental Tire Fire deployable for Insurgents.
    • Initial Limits: Limited to 2 per FOB. This experimental deployable is initially available on a limited selection of map layers:
    • Al Basrah AAS v2
    • Al Basrah Insurgency v1
    • Al Basrah Invasion v1
    • Al Basrah Invasion v2
    • Al Basrah RAAS v1
    • Al Basrah Skirmish v2
    • Anvil Invasion v1
    • Anvil Invasion v2
    • Sumari Invasion v1
    • CAF Al Basrah Invasion v1
    • CAF Al Basrah Invasion v3
    • CAF Mutaha Invasion v1
    Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy.

    • Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Each faction’s deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow.
    • Unique Biome variations exist for:
    • NATO (USA, GB, CAF)
    • AUS
    • RUS
    • MEA
    Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air.
    • Adjusted Deployables’ damage resistance against explosives, fragmentation, and HEAT. This is intended to make deployable fortifications more resilient.
    • Affects:
    • Sandbag walls
    • HESCO walls
    • HESCO blocks
    • HESCO bunkers
    • HMG Bunkers
    • HABs
    • Razor Wire
    Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime.
    • Updated the HAB ghost placement mesh to include exit point indicators. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrow’s position, which is an indication that the doorway may be partially or completely blocked to players.
    • Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations.
    • Updated and optimised deployable sandbag destruction FX.
    • Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Capture Speed Scaling was added in v2.14.
    Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point.
    • Updated flag capture rate scaling values. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Create Infographic with the information below:

    Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty.
    • Added a Depth of Field (DoF) effect. This draws focus to the action and enhances the look of visual effects.
    • Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport.
    • The quality and performance cost of this effect are controlled by Post Process Quality. Setting it to Low will disable the effect altogether.
    • Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX.
    • Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m.
    • Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m.
    • Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. a UGL impact getting perceived the same as a Tandem rocket).
    • All UGL / Frags now use a new light impact sound.
    • All armor piercing projectiles use another set of piercing more destructive sounds. (APFSDS rounds etc.)
    • All tank rounds are using the existing sounds that you’ve heard.
    • Updated CAF Commander CAS to now use CF-18 rocket strike.
    • Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed.
    • Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand.
    • Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire).
    • Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state..
    • Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input.
    • Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements.
    • Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels.
    • Adjusted the Mi8/Mi17 Helicopter’s default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction.
    • Adjusted all AR/MG Kit role minimum magazine count. No kit will have more than 100 rounds if they respawn with an empty kit. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total).
    • Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models.
    • Fixed an issue where players occasionally would have very thick fog after switching to a new map layer.
    • Fixed a common Server crash related to SQMapMarkerManager.
    • Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and “double neutral” flags. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. A “lock” icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). The capture progress bar will also be hidden to indicate the flag is no longer valid to capture.
    • Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation.
    • Fixed several issues with the peripheral vision ADS Blur for infantry weapons:
    • Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. The effect now smoothly fades in and out.
    • Optimization: Blur shader no longer costs performance when not in ADS.
    • Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it.
    • Increased intensity of peripheral vision blur when using zoom optics.
    • Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended.
    • Fixed an issue with dithered temporal AA glass shaders.
    • Fixed a visual issue with the vehicle HUD, where a vehicle’s destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the turret was disabled and therefore stabilisation was disabled.
    • Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality.
    • Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Corrected the helicopter pilot’s penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved.
    • Fixed an audio issue where double hit sounds would play for soldiers.
    • Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver.
    • Fixed an issue with the RUS/MEA Kord HMG emplacement’s stadiametric rangefinder not having accurate markings.
    • Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD.
    • Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed.
    • Fixed a minor issue with the Destruction game mode legend’s text not fitting on 16:9 aspect ratio without scrolling. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Clarified the requirement for Combat Engineer explosives.
    • Fixed a minor visual issue of character’s backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses.
    • Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle.
    • Fixed a minor visual issue with proportions on the CAF and MEA static flags.
    • Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2.
    • Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck.
    • Fixed a minor visual issue with the M240 Helicopter Door Gun’s muzzle flash not moving with the gun.
    • Added new map layer: Goose Bay Invasion v3 – USA vs RUS, dim twilight lighting scenario with very large capture zones.
    • Added new map layer: Narva Invasion v3 – USA vs RUS, using a unique flag lattice with under-utilised Points of Interest.
    • Added a new map layer: Sumari Seed v2 – AUS vs RUS, clone of Sumari Seed v1.
    • Belaya – Updated Belaya to use a new landscape renderer.
    • Fallujah RAAS v1 – Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV.
    • Fallujah – Fixed a few locations in sewers that still allowed deployables to be placed – intention is to disallow all deployables in the sewers.
    • Fallujah – Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers.
    • Fallujah – Fixed a detached wall segment at grid G5-3-2.
    • Fallujah – Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets.
    • Goose Bay – Fixed various floating grass.
    • Goose Bay – Adjusted minimap brightness.
    • Gorodok – Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3.
    • Infantry Tutorial – Updated to include the AUS faction on the soldier and vehicle identification board.
    • Kamdesh RAAS v4 – Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes).
    • Kokan – Adjusted all Kokan map layers to remove the ability to become Commander.
    • Narva – Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast.
    • Narva Destruction v1 – Fixed USA not having enough vehicle spawners for all vehicles to spawn at start.
    • Narva Destruction v1 – Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row.
    • Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues.
    • Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated – BP_Weapons_Marketing
    • Updated mod major version from 2 to 3.
    • Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX.
    • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.

    The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics.

    At ease,

    - Offworld Industries]]>
    SQUAD V2.14 Live Now https://squad-servers.com/blog/1222/squad-v214-live-now/ https://squad-servers.com/blog/1222/squad-v214-live-now/ Wed, 02 Mar 2022 20:05 CET

    Greetings Squaddies,

    With the v2.14 Update we wanted to focus on returning Squad to a more regular update cadence, with smaller updates. While we still have larger content updates on the horizon, we want to keep a steady stream of improvements and refinements coming to Squad.

    A notable change in v2.14 is adjustments to the construction point cost of some deployable fortifications. The main focus however is on bug fixes both to the game and to specific maps. The Squad team is continuing to look for ways to improve the game’s performance, but that was not a focus for v2.14 and no specific performance updates are included in the release.


    System & Gameplay Updates
    • Added a BTR80 APC variant for the INS faction with Insurgent desert camo scheme. This vehicle for now has been added to one map layer: CAF Al Basrah Invasion v3.
    • Updated Razor Wire to now prevent vaulting over the posts without taking damage. Also added a lower roll of razor wire to the half built state. This allows for razor wire to be hidden in tall grass to help slow down/damage/funnel advancing enemy infantry. Note: Combat Engineer Kit Role inventory placed razor wire does not yet reflect this change.
    • Adjusted the construction point cost of several deployable fortifications:
    • Razor wire: 25 to 20
    • Sandbag Wall: 50 to 40
    • Sandbag Wall with Murderhole: 50 to 40
    • Sandbag Crescent Wall: 50 to 40
    • HASCO Wall: 400 to 300
    • HASCO Bunker: 300 to 250
    • HASCO HMG Bunker: 450 to 350

    Bug Fixes
    • Fixed a Client Crash that occurred upon launching Squad, this was related to MaterialQuality, caused by uniform layout mismatch.
    • Fixed an issue with Low Textures graphic settings causing excessively blurred iron sight weapons (due to mips).
    • Fixed an issue with ADS blur not working on the outside of the optic on all scoped infantry weapons. Further adjustments to this blur are pending.
    • Fixed an issue with the new Restriction Zones used on 2 seed layers: Tallil Seed v2 and Al Basrah Seed v1. Vehicles had an unintended infinite invulnerability buff upon entering the Restriction Zone.
    • Fixed an issue with deployable Indirect Fire Shelters having no “per FOB” limit - they’re now limited to 3 IFS per FOB.
    • Fixed an issue with deployable Hesco Bunkers counting towards the limit of Indirect Fire Shelters per FOB.
    • Fixed an issue with the CAF C8A3 Iron Sights alignment being ever so slightly misaligned.
    • Fixed an issue with Invasion game mode, where no capture notification would appear.

    Map Updates & Bug Fixes
    • CAF Al Basrah Invasion v3 – Adjusted vehicle/emplacement availability for both teams to lean more in favor of attackers.
    • CAF Adjustments
    • Removed CAF ability to place TOW emplacements.
    • Removed 1x CAF LAV6 IFV.
    • Increased delay for CAF Leo2 MBT.
  • INS Adjustments
  • Added x2 BTR80 APCs.
  • Reduced number of special Technicals.
  • Reduced number of BMP1.
  • Replaced two Technical Logi’s with Ural Logi’s.
  • [/i]
  • Jensen’s Range – Fixed an issue with the killhouse completed event getting triggered at inappropriate times due to the trigger collision clipping into part of the killhouse course.
  • CAF Manic-5 RAAS v2 – Adjusted MIL to have extra tickets, set one flag as pre-capped at round start for MIL, added BTR80 & Ural ZU23 to MIL, added delay for CAF MBT.
  • Mutaha RAAS v1 – fixed an issue with multiple CPs preventing leaning due to incorrect collision preset.
  • Skorpo – Adjusted the colour of the reed foliage. Reeds appeared to glow due to materials with excessive subsurface brightness.
  • [/list]

    • Fixed floating rocks at grids B9-6-7 and H10-6-2.
    • Fixed a floating road at grid K4-5-6.
    • Fixed an issue with FOB's and Rally Points that could be glitched inside a barn roof at grid J2-1-3.
    • Fixed an issue with a staircase with an inverted collision at grid G2-1-4.
    • Fixed a bridge that was elevated above the road at grid J2-3-1
    • Fixed floating grass at grids F7-7-8 and E7-2-6
    • Fixed rocks with no back face at grids B12-8-8 and B9-5-9

    • Tallil - Fixed an issue with the concrete walls surrounding the Soviet Airfield POI culling too early. They should now cull at 1km with more optimized LODs.
    • Tallil - Fixed an issue with a water puddle near the Al Khidir water tower having no water footstep SFX.
    • Tallil - Fixed an issue with Z flickering on multiple hangar door number decals at the Destroyed Hangar objective.

    • Fixed floating grass at grid N14-3-9.
    • Fixed an issue with a tunnel which allowed players to see under the map at grid I14-4-9.
    • Fixed floating rock at grid L15-6-9.
    • Fixed weird looking angular terrain at grid J12-7-3.
    • Fixed a section of barbed wire fence missing the end post at grid L17-5-7.
    • Fixed an issue with river grasses and cattails appearing to have a very low quality mesh.
    • Yehorivka RAAS v5 - Fixed CP’s being offset from their actual locations for some players .
    • Fixed CAF Yeho RAAS v4 RU helipads tilted.
    • CAF Yehorivka RAAS v2 - Fixed RUS main base protection zone not working correctly.
    • CAF GooseBay RAAS v1 - Fixed RUS tank spawners clipping with each other, causing issues with tank spawns.

    Clear Cache to resolve residual issues
    If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating.]]>
    Squad v2.13 Hotfix https://squad-servers.com/blog/1220/squad-v213-hotfix/ https://squad-servers.com/blog/1220/squad-v213-hotfix/ Mon, 14 Feb 2022 23:57 CET

    Dear Squaddies,

    Today we are releasing Squad Hotfix v2.13, which specifically aims to address some of the performance drops that players have reported following the v2.12 Update. 

    Shortly after the release of last week’s Update (Link URL[joinsquad.com]) we began seeing reports of players experiencing a decrease in performance and frames-per-second. Seeing these reports appearing across various community channels, we began an investigation of which you can learn more here (LINK URL[joinsquad.com]).

    Thanks in large part to help from players who worked with us and shared their experiences with us, we were able to get a number of potential fixes into a test branch of Squad and provide that to select members of our community who had volunteered to assist. Testers saw improvements in performance, and we continued work over the weekend.

    At this point we believe that we have a Hotfix that should improve performance for some of the players experiencing problems. We want to issue a heart-felt thank you to those that were willing to provide us with detailed technical feedback surrounding their experiences with 2.12. We realize that it can be very frustrating when a release degrades your playing experience, and this kind of detailed feedback helps us to investigate issues and resolve them at a faster or more successful rate. Again, thank you! 

    We will continue to monitor and investigate player reports, and have set up a new Google Form (LINK URL[forms.gle]) for players to share with us their performance after playing a few matches on v2.13, either good or bad. The team will continue to look into ways to improve Squad's overall performance, and based on player feedback and the results of our investigation we will look at potential further fixes.

    We realize that this has been a frustrating experience for many of our players, particularly those that have found Squad unplayable since Wednesday’s Update. We appreciate your continued support, and your patience shown as we worked to solve these issues.

    - Offworld Industries

    Release Notes


    • Improved performance by optimizing the Shadows System, especially on Low and Medium settings. Adjusted low and medium shadow scalability to lean more heavily on cheaper contact shadows to increase performance.
    • Fixed an issue on Fallujah which caused poor performance due to shadow render distance being in excess of what was intended.
    • Fixed an issue with specific foliage assets on Gorodok, Mestia & Yehorivka causing excessive performance loss, especially in sunset/sunrise lighting.
    • Fixed an issue with Ambient Occlusion not working properly, this fix will be most apparent in interior spaces.

    Known Issues / Troubleshooting
    • If you are still experiencing performance issues after updating to v2.13, be sure to go to Settings -> “CLEAR CACHE”.
    • If after the v2.13 Hotfix you still have performance issues, try experimenting with the Graphics settings menu. Settings which have the biggest performance impact will be Shadow Quality and Tessellation. We believe that the Medium preset is the best compromise between visual quality and performance for most players. 
    • If you are playing on Low Preset and are bothered by excessive flickering/dithering on shadows, foliage, and road shoulders, try setting Anti-Aliasing quality to Medium or above, and increase sample size to 8 or more. This can decrease the issue with minimal performance impact compared to the Low preset. 
    • On Anvil, Chora, and Mutaha a specific tree type will show a line into the sky at certain ranges.
    • After playing a few games on v2.13 we would appreciate it if you reported your performance via our Google Form to let us know what your  experience has been with this Hotfix (LINK URL[forms.gle]).
    Squad v2.12 Framerate Investigation https://squad-servers.com/blog/1218/squad-v212-framerate-investigation/ https://squad-servers.com/blog/1218/squad-v212-framerate-investigation/ Fri, 11 Feb 2022 19:09 CET
    With this week's release of v2.12 yesterday, we’ve seen some players report concerns surrounding performance. We’d like to take a moment to thank everyone that has submitted their feedback via this form (LINK URL[forms.gle]), and encourage you to continue to do so. This drop in performance is leading either to a poorer experience in the game, or in many cases with players finding Squad unplayable.

    We understand the frustration any player experiencing a drop in performance is facing, and wanted to ensure you all know our team is actively investigating this matter.

    At this point we are continuing to delve into the underlying problems that may be causing this. The information that we have received from a large number of players who have taken the time to share their system specifications and performance experience with us has gone a long way to giving us a starting point for the work ahead, and we are thankful for their support and patience.

    On that note, as we continue to dig into the technical underpinnings of this downgraded performance, additional information from the community would be appreciated. The best way players can help us is to continue to use the reporting form above. For those with more technical know-how and the time to assist even further, we’ve got an additional ask:

    Please continue to leave your feedback on our forums and as well as continuing to share your v2.12 performance via our this form (Link URL[forms.gle]).

    Thank you for your continued support,

    - Offworld Industries]]>
    Squad v2.12 Is Live Now https://squad-servers.com/blog/1216/squad-v212-is-live-now/ https://squad-servers.com/blog/1216/squad-v212-is-live-now/ Wed, 09 Feb 2022 20:01 CET
    Squad's v2.12 update is now live for players to download.

    For details on what's in this latest update visit our Release Notes which we posted yesterday (LINK URL[joinsquad.com]).

    For more information about the intentions and goals of v2.12 take a look at our Release Blog (Link URL[joinsquad.com]).

    To report any technical issues you might experience after updating to v2.12 please share them on our forums (LINK URL[forums.joinsquad.com]).

    Thank you for your attention.

    At ease,

    - Offworld Industries]]>
    Squad v2.12 Release Blog https://squad-servers.com/blog/1213/squad-v212-release-blog/ https://squad-servers.com/blog/1213/squad-v212-release-blog/ Wed, 09 Feb 2022 01:30 CET
    Tomorrow we will be launching Squad’s newest update - v2.12. You can read the Release Notes here (LINK URL[joinsquad.com]) to get a preview of the hundreds of changes, improvements, bug fixes, and gameplay features that will soon refine your Squad experience.

    This release has been Squad’s most thoroughly tested release, with initial playtests starting in August of 2021, and culminating in a two week playtest over the holidays at the end of the year. We would like to take this opportunity to thank each and every person who participated in these playtests, as your feedback, experiences, and participation helped us identify issues with the release, improve the final update and make Squad an all-around better game. Throughout the process player feedback and participation has been vital.

    The Release Notes talk more about the design intention of v2.12, and how we felt that updating the game’s Lightning and Shadows would not only provide significant visual improvements to how Squad looks, but also would provide new dimensions for how it plays offering a more real world experience. We’ve also focused on adding gameplay features that we feel will allow players to expand their tactical options, and play Squad with new strategies in mind.

    As we’ve previously indicated we understand that our community has high expectations for Squad, and that your love of the game makes it so you’re anxious for more updates, more content, and more communication.

    We are excited to finally be releasing 2.12 and know that you’ve been waiting for it awhile now. Since the Lighting and Shadows overhaul touched on so many core parts of Squad, testing, and finaling this update took longer than we had expected. Further there were performance concerns raised with systems that are below Squad’s minimum specifications, and while we develop to ensure that the game is workable at the min spec we understand that many players are in fact playing on systems below this. 

    All of this meant that we needed to take some extra time with this update, hoping to minimize issues created. 

    It is still possible that we will need to do further updates to address issues that are discovered post release, and we already have a list of Known Issues that are included in the Release Notes. No update is ever perfect, and having our large and active community all playing the update live will reveal things that no amount of playtesting or QA will have been able to catch. However thanks to your assistance in our playtests, we hope that we have minimized any potential issues.

    As always please provide your feedback after playing Squad’s 2.12 Update on our forums (Link URL[forums.joinsquad.com]). If you experience any issues with the latest update please post on our forums (LINK URL[forums.joinsquad.com]) or contact our Support Team (Link URL[offworldindustries.zendesk.com]).Everyone on the Squad team would like to thank our players for their continued support. We can’t wait to share more details on what else we’re working on in the coming weeks.


    - Offworld Industries]]>