***Official Squad Thread***

Tried this last night.

Anyone recommend best settings for visuals?

If you can run at 1440p and 1.25x Super Sampling. AA off and Screen Sharpening to personal preference. Shadows are currently pretty fps hungry so dropping them normally gains a few fps as does disabling ambient occlusion.

Couple of updates for you guys:

ALPHA 15.1 CHANGELOG
MAPS
  • Belaya: Updated Minimap
  • Belaya: Fixed wheat crop fixes so they aren’t red.
  • Belaya: Fixed bridge on the western part of the map having collision issues.
  • Fools Road: Fixed terrain to prevent players from hiding under the surrounding terrain
  • Mestia: Fixed railroad duplicates and spacing.
  • Skorpo: Fixed rain effects.
  • Tallil: Fixed collisions on several buildings
  • Yehorivka: Fixed bridge southwest of Lower Petrivka collision issues.
  • Yehorivka: Fixed collision on new crops and smaller foliage that was preventing leaning.
MAP LAYERS
  • Al Basrah TC_v2: Removed 3 hexes that were unused in the river.
  • Fool’s Road and Gorodok: Fixed deployable ghosts colored yellow instead of green.
  • Kohat TC v1: Fixed Staging timer.
  • Kohat RAAS v3: Fixed missing ammo crates in INS main.
  • Logar Valley & Sumari: Fixed Staging Phase Pain Volume. (No comment on going to 11.)
  • Narva TCv2: Fixed Reversed hexes and Anchor points.
  • Skorpo Skirmish v1: Fixed Main Supply Zone for US.
  • Skorpo AAS v1: Fixed map boundary around the US Main.
  • Tallil TC_v1: Fixed HUD name.
  • Tallil Skirmish v1: Fixed a Spawn point that was outside the staging zone.
VEHICLES
  • Fixed doubled overheating speed on 30mm HE weapons.
  • Fixed bug that caused Spandrel to be able to launch multiple rockets in rapid succession (Salvo-fire).
  • Increased damage for Konkurs ATGM (Spandrel & BMP-2) up to the level of other ATGM systems, up to 1800 from the initial 1200.
  • Increased rearm cost for Spandrel to 400 ammo points per rocket, increased from 200.
  • Increased rearm time for Spandrel to 30 secs per rocket, increased from instant rearm.
  • Increased delay between consecutive shots for Spandrel to 7.5 seconds, increased from 5 seconds.
USER INTERFACE
  • Territory Control: Replaced Shield icons with Anchor-like icons.
  • Territory Control: Fixed ticket bleed values not displaying for clients
  • Fixed incorrect requirement for INS, MIL, and Radio Tooltips when deploying via Radial Menu.
MISCELLANEOUS FIXES
  • Fixed the glass material on vehicles showing through fog, especially at a distance.
  • Optimized 25mm and 30mm HE impact VFX.
KNOWN ISSUES
  • Occasionally the landscape renderer will not load correctly resulting in black foliage on a map. A fix is being investigated.
  • Client crash on map switch.
  • Players will occasionally spawn without ammunition on their first spawn on a server. (This occurs if you were in the match during map travel but did not spawn during the staging phase.)
  • Occasionally a player will not spawn at Rally Point when numerous players are spawning in at the same time.
  • Occasionally client crashes in various circumstances: we’re still looking into the crash reports. Detailed crash reports help us fix this and we appreciate those that have filled out and sent crash reports.
  • Server performance may periodically dip when a server has a high population and high load. We’ll continue to work on performance and optimizations.
  • Occasionally Self-bandaging fails. Actively investigating the cause.
  • Mouse widgets (e.g. enter a vehicle, comm rose) can stop responding to clicks. A workaround is opening and closing the deploy screen.
  • Capture Zone (Flag) Icon will not show on a client’s HUD sometimes.
  • ATGM projectiles desync for other players that are not gunner, however, what the gunner sees should be the true synced projectile.
  • Certain effects do not blend correctly with fog on some layers.
  • HAB Spawn is disabled if FOB Radio is unshovelled below 75%, currently other forms of damage to the FOB Radio (such as explosives) do not disable HAB Spawn. (Under active development.)
  • De-shoveling a friendly FOB Radio costs 10 tickets. (Fix in progress.)
  • 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.
  • Territory Control Bug: there is no UI indicator for showing cutoff enemy hexes (hexes that are not linked to the anchor point). Friendly cutoff hexes are showing correctly though.

MODDING FREE WEEKEND!
posted on July 23, 2019

Hey squaddies!

We’re happy to announce an upcoming free weekend to celebrate the release of Modding 2.0! From July 25th, 10 AM PDT through July 28th, 1 PM PDT. Squad will be 50% off, so those of you that have been telling us that you missed the Steam sale have another shot at a bargain too.




As part of the festivities, we’ll be highlighting these top-notch examples of what Squad modders can do. Look for them in the server browser with the rest of the licensed servers:

THE MODS

Canadian Armed Forces MOD
CAFMOD Team

Defend the Dome
Headshot13Vegas
and Archangel from
~!THUNDERDOME!~

Elvedalen
by Hangrath

Harju
wunda

Helicopter Mod
by Heedicalking

Panjshir
by PuffDragon

Squad Ops
Squad Ops Mod Team

SquadZ
by Smed

Troopers
by Loki

We’ll also have some surprises along the way!


FOR PLAYERS


The above patch notes cover some of the most recent changes in Squad that are handy for new players and veterans alike!

One big part of Modding 2.0 is the ability to download mods while in-game. If you’re not sure if your favorite server is running a specific mod, go ahead and join — if they are, you’ll be prompted to install that mod by the game.

You can subscribe to mods through the Steam Workshop as usual, of course.

Should you want to uninstall a mod, you’ll want to visit the Workshop and “Unsubscribe” from that mod.

HELPFUL RESOURCES


We’ve also got some basics to help start you off right!

With the launch of Alpha 15, we’ve included the first set of Squad tutorials! Be sure to access those via the main menu, unless you prefer a true trial by fire.

Questions about gameplay, vehicles, and how to play Squad can often be answered by the Squad Wiki.

If it’s not there, someone in the Official Community Discord server will surely know!

If you’re a Redditor, you’ll want to join the subreddit: r/JoinSquad.

Feel free to browse our forums for discussions, tips, and squadmates.

Be sure to see what our creative partners are up to as well. They’ve each been selected because they put a unique, entertaining spin on the world of Squad and you might even learn some tips!

Common issues can usually be addressed through the Squad support website, but we have a dedicated support team standing by to answer your emails: [email protected].

FOR SERVER OWNERS
Yup! You can run mods on your licensed server! If you use any of the above mods, you will appear as part of the default server list. (i.e., not a Custom Server.) There will also be an icon next to the server name to denote that it’s running modifications.

Naturally, this won’t impact the part of your agreement about running mods on a licensed server.

If you have any further questions, please feel free to reach us in the OWI Hosting Discord or email us at [email protected].
 
Random Q, are you part of the dev team Xcept1 ????
No he's just a massive suck up...
<3 Melbo

Hah I'm just a military adviser for the game.

Free weekend is currently on and modding event starting soon. Modding faction being added to the main game for all players :D

Merchandise store has been relaunched too with some new items. I won't link it here as I'm not sure on the rules but you'll find it on the official site.

MODDING 2.0: CAF, SPACE CREW, AND BEYOND

Hey squaddies!

We’re pretty excited by the release of Modding 2.0 and we wanted to share a little more about what that means.

First and foremost, it means that the Canadian Armed Forces mod is going to be released in the near future as free, official Squad DLC. That’s right: you will be getting a new faction soon, completely free of charge, no action required. O, Canada!

CANADIAN ARMED FORCES


The arrival of CAF marks our first step towards including community-created content into Squad. This free expansion adds additional weapons, vehicles, and more, giving one of the world’s most well-known armies some well-deserved spotlight. Additionally, the update includes two Canadian maps, Quebec and Nanisivik, featuring snowy environments built for intense combined-arms combat.





Be sure to join us later today at 1 PM PDT on our Twitch channel for more information, featuring special guest host Matsimus: https://www.twitch.tv/joinsquad

INTRODUCING SPACE CREW
To show off what Modding 2.0 can do, we’ll be showcasing a total conversion mod inspired by classic sci-fi thrillers: Space Crew. Players take the role of a Survivor who must work carefully with their team to solve puzzles and survive. Make a wrong move and they’ll become prey to a menacing creature known only as the Raptor. Space Crew is available to play later today by subscribing on the Steam Workshop or joining a server running the mod.


MODDING 2.0 FEATURES
We’ve added a variety of upgrades to our modding support to make building, finding, and playing mods a better experience.

  • In-game downloads. Just connect to your favorite modded server!
  • Whitelisted mods included in the official server list. (More information coming soon.)
  • User interface improvements, including filtering for modded servers.
  • Priority listing for whitelisted mods during the weekend. (“Stickied” servers.)


OFFWORLD OUT.
 
Had a good few fun rounds on the skirmish server tonight :)

Also:
a client update (Alpha 15.4) has been pushed.
Patch notes:
- Fixed the inverted "show full servers" checkbox. Full servers will now properly show when "show full servers" is checked in the filters.
- Implemented a change to revive/dead-dead/insta-dead timers. Full details are here: https://joinsquad.com/2019/08/02/alpha-15-4-release/
See you ingame!
 
Melbo, can you ask the devs if Skirmish will get some love and attention please ? Mainly different layers within each map, more tickets per side and longer staging times. I know that skirmish isnt really high priority but we have a large community that plays every day on the RIP #2 server. I for one along with many others prefer the infantry based maps.

Oh and also, ive setup a Skirmish community discord if anyone want to join it : https://discord.gg/nEj27JF

Asking right now :)
 
What did they say ?

"Its not a priority as we like to make massive maps and battles that go on for years zzzzzzzzz" :p:D

If you can tell me exactly what sort of things you would like to see and reasons then there's a good chance we can squeeze some Skirmish love in for the next big patch. :D

We can also tweak how much tickets are taken off the flags, and the ticket bleed rates.
 
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CAF PATCH AND A16 STATUS
posted on August 28, 2019

Hey squaddies!

The Canadian Armed Forces team has been hard at work since the Modding Weekend to incorporate your feedback, smash bugs, and make all sorts of tweaks! We’re happy to present those changes today, as well as provide an update on Alpha 16 and the OWI Company Holiday.

CANADIAN ARMED FORCES UPDATE




As mentioned, the CAF team has been hard at work polishing their release and are ready to roll out some of those changes! The update will release today, August 28, 2019 at 3 PM PDT. This is a separate update from Alpha 16, which we’ll touch on in just a minute.

KITS AND LOADOUTS
  • Added Arid (or Desert) Canadian faction.
  • Added a second Medic role with C8A3+C79A2.
  • LAT now receives two LAS instead of one.
  • Changed HAT Kit to have 1 Tandem and 1 HEAT round.
  • Added a second HAT Kit with 1 Tandem and 2 HE rounds.
  • Added the proper C8A3 icon for the M203 Grenadier version.
WEAPONS
  • Reworked ballistics of C14 .338 round:
    • The projectile arc is now flatter.
    • Raised muzzle velocity.
    • Increased one-hit kill range and damage over time.
  • Updated C79A2 sights by making the base post smaller and adding the illuminated part.
  • Streamlined ADS and weapon positions.
  • Streamlined recoil on C7A2+C79A2.
  • Increased ammo requirement for Carl Gustaf 751 Tandem to 80 instead of 60.
  • Decreased ammo requirement for Carl Gustaf 441D HE to 30 instead of 60.
  • Tweaked Carl Gustaf 441D damage.
  • Tweaked zeroing on Carl Gustaf Tandem slightly.
  • Fixed scope effect on Carl Gustaf.


VEHICLES
  • Added desert versions for all vehicles.
  • Fixed accuracy on 2A6M’s Gunner Sight.
  • Increased visibility on 2A6M’s Rangefinder.
  • Increased zeroing speed on 2A6M.
  • Fixed Hunter-Killer on 2A6M.
  • Fixed Cage Collision on 2A6M.
  • Fixed LODs on Turret of 2A6M.
  • Fixed Armor on 2A6M.
  • Fixed wreck effects on LUV-A1.
  • Fixed missing components on LAV.
  • Adjusted Passenger viewblocks on LAV.
  • Adjusted Driver Camera on 2A6M and LAV.
  • Increased LAV Mobility.
  • LAV fixed dust effects.
  • Fixed LAV armor model.
  • Fixed armor on LAV side panels.
ADDED LAYERS
  • Added proper Jensens_Range_v4 with vehicles and ammo boxes
  • Kohat: Invasion_V1, RAAS_V3, TC_V1
  • Kamdesh: Invasion_V2, RAAS_V4, TC_V1
UPDATED LAYERS
  • Gorodok: RAAS_V2, Invasion_V2
  • Nanisivik: Invasion_V1, RAAS_V1, RAAS_V2
  • Manic 5: RAAS_V1, Skirmish_V1, TC_v1
  • Yehorivka: Invasion_V2, RAAS_V1
KNOWN ISSUES
  • Parts of Nanisivik are still Work-in-Progress.
  • Guns don’t drop on the floor when soldiers get incapacitated.
  • Desert Canadian Forces don’t have their own ammo boxes yet.
  • The Holosight Crosshair still reacts to resolution.
  • Mouths on characters don’t move when Voicing.
  • In some cases, a version mismatch may occur if a client updates before the server. Restarting the server should resolve the error.
ALPHA 16 STATUS


As some of the more observant of you noticed, we’ve been putting Alpha 16 through its paces through closed testing. While the results are encouraging, we feel the choppers aren’t quite there yet, so we’re planning to push the release back a little.

First, choppers are fully flyable and can be used to transport troops and supplies. They come equipped with door guns for self-defense, a gimbal camera to aid in landing, and a functional cockpit to help you keep aloft. As mentioned, we’ve held full-scale internal testing recently and gathered a lot of feedback from the first folks outside of Offworld to take flight.

While we’ve made some strides in getting performance improvements in place, especially for users with higher latency, the pilot experience still needs some work. In some rare cases, there are some crash bugs, plus some other quality-of-life improvements that need to be made before the patch is ready.

As we’ve been striving to maintain the 4-6 week patch cadence, we wanted to be fully upfront about the delay. Our humble apologies, but we believe getting helicopters right is worth it. As we move forward, we’ll ask for your help in doing just that with periods of public testing. We hope you’ll share your feedback!

Additionally, we want to ensure our modding community has better support and less downtime. With that in mind, releasing Alpha 16 too early would also cause a gap in SDK support. The hope is to have as little time possible between the patch and mod support for that patch being available, especially for communities using mods to host leagues and events.

OWI COMPANY HOLIDAY
Every year, the company takes a week off to get together, get to know everyone who’s joined us that year, hash out the next year (including planning the next trip), and recharge our batteries. It is, as you may have guessed, that time of year!

From Monday, September 9th through Friday, September 13th (most) of Offworld Industries will be in Japan. We’ll have a crew on hand to monitor things, but you may experience delays from support. You can still find assistance on the forums, the help site, or in Discord though.

Should you see a pack of Squad developers somewhere in Japan, please send help and a translator. =)

SIGN-OFF
We appreciate your patience and understanding! We’ll be back and in full swing, all bright-eyed and bushy-tailed before you know it. In the meantime, please enjoy the updates from the Canadian Armed Forces Team!
 
ALPHA 16 TEST & OWI TOURNAMENT
posted on September 20, 2019

Hey squaddies!

We’re extremely excited to announce that we’ll be launching the Alpha 16 Public Test on Monday, September 23rd at 10:30 AM PDT!

There’s plenty to look forward to, but let’s cut straight to the chase: we want your feedback on the first iteration of choppers! As a first release, you can expect some bugs, but we want you involved in shaping the future of choppers. Be sure to let us know what you think!



The playtest will be available using your Squad – Public Testing app in the Steam Library — this is a completely separate, full install of Squad, in addition to your retail copy that will remain available. Which is great, because we’ve got a tournament beginning this weekend! (See below for more details.) Standby for further announcement once the test goes live and is available for download!

OWI SQUAD CHAMPIONSHIP FIRST ROUND
In addition to the start of A16 public testing next week, we have the first rounds of the Offworld Industries Squad Championship kicking off this Sunday, September 22nd! We announced the official tournament a few weeks ago and now our teams lined up ready to fight the first round of the group stages. To make sure our tournament gets off to the best start possible we have brought the heat with livestreams hosted by some of our creative partners!

trackattack-700x700.jpg




Catch the Sunday schedule below, or check the tournament page for full information, rules, and team roster! And be sure to enable notifications on the JoinSquad Twitch page to see when we go live.

See you on the helipad, Squaddies! Fly safe!
 
ALPHA 16 PATCH NOTES
posted on October 9, 2019

Hey squaddies!


It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done.

Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes:

ALPHA 16 CHANGELOG


SYSTEMS
  • Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!)
  • Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.)
  • Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter. The goal is to make helicopter travel outside map boundaries less punishing.
  • Fixed the limitation that caused servers to be able to only run three mods at a time.
GAME MODES
  • Territory Control: Added a HAB hex zone defense mechanic. When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated.
  • Territory Control: Fixed Ticket Bleed not properly replicating.
  • Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations.
  • Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes.


INFANTRY GAMEPLAY
  • Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes.
  • Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail.
  • Updated British L129A1 DMR texture to a tan-colored finish.
  • Updated M68 CCO texture.
  • Updated TT33 Tokarev texture.
  • Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration.
  • Modified firing sounds for the M249, M9a1 pistol, and M110.
  • Fixed weapon lowering not replicating correctly to other players when exiting a vehicle.
  • Fixed player character offset when entering a vehicle while crouching or prone.
  • Fixed ADS diagonal movement not having any footstep sounds.
  • Fixed Recruit roles being able to change to Riflemen roles from deployables.
  • Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned.
  • Fixed US Army Scoped Medic having a frag grenade; it has been removed.
  • Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol.


VEHICLE GAMEPLAY
  • Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers. (Not including the pilot, copilot and 2 door-gunners.) It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies.
  • Added the UH-60M “Grouse” for the US Army and British Army Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) It is armed with 2 window-mounted M240H machine guns suitable for some light degree of protection. It carries up to 1000 points of supplies.
  • Removed ability for players to turn vehicle engines on during the staging/planning phase.
  • Increased top speed on the Minsk to increase off-road effectiveness.
  • Improved visibility and artwork for the DsHK Turret Shield.
  • Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.)
  • Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver.
  • Optimized effects on tank cannon shot and APC auto-cannon shot.
  • Optimized tracer effects to improve performance.
  • Fixed T72 autoload sound playing in other vehicles.
  • Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended.
  • Fixed particles/vehicle glass shaders not blending properly with fog.
  • Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies.
  • Fixed FV432 APC being stuck in 1st Gear all the time.
  • Fixed BFV driver receiving splash damage while inside the vehicle.
  • Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets.
  • Fixed wrong impact FX and sounds for tank shells being played.


DEPLOYABLES GAMEPLAY
  • Fixed bug where shoveling down friendly FOB Radio cost your team tickets.
  • Fixed a bug that allowed infinite loading/unloading of supplies.
  • Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel.
  • Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians.
  • Fixed mortars not having extreme distance incoming sounds.
  • Fixed DShk shielded deployable having floating ammo boxes.
USER INTERFACE
  • Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan).
  • Added an indicator for when a player is bleeding inside a vehicle.
  • Added Show Full Servers and Sort by Ping functionality to the Server Browser.
  • Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out.
  • Updated Infantry Tutorial to include “Regional Training Center” on the Map Name.
  • Fixed commander chat saying DIRECT when using ALL.
  • Fixed scroll bar being too dark on the Command Map’s Vehicle List.
  • Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad.
  • Fixed Call Medic button not being initially disabled on subsequent incapacitations.


MAPS
  • Added new map: Mutaha! Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland. The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.)
  • Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers.
  • Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters.
  • Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes).
  • Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2.
  • Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6.
  • Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing.
  • Updated minimaps for Gorodok, Belaya, and Yehorivka.
  • Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents.
  • Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision.
  • Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road.
  • Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia.
  • Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1.
  • Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents.
  • Narva: Added AAS v2, a new and improved Narva with classic layout.
  • Narva: Optimized with new landscape materials, trees, grass, crops, and water.
  • Narva: Optimized buildings in an initial optimization pass and gave more color variety.
  • Skorpo: Improved and optimized rain weather effects.
  • Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1.
  • Yehorivka: Additional optimizations. (See previous patches for more information.)
  • Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay.
  • Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads.
  • Fixed some effects piercing through fog on certain maps.
  • Fixed various foliage types that prevented leaning and construction.
  • Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable.
  • Fixed staging zone pain volumes on Logar Valley and Sumari.
  • Fixed distant snow effects turning on/off depending on your zoom resolution.
  • Fixed some floating objects and minor visual bugs on several maps.


KNOWN ISSUES
  • Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update.
  • Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update.
  • Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game.
  • Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash.
  • 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 will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug.
  • Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact 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. Actively investigating this issue.
  • The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue.
  • ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term.
  • 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.
SPECIAL THANKS
As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing:

A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming!

Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life!
 
Had a great match last night on the new map. We won with 2 tickets left.

My squad managed to track an enemy Abrams and we had wait for what felt like an eternity for heavy anti tank to show up to take it out just in time.
 
Thanks! And I'll ask the question which no doubt has been asked hundreds, if not thousands of times.

Is there a roadmap to follow for releases and potentially information of when this will come out of Alpha, beta and eventually an official release?

Not a massively detailed one but there are no plans to stop development of the game once 1.0 release hits ;)

https://joinsquad.com/roadmap/
 
I'm on 3600, Vega64, 64Gb of 3200 outputting to 1440 with most things on medium (but all the optional extras like vsync enabled). I get about 80-90fps depending on the map. My GPU is on 100% while CPU is about 30/40%. Squad isnt a CPU heavy game.

V16 has certainly changed the dynamic of the large maps. What would be 'very far away' is now local and added more places to fight over. The new map is absolutely amazing too, very "strike at karkand" feel to it. Everyone that I play with says it's the best map by far. A decent heli pilot (or two) can change the game so much.

Unfortunately the heli's and all the vic's have left the actual attacking inf squads short in man power. Developers have said that 50 player on each side should be available soon, so that should address the dip.

Best thing for players to do is join a server/group and play with them regularly. Squads selling point is the cooperation needed to get things done. As soon as you have someone who doesnt have a mic, cant speak your language or doesn't play the objective, the whole thing comes crashing down. I joined the Royal Battalion server + discord and enjoyment factor has gone through the roof.


Becoming a regular of a particular server is definitely the way to go. You know don't necessarily need to join a clan or group but getting to know the regulars of a server normally gives you the best experience.

I've not had a chance to play much v16 since release but the few I have been good fun with the helicopters involved!

Skirmish is a good laugh too. I suggest that you all try a few rounds. RIP community run a good one.

I did the same thing last night - it's very satisfying :D

Anyone here moved over to the new Ryzens? I'm keen to see how performance is in Squad particularly - my 2600k system is getting seriously long in the tooth.

I upgraded from a 4790k to a 3800x and it's much more stable for me.
 
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