***Official Squad Thread***

Soldato
Joined
30 Aug 2006
Posts
3,351
Just to let you guys know. RIP closed their #2 Skirmish server last night.

Luckily we were prepared for this and we have started our own Skirmish focussed server (with a few additions).

I'll put the details here so if anyone fancies something different please feel free to join in. We have a dedicated discord for it as well. It should be live very very soon.

SKIRMISH COMMUNITY SERVER | | EU & US | | ACTIVE ADMINS | | ALL PLAYERS WELCOME ||
steam://connect/45.10.25.99:27023

https://discord.gg/gusapt8
 
Soldato
Joined
13 Apr 2008
Posts
2,701
Location
Notts / Reading
Just to let you guys know. RIP closed their #2 Skirmish server last night.

Luckily we were prepared for this and we have started our own Skirmish focussed server (with a few additions).

I'll put the details here so if anyone fancies something different please feel free to join in. We have a dedicated discord for it as well. It should be live very very soon.

SKIRMISH COMMUNITY SERVER | | EU & US | | ACTIVE ADMINS | | ALL PLAYERS WELCOME ||
steam://connect/45.10.25.99:27023

https://discord.gg/gusapt8


......are you aka Grumps Cobra??
 
Associate
Joined
14 Oct 2012
Posts
1,441
New skirmish server will be a great addition. I was on yesterday to help seed, but didnt have time to play much once it was seeded.
 
Soldato
Joined
30 Aug 2006
Posts
3,351
Ha, how strange and small these circles are. You, RossyR and myself spoke last week - RoyalB Comp team interviews. LOL.
I guess this new RIP Skim replacement server is what Rossy had cooking up.

Hehe yeah i thought it was new. I saw you typed in here a coulple of times but didnt think to ask :) . I had this planned for a while. I knew RIP were going to remove the server at some point down the line.


New skirmish server will be a great addition. I was on yesterday to help seed, but didnt have time to play much once it was seeded.

Yeah man.

And we have some good things lined up too. I'll be flying around keeping an eye on things and doing some recordings that are in the discord. We will also have some community rewards / benefits too. Just getting the last few things fine tuned and then we can push our ideas and other things forward ;):):cool:
 
Soldato
OP
Joined
21 Dec 2002
Posts
4,202
Location
England
Removed Buddy Rally feature from all factions exception Insurgents. :D

BETA 18 RELEASED

Greetings Squaddies, we hope all of you are having a wonderful holiday season, and if not, well…maybe you should get on Squad and relieve some stress!

So, with that holiday spirit in mind, we’ve been checking our list and checking it twice to see what in the game has been naughty or nice and boy did we find some naughty boys. Some of the highlights of this update are the removal of buddy rally except the Insurgent faction and a few adjustments to the commander.

That’s not all though, we got a long laundry list of updates and fixes to sink your fangs into this holiday season, so get out there and show each other that wonderful holiday spirit!

BETA 18 PATCH NOTES
INFANTRY GAMEPLAY
  • Removed Buddy Rally feature from all factions exception Insurgents.
  • Updated lean raycast to be more robust (less potential for full wall clipping).
  • Updated minimum rearming for persistent ammo from 3 mags to 2 mags.
  • Updated brightness for DSHK and Beretta M9A1.
  • Updated GB crewman and pilot face to not have face camo.
  • Updated GB Rifleman1 to have a camouflaged face.
  • Updated infantry smoke grenade fx to be better optimized with a more efficient texture and particle cutouts.
  • Updated smoke grenades to have no light emitters for improved performance.
  • Updated LAT, Tandem, TOW impact VFX against armor (fewer emitters, more performance).
  • Updated CAF Carl G Tandem projectile’s minimum arming distance to ~40-50m (was 80+m).
  • Fixed being able to sprint during bandaging – cannot do this anymore.
  • Fixed the headset on the British soldier being too reflective.
  • Fixed GB Engineer having an ironsight icon instead of a SUSAT icon in the role selection menu.
  • Fixed rockets having no impact FX on the sand.
  • Fixed infantry bodies being visible inside smoke grenade clouds.
  • Fixed smoke effects resetting when changing Effects settings during gameplay.
  • Fixed previous weapons still being equipped after changing kits in a vehicle.
  • Fixed exploit where Players that disconnect from a server do not take tickets away from that team – (When an Incapacitated player disconnects, they take away a ticket. When a Live active player disconnects, they do not take away a ticket).
  • Fixed kit limits and inventory for CAF Rifleman Kits.
  • Fixed CAF Crewman SL, Pilot SL being in the wrong order.
  • Fixed a few inconsistencies in CAF kits.
  • Fixed C8A3 Eotech rifle not having any firing animations on the rifle.
  • Fixed ET552 reticle being misaligned between the C8A3 Eotech and C8 M203 Eotech variants.
  • Fixed C14 reticle being offset from the center, making marker creation via Radial being offset.
VEHICLE GAMEPLAY
  • Added Abandoned Vehicle Cleanup System – Unoccupied Vehicles that are in the field and not in 150m proximity of a friendly RP or FOB, a 20-minute timer causes the vehicle to start taking burning damage. This system is intended to reduce the amount of long-abandoned vehicles in the field, while not being too heavy-handed with player’s choosing to park their vehicles strategically (or “capture” enemy vehicles for some time.)
  • Updated the Vehicle Emergency Accident Recovery option in the Radial Menu UI for the Helicopters to be hidden for now – this feature is currently not supported with Helicopters.
  • Fixed Soft Map Boundary not always working when helicopters fly too far out of bounds.
  • Fixed T72B3 zeroing on the AP, HEAT, Frag, and Coax weapons.
  • Fixed MATV Woodland wreck showing desert skin.
  • Fixed Technical DShK – fixed spelling on the interactable popup (wrong lower cases).
  • Fixed CAF M939 Transport Truck not having ammo resupply, crewman request, and vehicle recovery options.
  • Fixed helicopter instrument panel reflections to align with local space instead of world space to prevent rotation.
  • Fixed BFV TOW arming distance, should be the same as the emplaced TOW now.
  • Fixed TAPV blurry driver’s seat.
  • Fixed TAPV M2 gun being offset while moving and driving.
  • Fixed issue with MATV asphalt dust blinding the player.
  • Fixed missing reload sounds on T-72.
  • Fixed Leo2A6 wreck having missing faces.
  • Fixed TAPV Driver having his feet poke out of the TAPV’s chassis.
  • Fixed Leo2A6 incorrect UI hint with seat 4 “Q” key.
COMMANDER GAMEPLAY
  • Updated Commander ticket cost to 2 tickets (down from 5).
  • Updated A10/SU25 airstrike “inbound” delay timer to 15 seconds (was 30 seconds).
  • Fixed the Support Action category image for the commander list.
  • Fixed third-person camera breaking when the player flies far away and then flies close by again, then switches to the soldier in UAV.
  • Fixed Client Crash when a commander is trying to access actions in a specific way.
  • Fixed UAV z-fighting issues by adding a near clip plane for UAV users.
  • Fixed INS & MIL Spandrel not being a valid vehicle to activate the Commander Support Actions
  • Fixed not being able to enter the UAV view (button appeared to be missing in some circumstances).
  • Fixed specific command actions closing the UAV view unintentionally.
  • Fixed CO being able to retain commander abilities active status after getting in a vehicle when near a hab.
  • Fixed incorrect voice over lines for RUS, GB, INS Commander.
DEPLOYABLES GAMEPLAY
  • Updated Indirect Fire Shelter deployable to be much more resilient to Explosives, Mortars and Artillery projectiles.
  • Updated Interact Zone for deployables – increasing the interact zone so now shovels can interact with deployables from farther away.
  • Fixed the Vehicle Bay on Jensen’s range, so it now allows up to 3 vehicles spawned in the world at one time from each Vehicle Bay.
  • Fixed having to enter a Deployable Emplacement by holding the ‘F’ key – now it is a keypress.
  • Fixed INS FOB Radio having higher hp and different damage values to the other FOB Radios.
USER INTERFACE
  • Added CAF fixed theme music upon joining (using the USA as a placeholder for now).
  • Added CAF fixed win/defeat themes (using the USA as a placeholder for now).
GAMEPLAY MAP LAYERS
  • Added new map layers: CAF Narva RAAS v1 and CAF Tallil Outskirts RAAS v1.
  • Updated CAF map layers to use a soft map boundary system.
  • Updated Main Menu Entry Map – Helicopter sounds are now much quieter.
  • Al Basrah Invasion v1 – fixed glitched temp ammo crate @ VCP.
  • Belaya Invasion v1 fixed a minor naming issue with random CP’s.
  • Chora RAAS v1 – fixed Radio Station having the wrong CP name.
  • Gorodok – lowered max altitude for Helicopters from 1500m to 800m.
  • Mutaha TC v1 updated to include soft boundaries.
  • Narva RAAS v1 fixed CPs having offset names that were misleading to where the actual cap zone was.
  • Narva Invasion v1 adjusted vehicle layout.
  • Yehorivka Invasion v2 – Tweaked vehicle layout to give USA more capability.
  • CAF Kamdesh Invasion v1 – Fixed black minimap, added randomized CPs, and fog of war.
  • CAF Kohat Invasion v1 – fixed TAPV being woodland instead of arid.
  • CAF Kohat Invasion v1 – fixed Insurgent protection zone no deploy being too large, preventing insurgents from building on the Radio Tower CP.
  • CAF Manic-5 fixed main base helipads from being too high off the ground.
  • CAF Manic-5 RAAS v1 fixed not being able to lean inside specific capture points.
  • CAF Manic-5 RAAS v3 fixed US ammo crates not resupplying.
  • CAF Manic-5 RAAS v4 fixed capture points not working.
  • CAF Manic-5 Invasion v1 & v2 fixed not being able to lean inside certain capture zones
  • CAF Manic-5 Invasion v2 fixed USA ammo crates not being useable.
  • CAF Manic-5 Skirmish v1 / v2 disabled Commander.
  • CAF Manic-5 Skirmish v1 fixed sunken ammo crate at CAF main.
  • CAF Nanisivik Invasion v1 fixed flipped LUVA1’s.
  • CAF Yehorivka RAAS v1 fixed ammo crates at CAF main.
Img1-700x394.png

ENVIRONMENTS

  • Updated collisions on 118 trees with a new set standard collision so that the top third (bendy part) of all trees no longer have a collision. This is especially relevant for helicopter pilots.
  • Reduced large 4k foliage textures to 2k, where they did not need that high fidelity for performance improvements.
  • Updated Middle East power poles so that projectiles no longer collide with them.
  • Updated Oak and Birchwood materials to allow projectile penetration.
  • Fixed visual artifacts and missing mesh pieces on Industrial Office.
  • Fixed collision and LODs on several Middle Eastern urban buildings.
  • Fixed LOD popping on urban residential buildings, construction crane, dirt/rubble piles, and European grassy cliffs.
  • Fixed floating geometry/bad collision on a rubble afghan house.
  • Fixed several cliff physmat issues.
  • Fixed gas cylinders missing geo on their interior faces and material to avoid unnatural “glowing” effect.
  • Fixed door frames on the urban building, added simple garage doors.
  • Fixed oak shrub material issues.
  • Fixed bunker corridor textures.
  • Fixed crotalaria bush LODs.
  • Fixed back face on the roof trim of Eastern European houses.
  • Fixed hole in roof and stairs on Middle Eastern urban building and fixed material errors.
  • Fixed Middle Eastern residential building not allowing things like deployables/ammo bags to be placed on the roof of the building.
  • Fixed the woodshed LOD2 tri reduction setting, so the holes in the rear wood planks now remain visible at far distances.
  • Fixed Z-fighting near stairs, UV mapping on the part of the window frame and LOD polycounts, and transition distances on Middle Eastern block building.
  • Fixed police station building static’s windows so players can no longer jump through them.
  • Fixed upper wood planks collision on yeho destroyed barn buildings.
  • Fixed invisible walkway on the upper exterior of the European yellow residential building.
  • Fixed wooden house antennae using the wrong texture and having a misaligned door.
  • Fixed visible gaps in ornate house seams.
  • Fixed floating decals and incorrect collision on several Middle Eastern compound houses.
Al Basrah
  • Added a “No Deploy Zone” at the same depth as the pain volume to prevent players from glitching FOB radios into the bottom of rivers.
  • Updated the shadows not to be drawn on grass, crops, and trash for optimization.
  • Fixed floating trash foliage in grid F8-9-6.
  • Fixed floating road spline in grid F7.
  • Fixed floating trash and wood planks at Basrah Airport.
  • Fixed incorrect Ground Physmats near poppy production POI, causing very slow vehicle driving.
Belaya
  • Fixed a couple of floating buildings in POI Nikola.
Chora
  • Updated RU Main Base on AAS v2 to have a larger opening for vehicles leaving Main.
  • Fixed some triangle lighting artifacts inside buildings.
  • Fixed water canal spillage near Radio Station POI.
  • Fixed compound walls that players could walk through grid G9-7-7.
Fool’s Road
  • Fixed jagged road edges on Fools Road.
  • Adjusted gaps between trailers at FOB Papanov.
  • Fixed tunnel wall glitch exploits.
  • Fixed broken materials on Fools road tunnels.
  • Fixed floating tree near Homestead.
Gorodok
  • Added more details to POI’s in the NW sector, adding several new trench defense positions.
  • Updated Gorodok Minimap.
  • Updated Lighting.
  • Reduced fog density.
  • Fixed field brightness values.
  • Fixed floaters and other smaller issues.
  • Fixed industrial building sign frame and piping having wrong, incorrect texture.
Kamdesh
  • Fixed floating bush grid C5-1-8.
Jensen’s Range
  • Added BMP-2 and CAF vehicles to the Vehicle Armor Diorama.
Logar
  • Updated the outdated Landscape & Foliage on one of the oldest maps, increasing the texture quality up to the standard of more recent Squad maps.
Manic-5
  • Updated cull volume settings for better performance optimization.
  • Updated lighting layers.
  • Removed inadequate performance greenhouses.
Mutaha
  • Added road from SE main and several other small POI improvements.
  • Updated terrain detail painting.
  • Updated Mutaha minimap.
  • Updated cull distance for medium and large statics so they won’t cull in the UAV view.
  • Updated Police station razor wire fence to have a pain volume.
  • Updated two building clusters to use wider wall openings.
  • Updated the interior of a grape dryer building due to blocked stairs.
  • Fixed floating wall in grid F3-4-7.
  • Fixed some floating splines.
  • Fixed double moon on the Mutaha dusk layer.
  • Fixed Mutaha compound walls having the wrong physmat for the metal lattice.
Narva
  • Fixed LOD distances to avoid decal popping.
  • Fixed Old Hospital window frame UV’s.
  • Fixed Apartment Building missing faces and gaps in doorways.
  • Fixed water plane texture flickering depending on the viewing angle.
  • Fixed Building near Geneva Apts having windows that back onto another building.
  • Fixed player collision on Narva’s small birch trees.
  • Fixed player collision on the chimney of a small industrial building.
  • Fixed player collision on Narva’s train depot building.
  • Fixed some trees that were clipping through buildings.
Tallil

  • Increased view distance to ~1500m and decreased fog density.
  • Updated fog color.
  • Updated cull distance of small foliage rocks on Tallil to render further out.
  • Fixed multiple missing faces on the Damaged Aircraft Bunker concrete slab section.
  • Fixed Aggressive bush popping on LOD’s.
  • Fixed cement slab debris not having collision grid F7-5-3.
  • Fixed rock formation allowing players to lean into rocks grid J6-5-9.
  • Fixed floating grapevines in Eridu (replaced with Olive Trees).
Skorpo
  • Updated Skorpo’s minimap to include short tunnel (from Korsneset to Halcene) and shallow shoals on the coast near Marina.
  • Updated Skorpo to soft map boundaries on many map layers.
  • Fixed Norwegian House LOD materials.
Sumari
  • Added more detail to the Training Camp area.
  • Fixed various floating trash NW of Walled Courts.
  • Fixed moon banding on the ultra-dynamic sky (AAS_v1).
  • Fixed incorrect vehicle collision on Wood bridge in grid B3-2-3.
Yehorivka
  • Updated Belovia POI with more detail for infantry gameplay.
  • Updated other POI for small gameplay enhancements and improvements.
  • Updated Yehorivka Minimap.
  • Fixed several small bugs.
MODDING
  • Added simple editor tools (post-process materials) for visualizing elevation in the viewport.
  • Added clickable link to EULA for first-time mod uploaders.
  • Added error feedback to mod uploaders when Steam is not open.
  • Removed the warning (spam) of including engine/game content in a cook.
  • Removed 4k and other unneeded texture samples in master materials (foliage shaders mostly)
  • Removed DirectX 10 (SM4) option since it’s not supported.
  • Updated name of 1 al basrah lighting layer: LL_Sunset instead of LL_Sunrise
  • Updated name of team info for Russia: RUS_DE instead of RU_DE and RUS instead of RU.
  • Updated kit names for the USA from USarmy to USA.
  • Fixed demoreccommands.
  • Fixed many CAF redirectors.
MISC
  • Updated MapRotation.cfg for B18 with new CAF maps.
  • Removed lightbulb statics from Main Base helipads.
  • Removed broken depth of field toggle from admin cam.
Img3-1-700x394.png

KNOWN ISSUES

  • TAPV is using MATV wreck as a placeholder.
  • Commander – Map icon for Commander shows up on the Map as the SL’s Squad number, instead of a Star. This is going to be fixed in a future update to align the map CO icon with all the other icons for CO, which is a star.
  • Commander – When the commander changes to the UAV camera, he cannot hear local audio anymore, even though he still sees local audio transmissions in the bottom left corner. Others can still hear him when he talks. Additionally, when leaving the UAV camera, he hears all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from – even if the person doing the transmission has moved afterward.
  • Commander – A10 gun run & SU25 rocket strike sometimes lands way off-target. We have narrowed down this issue to the Commander CAS marker being placed near/on top of building statics, causing the A10 / SU25 to fly at a high altitude, which throws off the targeting — working on a solution for this to come in a future update.
  • Helicopter Tail Rotor component currently can only take damage from collisions with the ground, statics, and other vehicles. Projectile damage to tail rotors comes in a future update.
  • Helicopters have various handling tweaks, damage values, and small bugs that are being addressed in a future update.
  • Vehicle Reset Feature does not currently work with Helicopters.
  • Clients frequently crash at the end of a round, upon map switch, due to a UE4 Particle Crash bug upon seamless map travel. Actively pursuing a fix for this crash.
  • When clients get a crash to desktop and the Crash Reporter appears, pressing “Send and Restart Squad” will restart Squad without EAC, which prevents players from joining most public servers. The workaround solution, for the time being, is to press “Send and Close.” A proper fix for this issue is under investigation.
  • Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster, and we truly appreciate those that have filled out and sent crash reports.
  • Players occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during the map switch but did not spawn during the staging phase. We are actively investigating a fix for this bug.
  • Occasionally a player does not spawn at a Rally Point. This often happens when numerous players are spawning in at the same time — actively investigating a fix for this bug.
  • Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization.
  • Occasionally Self-bandaging fails. We are actively investigating a fix for this issue.
  • The CP Icon (Capture Point / Flag) will sometimes not show up on a client’s HUD in the RAAS game mode. This is related to the RAAS “Lanes” feature. We are investigating a fix for this issue.
  • Insurgent HAB still has a spawning issue where there’s a chance the player spawns on top of the model instead of inside it — actively investigating a fix for this bug.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This is an inherent problem, and the solution is in the long term.
  • Vehicles parking brake gets stuck “On” if a player exits the vehicle while holding the parking brake (Default Spacebar). When encountering a vehicle that appears healthy but is not able to move, try hitting Spacebar to turn the parking brake “Off’ — investigating a fix for this issue.
  • “Alt-tabbing” out of Squad during a loading screen freezes the client. The recommended solution, for now, is to run in the “Borderless” mode.
  • Ammo rack component (on IFVs and Tanks) takes a very long time to repair.
  • Audio module for Squad is initialized at the game start. If a Player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again.
  • SFX bug while Firing in full auto. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds then you did.
  • Localization for most language translations is currently out of date. We plan to push a full localization pass when we are much closer to full release and are locking down all the text that needs to be translated for the game.
  • Local/Offline Bug with Commander – Insurgent / Militia Handheld Drone does not move in local.
  • Local/Offline Bug with Commander – UAV hovers in one position instead of moving along the flight path in local.
  • Local/Offline Bug with Commander – CAS does not do damage in local.
  • Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play.
  • Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated.
  • Local/Offline Bug with Scoped Emplacements: When playing offline on Jensen’s Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Player’s HUD until they get back in the Emplacement and then Scope out.
 
Soldato
Joined
25 Nov 2011
Posts
20,639
Location
The KOP
Beta 19 Release Notes

New Systems
  • Upgraded Squad to Unreal Engine 4.23. This upgrade comes with a lot of performance improvement potential that we have started to work with, and will be further utilizing in upcoming patches.
  • Added the ability to drag incapacitated players. This will allow players to pull downed squad mates out of danger areas such as roads and open fields to a safe triage point, to await a safe revival from a teammate or medic. A drag UI icon will be displayed on the player’s HUD when a friendly incapacitated body is within 10 meters. To Drag an incapacitated body, press the Use button (Default: F) on the shoulders, neck, or feet of an incapacitated body while crouching. When a player is dragging a body, their speed will be reduced and they will have to drop the body to fire their weapon.
  • Added the ability to destroy helicopter tail rotor components with projectiles. This will cause a loss of control of the helicopter. This will increase the vulnerability of Helicopters.
  • Added Nvidia Highlights System. When enabled, this system allows a player to have short video clips automatically save based on certain events that happen in-game. Initial trigger events include: destroying a helicopter with an AT Launcher, triggering an IED, and knifing an enemy. More trigger events will be added in future releases.

Optimization
  • Optimization and maintenance pass on Lighting FX: Improved FX for Ambient FX, weapons, vehicles, explosions, bullet impacts.
  • Optimization and maintenance pass on various VFX including: FOB destruction, UGL Smoke, muzzle flashes, projectile tracers, tank shell blasts, vehicle exhaust, ricochets, armor impacts, and sandstorm FX.
  • Optimized Vehicle Wheel VFX for trucks, tracked vehicles, bikes, and APCs to include new parameters for better performance optimization.
  • Optimized T72B3 woodland turret textures to 2k. (Previously 4k).
  • Optimized environment texture sizes, which aids in reducing memory space usage.
  • Updated the map markers to use a new system that should be much more efficient on the network for clients and servers.
  • Updated Master Materials for VFX. This should assist in bringing more optimization in general around all Squad VFX.
  • Fixed Vehicle Wheel FX spawning additional particles during origin rebasing.
  • Fixed Small arms ricochet having excessive lens flares.
  • Fixed issue with master material flickering with fog.
  • Removed unused VFX for destroyed sandbags.
  • Removed “LOW” Audio Effects Setting, as they were no longer necessary with latest updates and optimizations.

Game Modes
  • Updated CP Capture Logic. Only infantry will be able to capture CPs (flags); previously vehicle drivers were also contributed. The intent is for Infantry to be the only class to influence CP capture status with “Boots on the Ground.”
  • Updated Insurgency Caches to have a 3-meter no-deploy zone around them to emove the possibility of “entombing” a Cache in deployable walls.
  • Updated Insurgency and Destruction Objective Caches: they can now be destroyed both by Incendiary grenades and player-deployed timed explosives such as IED, TNT, and C4.
  • Updated Artillery, Heavy Mortars, Mortars, and CAS to no longer damage Caches.
  • Fixed RAAS Capture Points sometimes not appearing on HUD when a player is capturing. The unused CPs from RAAS were not being removed on the client when a client loads in with the server. E.g, upon map change.
  • Fixed small grammar errors in Destruction and Insurgency game mode notifications.

Infantry Gameplay
  • Updated non-medic revive times to 17 seconds, previously 14 seconds.
  • Updated CAF HAT role munitions: CAF HAT 01 now has a magnified C7 and Carl G with 1x Tandem, 1x HEAT. CAF HAT 02 now has a non-magnified C8 and Carl G with 1x Tandem, 1x HEAT, 2x HE.
  • Updated CAF Sniper kit limits: Now requires 5 players in a squad and only 1 kit per squad.
  • Updated CAF Hand Grenades with the proper name of the C13 Fragmentation grenade.
  • Fixed Combat Engineer Binoculars not showing up on the inventory UI due to 4 item limit.
  • Fixed backblast being able to hit players through thick walls.
  • Fixed an issue with switching kits while inside a vehicle which caused players weapons to disappear when leaving the vehicle after a long period of time.
  • Fixed an issue with weapon reloading after spamming reload and left-click during previous reload attempts.
  • Fixed being able to see underneath the map when going prone from crouched position while near a vehicle or when colliding with an asset or when you are proning against the slope landscape.
  • Fixed some bipod clipping issues. In most scenarios, it is no longer possible to clip through walls or floors while using a bipod.
  • Fixed broken materials on Timed Explosives, Landmines, and UGL smoke/muzzle flashes.
  • Fixed incorrect skinned mesh for USA Medic glow sticks. Rave on, doc.
  • Fixed issue with bipods occasionally flinging players into space.
  • Fixed MOA on the M4 M203 UGL being set too high.
  • Fixed SUSAT sight mesh to include better generated LODs.
  • Fixed Carl Gustav AT Launcher backblast missing a heat material.
  • Fixed C8A3 Grenadier GL sight not aligned to the front post.
  • Fixed CAF soldier sleeve clipping through the C8A3 M203 ET552 sight during reloads.
  • Fixed CAF Lead Pilot having Woodland fatigues.
  • Fixed CAF LAT kit order to be the same as other factions.

Vehicle Gameplay
  • Updated helicopter unloading/loading ammo and construction supplies: It can only be done at 30m or lower altitude. Pilots will now need to be closer to the ground to deliver supplies.
  • Updated top side and tail collisions on the MI8 and UH60M to 5mm armor, making them more vulnerable to small arms.
  • Updated the Militia Ural 375 with a new camo paint scheme.
  • Updated the CAF Leo2A6 collision and removed its antennae.
  • Updated the CAF TAPV to have its own wreck model. (It was previously using the MATV wreck model.)
  • Updated the soft map boundary timer for ground vehicles to be increased to 20 seconds (was 12 seconds).
  • Updated UH60 and MI8 Helicopter LOD distances.
  • Updated color values on the FV510 APC.
  • Updated gun collisions to 10mm armor for the following vehicles: MATV 50cal/M240 turrets, FV432 50cal turret, Technical SPG9, Technical Dshk & Turret, T62 Dshk cupola, and ZU23 turret. Small arms should no longer penetrate any parts of open-top turrets and emplacements. These turrets and emplacements should now be more protected.
  • Fixed the LAV6 and FV510 BFV Vehicle Commander Periscope sensitivity to match the Vehicle Gunner sensitivity.
  • Fixed an issue where Turret and Emplacement weapons would become flipped upside down and turned 180 degrees towards the player on rapid input.
  • Fixed an issue with infantry and vehicle weapon reloading having weird inconsistencies in high lag.
  • Fixed an issue with helicopter main rotors being disabled leading to the pilot being unable to load/unload supplies from the disabled helicopter and being notified as if it were moving above the loading speed threshold.
  • Fixed an issue with Vehicle Driver deployed smoke FX clipping and flickering.
  • Fixed UH60 having missing faces on the broken main rotor hub.
  • Fixed UH60 exit points spawning players on top of each other, killing them by rotor blades when they mass exit. We still do not advise limb to rotor interaction at this time.
  • Fixed Wheel collisions on several vehicles having an incorrect rotation offset.
  • Fixed weapon zeroing on T62, BMP1, and MTLB 6MB.
  • Fixed CAF Transport Truck costing 10 tickets instead of 5. M939 is currently a placeholder for a future CAF Logistics/Transport Truck.
  • Fixed ZU23 emplacement sometimes rotating 180 degrees vertically
  • Fixed Tank Muzzle blast VFX not showing after 50m distance.
  • Fixed flickering on Tank Muzzle VFX.
  • Fixed Leo2A6 and LAV6 broken redirectors for vehicle/wreck FX.
  • Fixed Leo2A6 teleport bug when standing on the wreck which was caused by improper collision response channels on the ammocook for the wreck turret.
  • Fixed LAV6 Gunner Stabilization getting stuck when aiming straight behind.
  • Fixed BMP2 Commander’s periscope clipping with mesh when elevated.
  • Fixed FV510 Gunner’s Sight clipping into the mesh when fully elevated.
  • Fixed Helicopter Rotor dust having harsh visible edges.
  • Fixed Tracked Vehicles continuing to keep turning after switching the engine off.
  • Fixed Vehicle damage effects having issues with Origin Rebasing.
  • Fixed Tank Frag Shell impact physmat.
  • Fixed MI8 Tail Rotor Collision preset from “OverlapAll” to “ComplexVehicleMesh” to correct projectile issues with MI8 tail rotor.
  • Fixed missing glass material on unused displays in Mi8 cockpit.
  • Fixed BFV TOW “deploying” text getting stuck after switching off of the TOW weapon.
  • Fixed TAPV collision body which was causing it to easily flip over.
  • Fixed T72B3 bug where the reload sound wasn’t always playing properly.
  • Fixed a bug where weapon attachments were floating at world origin while the player occupied a vehicle.
  • Fixed a bug where the vehicle explosion effect will play every time a player changes their Effects in the Settings menu.
  • Fixed a bug where a Vehicle’s player collision would become missing when switching seats.

Commander Gameplay
  • Updated CO Artillery Damage: 75m radius, 1 impact < 20m lethal for infantry.
  • Updated CO Heavy Mortar Damage: 45m radius, 1 impact < 15m lethal for infantry.
  • Updated the CO map icon to now be displayed as a star icon.
  • Updated Vehicles occupied by the commander to appear gold.
  • Fixed CO not showing up as yellow (self) in some cases.
  • Fixed CAS landing way offset from the intended target area when called on or near tall structures. Off Target CAS may still occur, and may need further investigation. Please report any offset CAS runs on the Squad Discord.
  • Fixed an issue with A10 Gun VFX for run ground impacts sometimes flickering inappropriately. (They’ve been warned.)
  • Fixed an issue with the RUS MTLB 6MA and BMP2 giving RUS Commander access to support abilities.
  • Fixed some other conventional faction vehicles having command zone enabled when they should not have.
  • Fixed log spam on activating the handheld drone without possessing it.

Deployables Gameplay
  • Updated Razor wire to be slightly more resistant to fragmentation damage.
  • Updated VFX for FOB destruction.
  • Updated Commander handheld drone radial menu to remove the ability to place deployables and rally points. The menu retains spotting/marker functions.
  • Updated armor thickness on all emplaced weapon guns to 10mm to help with survivability of turret/emplaced weapon gunners.
  • Fixed RUS/MIL/INS radios not taking damage when hit on the wooden materials.
  • Fixed an exploit where the FOB radio can be hidden inside other deployables – this should no longer be possible.
  • Fixed Razor wire being destroyed by melee damage.
  • Fixed Habs not having any destruction VFX when destroyed by CO Artillery/Airstrike actions.
  • Fixed not being able to reload an Emplacement Weapon if the user leaves during the reloading phase.
  • Fixed an exploit where players could respawn at a HAB even when enemies were nearby.

User Interface
  • Updated Server Browser to have better support for future events.
  • Updated Map grid lines to draw in relation to the viewable scale of the map rather than zoom level.
  • Fixed an issue with the Server Browser filters “whitelisted mods” and “show other mods” not functioning correctly. The server filters “show whitelisted mods” and “show other mods” are now consolidated into a single “show modded servers” checkbox.
  • Fixed an issue with the Server Browser sorting buttons.
  • Fixed the Server Browser “sort by health.” Healthy servers are now listed at the top.
  • Fixed the end-of-round scoreboard not showing the bottom bar.
  • Fixed a typo on the loading screen for the word “Commander.”

Environments
  • Updated the main base helicopter repair pads with a new static mesh. The new mesh has a larger surface area and is more adaptable to uneven landscape.
  • Updated player collisions on several props to be more accurate.
  • Updated railway tracks collision to make them easier to drive on.
  • Updated the windows on a building set to use 2-sided materials to prevent exploits.
  • Updated color on over-saturated cliffs and pine trees.
  • Updated Norway pine tree distant meshes and adjusted color/brightness.
  • Updated LOD settings for prop excavators and heavy dump trucks to have less “popping.”
  • Fixed issues with Middle East Buildings having z-fighting on mesh decals, incorrect LOD material slots, and LOD artifacting.
  • Fixed Tallil Aircraft hangars: Vertex Paint was causing lots of seam issues and an overpowering normal.
  • Fixed broken materials on Nursery House.
  • Fixed an exploitable collision on a Middle East Urban Building used on Tallil and Mutaha.
  • Fixed floor collision and LOD distance on a factory building used on Narva and Gorodok.
  • Fixed collision for Small EU Rocks.
  • Fixed Rice LOD normal maps.
  • Fixed DFAO artifacts on Tent and ME Building statics.
  • Fixed a train car hopper to prevent players from spawning / glitching inside them.
  • Fixed an issue with tent rolls having incorrect wind settings.

Maps

Al Basrah
  • Added CAF Al Basrah Invasion v1 gameplay layer.
  • Fixed ambient wind sound issue.
  • Fixed misaligned floating bars.
  • Fixed various floating trash. (Stop throwing away helium!)
  • Fixed culling on Al Basrah road sign near VCP.
  • Fixed bad LODs on Warehouse, various merged compounds, and high rise apartments.
  • Fixed culling on a bush type which was culling too early.
  • Fixed incorrectly assigned materials on the INS Main Base building.
  • Al Basrah Insurgency v1: Fixed Ammocrate at GB Main that was underground.

Belaya
  • Belaya has had a full performance and optimization pass.
  • Updated Landscape material to have improved visuals and performance.
  • Updated forest distribution. Increased tree clump density with more clearly defined clearings. (Is that clear?)
  • Updated light attenuation.
  • Updated the snow texture.
  • Deleted unused assets.
  • Fixed collision on fallen trees, removed unnecessary roadside barriers and smoothed some terrain areas.
  • Updated Tunnel POI to improve culling and fixed minor bugs.

Chora
  • Updated Chora ground textures And packed them to use all the channels on the roughness textures.
  • Reduced the number of landscape layers, it now has 5 down from 7.
  • Fixed floating road splines and wall sections.
  • Fixed harsh water edge.
  • Fixed floating foliage NW of Monolith.
  • Fixed a carpet texture flickering in one of the compounds.
  • Chora Skirmish v1: Fixed floating Repair Station at USA Main.
  • Chora AAS v1: Fixed Nursery CP name being incorrectly offset.

Fool’s Road
  • Updated Government Office LODs so the proxy doesn’t activate so close to the player.
  • Fixed various floating rocks.
  • Fixed tunnel collision glitching.
  • Fixed several minor bugs.
  • Fixed shipping containers having bad textures.
  • Potentially fixed occasional black foliage on map. Let us know!
  • Fools Road RAAS v2: Removed precap flags.
  • Fools Road RAAS v3: Fixed fog blocking UAV view.

Gorodok
  • Updated all layers to have a max helicopter altitude of 400m, down from 800m.
  • Fixed several minor bugs.
  • Fixed wind from fallen tree material having a wind effect.
  • Fixed DF on two apt interiors.
  • Fixed various floating grass and floating fences.
  • Fixed hole in the landscape.
  • Gorodok Destruction v1: Fixed Caches spawning inside inaccessible parts of the Yard apartment buildings.
  • Gorodok Skirmish v1: Fixed MIL Logi spawning on top of HASCO blocks.
  • CAF Gorodok RAAS v1: Added x2 Helicopters to CAF and RUS.
  • CAF Gorodok RAAS v2: Team 2 changed from RUS to USA.

Jensen’s Range
  • Updated MOUT billboard to include the OISC Season 1 Winners.
  • Fixed mispositioned INS HAB example.
  • Fixed black pixels on Jensen’s road.
  • Fixed culling on the plywood building near vehicle repair depots.

Kamdesh
  • Updated all gameplay layers to use the soft map boundary system.
  • Fixed several road splines that were texture clipping.
  • CAF Kamdesh RAAS v1: Fixed staging timer missing for CAF.
  • CAF Kamdesh Invasion v1: Defending team switched to INS.
  • CAF Kamdesh RAAS v1, TC v1: Switched CAF to CAF Arid.
  • CAF Kamdesh TC v1, Invasion v1: Removed 1x LAV6 from CAF.

Kokan

Interactive Comparison
  • Kokan has had a full performance and optimization pass.
  • Added new irrigation ditches for better infantry gameplay in the open fields.
  • Updated landscape materials.
  • Fixed LODs on modular Afghan walls.
  • Fixed terrain on Kohat’s map edge that was not smoothed.
  • Kokan AAS v1: Teams changed from GB vs RUS to RUS vs INS.

Kohat
  • Fixed floating rocks on the hillside in grid F4-2-3.
  • Fixed distant tree popping on Kohat.
  • Fixed water plane edge issue grid K14-7-7.
  • Fixed shipping containers having bad textures.
  • CAF Kohat Invasion v1:
    • Removed 1 x LAV from CAF
    • Removed delay on BMP-1
    • Replaced 1 x Technical UB32 with 1 x Technical SPG9
    • Replaced 1 x Ural ZU23 with 1 x Technical SPG9 for INS

Logar
  • Removed some armored vehicles from gameplay layers.
  • Fixed various floating pieces of debris and bad landscape spikes.
  • Fixed foliage clipping inside house interiors.
  • Fixed Logar not having weather system BP in lighting layers.

Mestia
  • Mestia has had a full performance and optimization pass. The landscape material and foliage has been improved.
  • Updated all 3 Crucible Points of Interest (POIs) for new and improved game flow, improved foliage, and new static mesh for the towers.
  • Updated minimap.
  • Fixed broken particle cutout in Mestia waterfall fog VFX.
  • Removed MATV TOW and reduced the overall amount of armored vehicles.
  • Added CAF Mestia RAAS v1 gameplay layer.

Manic-5 (CAF)
  • Manic-5 has had a performance and optimization pass along with new POIs and a lot more detailing across all POIs.
  • The landscape material and foliage has been updated with newer versions.
  • Added CAF Manic-5 AAS v1 gameplay layer.
  • Added Helicopters to most gameplay layers.
  • Updated with more trees to break up lines of sight while elevated in the valley.
  • Updated the max cull distance on some tree types to maintain a tree canopy when viewed from longer distances.
  • Updated rough terrain spots to be smoothed out some rough terrain and many forest areas to be more thinned out in certain locations.
  • Updated texture for petrol north gas station.
  • Updated numerous steep terrain inclines to include cliff rock statics.
  • Updated treeline density along roads overlooking OPFOR team’s Main to discourage vehicle camping.
  • Updated deep water near the overflow dam with a pain volume.
  • Fixed bad elevation and blending on many of the road splines.
  • Fixed missing collision on Tall Fences and at Chopper Crash POI.
  • Fixed numerous floating objects such as roads, trees, bushes, road signs and fences.
  • Fixed floating fuse box at power station POI.
  • Fixed some rough terrain around POIs closer to main bases.
  • CAF Manic-5 Invasion v1: Changed lighting layer to afternoon.
  • CAF Manic-5 Invasion v1, v2: Added new capture zones north of the river.
  • CAF Manic-5 Invasion v2: Fixed not being able to deploy FOB on first objective.
  • CAF Manic-5 RAAS v1, v2, v3, v4: Fixed incorrect naming for East Baie Comeau POI and Crash Site POI.
  • CAF Manic-5 Invasion v1, v2, RAAS v1, v2, v3, v4: Updated Firebase Mississauga capture zone height to a new lower position.
  • CAF Manic-5 RAAS v1: Added 2 x helicopters to CAF and RUS. Changed lighting layer to mid day.
  • CAF Manic-5 RAAS v2: Changed team 2 from RUS to MIL. Changed lighting layer to overcast.
  • CAF Manic-5 RAAS v3: Changed lighting layer to afternoon and now this is a tank-heavy layer with 3 x tanks, 1 x helicopter, 3 x logistics trucks , 2 x MRAP, and 1 x transport per team.
  • CAF Manic-5 RAAS v4: Changed to CAF vs RU, 3 x helicopters, 2 x MRAP, 3 x logistics trucks, 1 x transport (Delayed) on each team.
  • CAF Manic-5 Skirmish v1: Moved locations of capture zones and main bases to a new urban area north of the river.
  • CAF Manic-5 Skirmish v2: Changed lighting layer to mid day.
  • CAF Manic-5 TC v1: Removed 1 x LAV6, removed 1 x BTR80.

Mutaha
  • Updated night-time lighting on Mutaha Invasion v1.
  • Updated all layers to have a max helicopter altitude of 400m.
  • Updated collisions on garages to match the mesh more precisely.
  • Updated collisions on the scaffolding ramp.
  • Fixed a wall missing an end column.
  • Fixed a few minor floating objects.
  • Fixed Blockade CP naming error.
  • Fixed Mutaha Moonlit layer VFX having an exaggerated lens flare on emissive and added actual moon.
  • Updated Mutaha AAS v1, Invasion v1, RAAS v1 to include helicopters.
  • Added CAF Mutaha RAAS v1 gameplay layer.

Nanisivik (CAF)
  • CAF Nanisivik Invasion v1: Added 1 x helicopter per team.
  • Removed spawn delay on 1 x LAV6.

Narva
  • Updated grass on some medians.
  • Updated Church POI with more detailing.
  • Updated large rock positioning in several locations.
  • Fixed Narva castle LODs to prevent vertex painting pop.
  • Fixed Narva water collisions.
  • Fixed blurry textures on Narva grass.
  • Fixed birch tree cluster so all 7 trunks are touching terrain. (It was very untreelike behavior.)
  • Fixed several tree branches clipping inside Narva apartment buildings.
  • Fixed floating road in grid G5-6-5.
  • Fixed an invisible collision on the stairs of the tall apartment buildings.
  • Fixed materials on sidewalks.
  • Fixed office building rooftop walls having no collision.
  • Narva AAS v3: Fixed non-respawning MTLB showing a 2-minute respawn time.
  • Narva Gameplay Layers: Tanks that were on a 30-minute delay are now on a 20-minute delay.

Tallil Outskirts
  • Fixed floating road splines.
  • Fixed not having water step sounds in parts of the Al Khidir river.
  • Fixed materials on large aircraft hangars.
  • Fixed the runway tunnel Tallil not being aligned properly.
  • Fixed a door without player collision on a building in Al Khidir.
  • Tallil Invasion v3: Updated vehicle loadout to reduce Insurgent anti-armor capability.

Infantry Tutorial
  • Updated Motherbase with blocking volume to prevent shortcuts.
  • Fixed several minor bugs.

Skorpo
  • Updated grass and cliff color correcting.
  • Fixed grass floating above the trenches at POI.
  • Fixed many small bugs such as floating trees and bad road splines.
  • Fixed culling on the construction crane.
  • Fixed certain gameplay layers fog blocking view of Commander UAV.
  • Skorpo Invasion v1: Added new main base locations for Militia and removed their forward.
  • Skorpo Invasion v1: Fixed Shipyard East CP having an incorrect collision setting which caused players to be unable to lean and helicopters to lose their rotors.
  • Skorpo RAAS v1, v2, v3: Fixed Lumberyard CP floating and collision preset of shipyard CP.
  • Skorpo RAAS v4: Fixed Hotel CP collision preset not allowing leaning.

Sumari
  • Updated Sumari midday lighting.
  • Updated old HASCO US Main to use new HASCO.
  • Fixed glowing wheat crops.
  • Fixed floating ISO containers at the Insurgent training camp.
  • Fixed several minor bugs.
  • Sumari AAS v1: Removed Ultra Dynamic Sky due to performance issues.

Yehorivka
  • Fixed various grass growing inside houses & removed shrubs and trees clipping into the interior of buildings.
  • Fixed coal clipping outside the coal hopper at Shevchenko Quarry.
  • Fixed exploitable rooftop walls at Shevchenko Quarry.
  • Fixed grass growing in several buildings & bushes clipping into building interiors.
  • Fixed walls being too high in several locations.
  • Yehorivka Invasion v1: Fixed MIL using wrong Ural.

Modding
  • Added CheckActorCollisionObjectType Blutility to check collision object type (e.g., world static) of all actors and their components of a given type in a level. Useful for catching misconfigured capture zones!
  • Added initial Functional Tests to Content/Blueprints/AutomationTest.
  • Updated all map gameplay layers to be contained in a Gameplay_Layer subfolder within the map folder, for less clutter in the main folder. Regrettably, this will break references for modders if they are referencing vanilla gameplay layers.
  • Updated many Lighting Layers to be named correctly. This will break references to these lighting layers. Please be sure to check your levels to ensure you have no broken references. To correct any issues, you will need to re-add the lighting layer.
  • Removed the outdated MeshTool and PrefabTool plugins and disabled StereoPanomara plugin.
  • Removed the depreciated HISM functionality in HISM Spline.
  • Removed unused post-process settings from SQWorldSettings.
  • Removed and cleaned up leftover debug log and stack trace to reduce log spam.
  • Removed SQAdminComponent as it’s not used since the functionality was moved to SQGameCommandComponent.
  • Removed the old desert and woodland variants of the helicopter pad. The new Helicopter Pad is named BP_helicopter_repair_pad. Modders will need to update their maps with the new bp.
  • Removed deprecated Conquest Game Mode.
  • Disabled legacy include path handling.
  • Fixed debug traces/spheres/lines not properly respecting their set lifetimes.
  • Fixed DOF and Motion blur on weapon scopes and particles by adding separate translucency in Project Settings.
  • Fixed various issues causing log spam.
  • Fixed many redirectors and moved several building statics in various folders.

Misc
  • Added future capability to use a promoted server list, for special events.
  • Removed the “Send and Restart” option from the Squad crash reporter, as it had issues with EAC.
  • Updated MapRotation.cfg for server admins for the latest B19 map changes.
  • Updated Admin Cam with removed extra DOF output, simplified key inputs, modified HUD output for readability.
  • Updated Credits: Added credits for the Canadian Armed Forces DLC and integrated past developers into the main section to better reflect everyone’s contributions over the years.
  • Fixed wreck explosions replaying when changing fx quality settings.
  • Fixed a Server Crash involving SqSoldierRagdollCompontent (possibly due to vehicle collision with soldier).
  • Fixed a Client Crash in the Infantry tutorial related to missing a DefaultEffectClass on one of the BP Grenades.
  • Fixed a Client Crash in the Infantry tutorial related to missing a DefaultEffectClass on one of the BP Grenades.
  • Fixed the Textbox of some characters in the Infantry Tutorial that had an incorrect offset.
  • Fixed fog/foliage removal exploit which now prevents players from removing fog or foliage via Scalability.ini.
  • Fixed sensitivity scaling value unintentionally affecting horizontal recoil on infantry weapons.
  • Fixed Helicopter explosion resetting when changing vfx scalability.
  • Fixed an exploit using foliage.MaxTrianglesToRender.
  • Fixed Depth of Field to render after Master Material.
  • Fixed wheel fx dust particle cutout issues.
  • Fixed mud splash material issues.
  • Fixed post-login password verification for server joining.

Sign-Off
Huzzah! It’s finally out! Before you go, we’d like to give a huge shoutout to all the players who took the time to do a little beta testing on this patch and a special shoutout to Speaking in Tongues and Mumblerines for donating their scrimmage to the test gods. We couldn’t do it without a community like you. Thanks you all much!

Be sure to get the full notes on JoinSquad.com.

Offworld out.
 
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