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Squad v3.2 Released 24th August - Full release notes

SYSTEM & GAMEPLAY UPDATES

  • 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).


  • 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 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


  • 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.

USER INTERFACE UPDATES

  • 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.


  • 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.


  • 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.

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).


  • Updated AK74 close firing sounds with a bit more punch, and made them more distinct from M4/M16 sounds.

  • Updated 40mm grenades with a new blast sound when hitting trucks.

OPTIMIZATIONS

  • 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-