What’s New

Squad

Games

Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and realistic combat.

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Changelog

Squad 10.5.1 Hotfix Patch Notes

Fixed
  • an issue where some mods would cause a crash at client start
  • an issue with AKS-74U Iron Sight Rifle ranging being ranged incorrectly at 100m
  • an issue with RPK74M Iron Sights ranging being ranged incorrectly at 100m
  • an issue where Fireteam servers would crash with some mods
  • the issue where the Fortress Skin for the AFU RPK-74 weapon was not displaying correctly
  • a crash when using Intel AI Boost
  • a crash caused by a vehicle getting out of bounds
Hello Squaddies,

We've released Hotfix 10.5.1. This is a **client-side and server-side update **to tackle some bugs, crashes and other issues Squaddies are facing, As well as an issue causing mods to crash repeatedly.

We would like to thank all Squaddies for their continued bug reports, feedback and support as we continue the development of Squad.

  • Fixed an issue where some mods would cause a crash at client start.

  • Fixed an issue with AKS-74U Iron Sight Rifle ranging being ranged incorrectly at 100m.

  • Fixed an issue with RPK74M Iron Sights ranging being ranged incorrectly at 100m.

  • Fixed an issue where Fireteam servers would crash with some mods.

  • Fixed the issue where the Fortress Skin for the AFU RPK-74 weapon was not displaying correctly.

  • Fixed a crash when using Intel AI Boost.

  • Fixed a crash caused by a vehicle getting out of bounds.

Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld Out!

Squad 10.5 Patch Notes

Added
  • Language Selector is now available in the Settings under 'General'
  • Four new Fireteam Supporter Pack missions: Blow to Morale, Gun Line, Sneaky, and Council Decapitation
  • Squad Leader Air Support feature added to some Fireteam missions
  • Sliva weapon skin and Field Rest emote DLC Pack with plum-coloured furniture for AK family weapons across multiple factions
  • New scripting architecture for handling Fireteam objectives called the Task System with modular task blueprints
  • Optional toggle to Fireteam mission rulesets to only display objective UI to current squad leaders
Changed
  • SquidBots will now take cover behind parked vehicles and SquidBot driven vehicles will drive around parked vehicles rather than piling up
  • AFU Raider now has an AK-74 with Extended Mag variant without the foregrip
  • RPK-74M, AK-74M, and AKS-74u have brand new models
  • Replaced the 'Current Objective' text on all map screens in Fireteam with the standard Squad game timer and player coordinates
  • Woodland weapon skins will now show on Woodland and Snow maps
  • Updated Fireteam missions to use the new objective system and updated Back Alley Backstab with new optional objective
  • Updated Poseidon's Trident mission with semi-random objective locations and new outro phase objectives
Fixed
  • Fixed an issue where players are unable to join a server if tags or rules are defined in Server.cfg
  • Fixed warning error of missing plugin dependency of 'BlockoutToolsPlugin' in the SDK
  • Fixed a crash if a modded layer asset was misconfigured
  • Fixed a crash if a modded vehicle asset was misconfigured
  • Fixed A-10 gun run impacts not playing properly for the listen server host
  • Fixed mission projectile spawners desyncing between client and server
  • Fixed an issue where Mission Objective texts sometimes fail to appear
Removed
  • Fireteam Founders Pack has been retired and is no longer purchasable
  • The Sphere Mission has been removed from Update 10.5 for assessment
Hello Squaddies!
Welcome to Update 10.5!

This update introduces new content for Squad: Fireteam while also retiring the Founders Pack, along with a variety of bug fixes and improvements. We’re also introducing the Sliva Weapon Pack, bringing the iconic plum-coloured furniture to the AK family of weapons. Players can also make use of the new Field Rest Emote.

For our modding community, the Mod SDK has been updated to 10.5. As a result, all existing mods will require a recook before they become compatible with the latest version. If you encounter an infinite loading loop after updating, please unsubscribe from Workshop mods until their creators have updated and recooked them for 10.5 compatibility.

We would like to thank all Squaddies for their continued bug reports, feedback and support as we continue the development of Squad.

Looking to connect with fellow Squadmates, share feedback or stay up to date with the latest Squad news? Join the Squad Community Discord!

UX/UI
  • A Language Selector is now available in the Settings under ‘General’.
Founders Pack
  • The Fireteam Founders Pack has been **retired **and will no longer be purchasable.
Supporter Pack
  • Four new missions have been added.

  • Blow to Morale

  • Gun Line

  • Sneaky

  • Council Decapitation

  • The Sphere Mission has been removed from Update 10.5 for assessment.

  • Added Squad Leader Air Support feature to some missions.

  • Updated missions to use the new objective system put in for Update 10.5.

  • Updated Back Alley Backstab mission with new optional objective.

  • Updated Poseidon's Trident mission with semi-random objective locations and new outro phase objectives.

  • Replaced the 'Current Objective’ text on all map screens in Fireteam with the standard Squad game timer and player coordinates.

Squidbots
  • SquidBots will now take cover behind parked vehicles, and SquidBot driven vehicles will now drive around parked vehicles rather than forming a pile up.

  • AFU Raider now has a AK-74 + Extended Mag variant without the foregrip.

  • The RPK-74M, AK-74M, and AKS-74u have brand new models.

Weapon Skins and Emotes
  • Added the Sliva weapon skin & emote DLC Pack.

  • This pack includes the Field Rest emote and the Sliva weapon skin, the iconic plum furniture for AK-Family weapons across multiple factions:

  • AK-74 & AKS-74: AFU, IMF, MEI, VDV

  • AKM & AKMS: GFI, IMF, MEI

  • AK-74M: IMF, RGF

  • AKS-74U: AFU, IMF, MEI, RGF, VDV

  • RPK: AFU, GFI, IMF, MEI

  • RPK-74: AFU, IMF, VDV

  • RPK-74M: RGF, VDV

  • When equipped the Sliva weapon skin will show on all maps.

  • Woodland weapon skins will now show on Woodland and Snow maps.

  • We have upped the mod version number for Update 10.5.

  • All mods will need to be **RECOOKED **to be compatible with Update 10.5.

  • Added a new scripting architecture for handling Fireteam objectives, the Task System

  • Significantly reduces the difficulty of creating missions with multiple stages or many simultaneous objectives.

  • Makes Fireteam mission rulesets more modular and reduces duplication of blueprint across them.

  • Automatically handles updating players' objective UI when objectives change state.

  • Converted most commonly used blueprint chains in missions into modular Tasks accessible via the CoopTaskManager:

  • Revive/Respawn All Players

  • Squad Has Role/Kit

  • Enter/Leave Radius

  • Enter/Leave Volume

  • Cross Frontline

  • Eliminate Squad/Vehicle

  • Place Deployable

  • Destroy Deployables

  • Destroy Destructibles

  • Attack/Defend Capzone

  • Occupy Vehicles

  • Protect Vehicles

  • Added optional toggle to Fireteam mission rulesets to only display the objective UI to current squad leaders.

  • Depreciated several functions related to the old Fireteam mission workflow.

  • Missions using the old system are still supported and playable, however the "Current Objective" text on the minimap is no longer shown to players.

Servers
  • Fixed an issue where players are unable to join a server if tags or rules are defined in Server.cfg.
SDK/Mods
  • In the SDK, the warning error of missing plugin dependency of ‘BlockoutToolsPlugin’ is fixed.

  • Fixed a crash if a modded layer asset was misconfigured.

  • Fixed a crash if a modded vehicle asset was misconfigured.

  • Modders can now properly add air support mid mission via ‘AddAirSupportAmmo’.

Fireteam
  • A-10 gun run impacts will now play properly for the listen server host.

  • Mission projectile spawners are no longer desyncing between client and server.

  • Fixed an issue where the Mission Objective texts sometimes fail to appear.

  • Fixed helicopters for fireteam hosts and offline Jensen's range having double air resistance, leading to drastically different flight models to dedicated servers.

  • Fixed a server crash when changing maps while bots are pathfinding.

  • Fixed VoIP breaking for Fireteam hosts when playing modded missions.

  • Fixed bot vehicles in Fireteam missions being low poly.

  • Fixed on the Poseidon's Trident mission only spawning two out of three destructible objectives.

  • Fixed a bug on Coastal Crashout mission where certain kits were not spawning with thermite grenade / receiving TG on kit switch.

  • Fixed incorrect complex collision setting on Industrial Office building assets that caused bots to see through the walls and ignored projectile collision.

  • Fixed an issue where explosion effects were not showing up on listen server clients when fired by the host.

  • Fixed an issue where explosives or grenades are missing from the inventory upon respawning in certain missions.

  • Fixed issue where Hosts wouldn't have Client weapon lowering animations replicated to them.

  • Fixed a bug where bots were unable to detect drones.

  • Fixed issue where bots could see through smoke mortars.

  • Fixed issue where bots on the way to reinforce other bot squads, or patrolling would not get out of vehicles and attack when players were spotted, or when fired upon.

Weapons
  • Fixed a bug where the PiP scope was not updating properly after switching PiP Scope Refresh rate from limited to unlimited during a match.

  • Fixed the UV issues on Wormpool M4 and M16.

Vehicles
  • Fixed the PLANMC Landing Ship where a small portion of the exterior floor of the ship was missing collision.

  • Fixed an issue where the Loach CAS Helicopter for the WPMC was not able to take off after the engine was turned on and did not start the animation for the main rotor.

  • Fixed a bug where a lot of destroyed vehicles were sometimes causing server crashes.

  • Fixed a bug where the Quad Bike would sometimes clip into the ground going up or down inclines.

  • Fixed a bug where analog flight causes input to continue after the input is released.

Audio
  • Fixed the A10 Airstrike projectile impact to use the correct SFX and VFX.
Maps
  • On Anvil, fixed a building in the Ancient Ruins POI had an invisible collision blocking most of the doorways.

  • On Goose Bay, there is no long invisible collision blocking building doors.

  • On Al Basrah, at the Hotel POI at E6-9-1 there was a thin face mesh texture missing on stone pillars.

Offworld Out!

Squad 10.4.1 Hotfix 2

Fixed
  • Client stutter when using PiP scopes and Nvidia Frame Generation
  • Steam Rich Presence so players can now join and be invited into games
  • Skin textures not properly displaying on the USMC M4
  • Helicopters not spawning on certain layers for Al Basrah
  • Client crash when using PiP scopes after changing upscalers
  • Client crash when exiting the game
  • Mouse input bug when the minimap was open
  • Audio vehicle bug where QJY88 could be heard across the map
  • Visual bug on Harju missing terrain near dirt road
  • Visual bug on Harju where grass textures were missing
  • SquidBots in turrets drifting away from their seats and becoming invisible
  • Bug on Kamdesh and Mutaha where physmats were not applying correctly, improving vehicle handling
Hello Squaddies,

We've released Hotfix 2 for Update 10.4.1. This is a **client-side and server-side update **to tackle some bugs, crashes and other issues Squaddies are facing, so please **RESTART **your client to receive the update, Server **MUST **update to the newest version.

  • Fixed client stutter when using PiP scopes and Nvidia Frame Generation.

  • Fixed Steam Rich Presence so players can now join and be invited into games.

  • Fixed skin textures not properly displaying on the USMC M4.

  • Fixed an issue where helicopters were not spawning on certain layers for Al Basrah.

  • Fixed a client crash when using PiP scopes after changing upscalers.

  • Fixed a client crash when exiting the game.

  • Fixed a mouse input bug when the minimap was open.

  • Fixed an audio vehicle bug where QJY88 could be heard across the map.

  • Fixed a visual bug on Harju missing terrain near dirt road.

  • Fixed a visual bug on Harju where grass textures were missing.

  • Fixed SquidBots in turrets drifting away from their seats and becoming invisible.

  • Fixed a bug on Kamdesh and Mutaha where physmats were not applying correctly. Vehicles should have improved handling now.

Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld Out!

Squad 10.4 Hotfix 1

Fixed
  • Fixed crashes related to PiP scopes
  • Fixed a crash related to the server browser
  • Fixed missing skin textures for the WPMC and CRF M4 and M16 Wormpool rifles
  • Fixed a crash related to clearing the cache freezing the game
Hello Squaddies,

We've released Hotfix 1 for Update 10.4. This is a **client-side update **to tackle some crash errors Squaddies are facing and a weapon skin bug, so please **RESTART **your client to receive the update.

  • Fixed crashes related to PiP scopes.

  • Fixed a crash related to the server browser.

  • Fixed a bug that had missing skin textures for the WPMC and CRF M4 and M16 Wormpool rifles.

  • Fixed a crash related to clearing the cache would freeze the game.

Known Issues
  • Broken textures on the Desert M4 Skin for the USMC.

  • Client crash that occurs sometimes when exiting the game.

  • Client crash when using TSR Upscaling and have a PiP scope.

Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld Out!

Squad 10.4 Patch Notes

Added
  • Add Gorodok Invasion v4 community layer
  • Add Harju Invasion v3 community layer
  • Add Al Basrah RAAS v3 layer
  • Add Fallujah Invasion v3 layer
Changed
  • Update game engine from Unreal Engine 5.5 to Unreal Engine 5.7
  • Update DLSS to version 4.5
  • Adjust aim-down-sights transition timing of all infantry weapons to be faster and snappier, especially for scoped weapons and heavy weapons
  • Rework recoil on all infantry weapons to allow for more control during single, burst, and full auto fire
  • Rework sway on all infantry weapons to be slower, more predictable, and less frustrating
  • Increase stamina and decrease standing sprint stamina burn rate by 30%
  • Improve tracked and wheeled vehicle climbing over objects and various slopes
  • Improve tracked vehicle handling to be more controllable and tighter with less oversteer
  • Adjust previous community layers on Harju and Sanxian to have MEDIUM units
  • Update IMF Kits roles with former weaponry including FN FAL rifles, M4 Classic, and M16A2 variants
  • Update vehicle turrets to have rotation audio for the gunner seats and soldiers outside vehicles for better immersion and situational awareness
  • Return keybind settings to default and disable import of settings from previous saved files due to keybind system changes
Fixed
  • GPU crash fixes from previous engine versions
  • Improve vehicle wheel initial overlap hit detection to prevent wheels from sinking into ground and causing vehicles to slow down or get stuck
  • Fix BAF NLAW AT PLOS mode to track launcher movement only on horizontal plane with projectile path including vertical motion
  • Fix PLOS mode Lock-on indicator not showing up on PiP scope
  • Fix PLOS mode Lock-on indicator not disappearing when switching to Direct Attack mode after acquiring a lock
Hello Squaddies! Welcome to Update 10.4

There is a lot to get through today, including extensive bug fixes, but we will try to keep everything as digestible as possible, with the main changes up here at the top!

With this update, something that everyone should be aware of, is that we are working on changing how our keybinds work. This means that we had to return all your settings to default, and this time around, you cannot import your settings from previous saved files. A warning was sent out in the official Discord yesterday in order to help you all save images of your keybinds to redo them this time around.


Unreal Engine Update 5.7

In Update 10.4, we’ve moved our core game engine from Unreal Engine 5.5 to Unreal Engine 5.7. You can take a look at the video (https://www.youtube.com/watch?v=A4VHMaEUASA) about the engine update. We’ve also updated DLSS to version 4.5. This engine upgrade also included some GPU Crash fixes present in previous engine versions, and some players will notice performance improvements. We will continue to monitor feedback, so please let us know if you run into any issues.


Community Development Team Updates

In Update 10.4, we’ve done a major overhaul of gunplay. These changes are not the end of gunplay iterations but more of a start on community feedback changes that we will be updating as we move forward in this direction. We wanted to reduce the frustration that the community feels from a variety of areas, specifically the gunplay and stamina being more authentically accessible to veterans and blueberries alike.

Infantry changes

ADS Times

  • Gunplay - ADS Timing Adjustments

  • Adjusted aim-down-sights transition timing of all infantry weapons to be faster and snappier, especially for scoped weapons and heavy weapons.The adjustments were the results of the playtest feedback forms results from the community where ADS times felt very sluggish across the majority of weapons.

Recoil Adjustments

  • v10.4 Gunplay - Reworked recoil (horizontal and vertical) on all infantry weapons as per the community playtest feedback form results to allow for more control during single / burst and full auto removing the frustration many players have been experiencing for some time where recoil was too high and pulled far to the left and right far too much.

**Sway Adjustments **

  • Reworked sway on all infantry weapons. Sway has been slowed and made more predictable and less frustrating as per the community playtest feedback.

Stamina Burn

  • Increased stamina.

  • Decreased standing sprint stamina burn rate by 30%.

Vehicle Updates

Slope and Terrain / Object Traversal / Tracked Vehicle Handling

  • Improved Vehicle Wheel initial overlap hit detection - this was causing wheels to sink into ground and get the vehicles slowing down / stuck.

Vehicle Tuning 10.4 - Slope Tracked / Wheeled vehicles

  • Vehicle improvements to climbing objects and various slopes for tracked and wheeled.

  • Tracked Vehicles object traversal improvements allow for tracked vehicles to be able to climb over lower objects better (i.e. fences, rocks etc…).

  • Tracked vehicle handling as a result of these changes have also been improved to be more controllable and tighter with less oversteer.

Community & CDT Map Layers

EDIT - The previous two Community Layers on Harju and Sanxian have been adjusted to have MEDIUM units! This update should make these layers even more enjoyable.

We have 2 new community layers from Community member and modder, Jaster:

  • Gorodok Invasion v4 - Contributed by Jaster.

  • Harju Invasion v3 - Contributed by Jaster.

We also have a new experimental layer twist to Al Basrah, and a new layer for Fallujah.

  • Al Basrah RAAS v3.

  • Fallujah Invasion v3.

General CDT Updates
  • Updated various IMF Kits roles with some former weaponry: Grenadier 03, LAT 03, Rifleman 06, Rifleman 07, SL 04:

  • Added back FN FAL / FN FAL Frag Rifle Grenade (Swapped on Grenadier 03 - removing AKS74U & RPG7 Frag).

  • Added back FN FAL Rifle / FN FAL HEAT Rifle Grenade (Swapped on LAT 03 - removing AKS74 + RPG7 HEAT).

  • Added back M4 Classic + M68 (Swapped on Rifleman 06, removing AK12 + 1P87).

  • Added back M16A2 with Old 3x20 Scope (Swap on Rifleman 07, removing AK101 +TA31).

  • Added back M16A2+M203 (Swapped on SL 04 - removing AK-101 + EXPS).

  • Removed Ak101 + TA31.

  • Removed AK12 + Red dot (Swapped on SL03 AK12 + Red dot with AKS74 + 1P29).

  • Removed SV-98 (Remove Sniper 01 role).

  • Updated vehicle turrets rotation sounds:

  • Updated all vehicle turrets to once again have turret rotation audio for the gunner seats for a better immersive experience. We intentionally kept this sound disabled from being heard in other seats within the vehicle, like driver and passengers, to minimize annoyance.

  • Soldiers outside of the vehicle will now be able to hear the turret rotation audio, as it can be useful situational awareness / immersion.

  • For stationary emplacements, the soldier on the emplacement as well as soldiers in the vicinity will be able to hear the rotation audio.

  • Fixed issues with BAF NLAW AT PLOS mode.

  • Fixed PLOS mode to track launcher movement only on horizontal plane. The projectile’s predicted path now includes vertical motion.

  • Fixed PLOS mode Lock-on indicator which was not showing up on the PiP scope (broken in PiP scope optimization work).

  • Fixed PLOS mode Lock-on indicator not disappearing when switching to Direct Attack mode after acquiring a lock.

  • Revert Return to origin on Equip change on Vehicle and Emplaced weapons .

  • BAF NLAW AT - Refactor the PLOS mode to track movement on both axis.

  • BAF/AFU NLAW anti-tank launcher: Reworked PLOS guidance mode. Now in this mode the NLAW is able to track the target's movement in the shooter's view on both vertical and horizontal axis, making it more useful in various scenarios. It should make this guidance mode more attractive to use.

Community Skin

  • The community-voted Makeshift weapon skin has been added to the Fireteam Founders Pack.

  • This skin is available for all factions that use the AK-74, AKS-74, AKM, and AKMS rifles:

  • AK-74 (AFU, IMF).

  • AKS-74 (AFU, IMF, MEI, VDV).

  • AKM (IMF, MEI, GFI).

  • AKMS (MEI).


Fireteam
General Update
  • The minimap view in co-op will now display objectives.

  • Updated the Back Alley Backstab mission with additional side objectives and a new objective UI.

  • Added a "REPLAY" button to the round end screen for hosts.

  • Added filter for password protected servers.

  • Added a Co-op filter for password protected servers.

New Mission
    • .--. .-. .- .. ... . / ... .--. .... . .-. .
Mission Select Update
  • Mission Select are now organized tiles to rows and have missions Icons.

  • Missions have better clarity to identify which category or pack they belong to.

  • Mission start popup implementation.

  • When spawning into a mission for the first time you will see an animation showing the mission name and faction flag.

  • The deploy screen will now inform players if Squad Spawn is disabled and what the reason is.

  • Changed sorting of missions from availability to by pack/category.

  • Mission Select UI updated so its easier to see more missions in the list.

  • Implemented modular objective system foundations.

  • Images are now added for Mission Packs / Categories.

  • Added to the Create Mission Popup UI to display Mission name now.

Mission Update (Removing Experimental Missions)
  • Removed Experimental Missions for assessment and improvement.
Mission Balancing

We have gone and re-balanced Fireteam missions! Including changes to bot count, placement, reinforcements and more. For reference below are the missions.

  • Urban Bushwhacker

  • No Shortcuts

  • Back Alley Backstab

  • Siege or Be Sieged

  • Gauntlet Safari

  • Raiders on the Storm

  • Poseidon's Trident

  • Deadly Crossing

  • Reactor Capture

  • Sand In Your TOWs

  • Coastal Crashout


UI/UX Update
Keybinds
  • We removed the experimental Flight Stick Menu as it wasn't compatible with our new input tech.

  • We no longer have support for keybind profiles due to enhanced input changing how we handle input saves.

  • "Del" now deletes keybinds and is not a bindable key.

We do intend on creating a profile system for this new keybind tech, however we do not have a timeline on when that is likely to happen.


General Changes
  • Updated PLA & PLANMC Kit Loadouts

  • Adjusted SL Crewman to have 4 mags.

  • Adjusted Crewman to have 4 mags.

  • Adjusted Combat Engineer to have 1 frag grenade.

  • Adjusted Grenadier QLZ87 rearm cost per mag to be 40.

  • Adjusted HAT 01 to have 1 Tandem round.

  • Adjusted HAT 02 to have 2 HE rounds.

  • Adjusted LAT 02 to have binoculars and 2 frag grenades.

  • Adjusted Medic 02 to have binoculars and 2 frag grenades.

  • Adjusted Pilot to have 3 mags - Adjusted SL Pilot to have 3 mags.

  • Updated PLAAGF Kit Loadouts

  • Adjusted SL 04 to have 8 mags.

  • Adjusted LAT 02 to have binoculars and 2 frag grenades.

  • Adjusted Medic 02 to have binoculars and 2 frag grenades.

  • Adjusted Rifleman 04 to have 8 mags.

  • Updated PLA/PLAAGF/PLANMC Scout role inventory to include handheld drone and use holo sights.

  • PLANMC is set to Independent Faction.

  • Fixed PLANMC being an Independent Faction instead of part of PAC Alliance.

  • PLA v PLAAGF is now blocked after faction restriction changes.

  • Improved visual quality when using a weapon with a bipod.

  • Added additional telemetry for gameplay improvements.

  • Various localization changes.

  • Fixed decal width scaling for decals which is currently not working (It's acting as an overall size scaler).

  • Reverted Mortars Refinement Changes due to Visual Bugs & Exploit Risk.

  • Fixed the soldier will float outside of the van when using the mortar on the technical 2 seater.

  • Added the new DSHK emplaced foley sounds to vehicle DSHK turret versions.

  • Updated M240 door gun reload sounds to match the handheld version.

  • Updated remaining Bipod weapon's static info BipodAds Montage after 10.3 merge.

Art Updates
  • Replaced Foretwist bone animgraph logic with Control Rig logic.

  • Ensured feet are shuffling while turning with bipod.

  • Added 3P feet shuffling to 3P bipod.

  • Weapon System Improvement - Bipod Height logic in 3P weapon system.

  • Animation Improvement - A better setup for Deploy actions for Emplacement Weapons.

  • Added Return To Origin when equipping an emplaced or vehicle weapon.

  • PLA Z-9A Helicopter

  • Updated PLA Z-9A Helicopter to now have visually retracting landing gear.

  • Check if the landing wheels on the Z9A retract and extend when taking off and landing.

  • The gear should extend/retract roughly ~15 meters above the ground.

  • Updated all bipods transition duration with correct value.

  • Updated all bipod weapon's static info.

  • Kept the Bipod Retract animation playing while crawling.

Maps
  • Map Optimization - General optimization pass on Harju.

  • Map Optimization - General optimization pass on Narva.

  • Map Optimization - General optimization pass on Mutaha.

  • Map Optimization - General optimization pass on Al Basrah.

  • Map Optimization - General optimization pass on Yehorivka.

  • Map Optimization - General optimization pass on Fallujah.

  • Map Optimization - General optimization pass on Gorodok.

  • Map Optimization - Removed unnecessary Reflection Captures to free up some VRAM usage.

SquidBots Updates and Bug Fixes
  • SquidBots will now suppress suspected enemy locations. Before, they only suppressed locations when they had personally seen an enemy.

  • SquidBots will now miss some grenade throws, rather than being always 100% accurate.

  • SquidBots will now try to aim for soldier's chests (before they always aimed for the head). If the chest is covered, only then will SquidBots aim for the head. If only the target's head is exposed, SquidBots will have a reduced chance of noticing the target - allowing players in advantageous positions to scout bots without being noticed.

  • Added admin cam debug tools to track SquidBot behaviour.

  • SquidBots have been tuned to be more accurate and deadly, increasing the threat of each individual SquidBot to the player.

  • Bots now use cover in their behavior, considering their self-preservation as they fulfill their tasks. This should mean a significant lift in perceived intelligence of the bots, and a big improvement in their combat behavior.

  • SquidBots will now walk around in a relaxed state when they are not alert.

  • Improved SquidBots performance by multithreading all pathfinding. This should improve performance on all Fireteam missions for the host, especially with reduced hitching.

  • Fixed SquidBots' shots not leaving impact decals.

  • Fixed SquidBots playing multiple contact call voice lines at the same time. When SquidBots are shot, any current voice lines should now stop playing.

  • Fixed SquidBots getting stuck on objects throughout the world in Killhouse, Seeding and Fireteam

  • Fixed SquidBots getting stuck in vehicles when in combat.

  • Fixed SquidBots trying to relax in the middle of firefights.

  • Fixed SquidBots footsteps only being audible within 10m. SquidBot footsteps should now be audible within a realistic distance.

  • Fixed SquidBots appearing as low level of detail

  • SquidBots: Fixed bots mag-dumping in full auto. Bots will now fire in semi-auto or controlled bursts unless a target is within 10m, in which case they'll fire with full auto.

  • Fixed SquidBots dying spontaneously on seeding layers due to thinking they're stuck and respawning.

  • SquidBots in the Jensen's Range killhouse have been rebalanced to make the killhouse more challenging. SquidBots should now use dynamic cover while in CQB environments, like the killhouse.

  • SquidBots will no longer destroy enemy abandoned vehicles, instead they'll pop the vehicle's tires / tracks and leave the vehicle for players to repair it.

  • Fixed SquidBots noticing enemies through smoke / foliage and not losing their target as they moved deeper into the smoke / foliage.

  • Manicouagan Seed v2 - Fixed bots being stuck on spawn.

Mod SDK
  • Fix for Play-In Editor crash due to missing Bazaar Assets.

  • Updated mod versioning number for v10.4. Mods will need to be recooked to be compatible with v10.4. Modding community notified prior to this update.

  • Fixed a longstanding bug which caused weapons to get stuck in the bottom right of the screen when entering ADS for the first time if a weapon was configured with slow, lazy sway.

Server Tools
  • Changed the maximum amount of RCON Connections a server can have per IP. Servers can now have multiple RCON connections from the same client host.

Bug Fixes

This is where it becomes a wall of text. Good luck soldier.

  • Updated several emote animations.

  • Main Menu Music Volume slider now affects all in game music. Default Main Menu music volume lowered.

  • All weapons are now configured to have the same ADS time when prone and standing, which effectively resolves an issue where weapons could unintentionally get reduced ADS times by changing stances.

  • Fixed various Specter Scopes reticle issues.

  • Specter scopes are now ranged correctly.

  • Harju

  • Fixed issue where the tiled floor at E4-1-4 flickers.

  • Harju AAS v2 / AAS v3 / RAAS v3 now use Medium battle-groups instead of Large.

  • Harju AAS v3 - Fixed boats spawning on land.

  • Sanxian

  • Fixed Navmesh on G7-8-4 not generating correctly near the Power Plant

  • Sanxian RAAS v3 - Changed Battlegroup sizes from Large to Medium.

  • Sanxian Invasion v3 - Fiexd having Air Assault battlegroup available which resulted in non-amphibious vehicles spawning on the landing ship.

  • Al Basrah

  • Removed rock asset blocking bridge.

  • Fixed a cliff asset out of place.

  • Al Basrah Skirmish v2 - Changed lighting layer to nighttime layer.

  • Fallujah

  • Fixed an issue where there are random floating doors placed south of the bazaar building.

  • Fallujah AAS v1 - Fixed out of bounds volume not working correctly.

  • Talil

  • AAS v1 / Invasion v1 / RAAS v1 / RAAS v2 / TC v1 - USMC Armored is now classified as Offensive battle-group instead of Defensive.

  • Sumari Bala

  • Sumari Bala Invasion v1 - Fixed defenders being able to attack and kill attackers during staging phase.

  • Manicouagan AAS v1 - Fixed issue where bridge road edges bleeding over sides and causing issues with player stances.

  • Fixed glass on ZLB08 and Stryker MGS reflecting HDRI map.

  • Fixed QLZ-87 AGL Emplaced reload sounds out of sync.

  • Fixed USA & RGF UltraLightWeight faction setups being setup to auto-inject to layers.

  • Fixed issue with the M27 IAR Rifle where the weapons magazine in the dry and tactical reload animation is stretching like rubber in 3rd

Squad 10.3 Hotfix 2

Hello Squaddies,

We've released our Hotfix patch 10.3.1. This is a client-side and Server update, so please restart your client to receive the update.

  • Vehicles no longer miss ground collision and sink into the ground causing vehicles to get stuck, especially at high speeds and through height terrain changes/driving over bridges etc...

  • Minsk vehicle wheels getting stuck in ground fixes on specific wheel colliders, handling changes for more control, friction changes for climbing terrain.

  • Quad Bike handling improvements for steering allowing players better control, friction changes for more nimble climbing improvements in addition to wheel sinking.

  • Fixed the bug where players exiting a vehicle and another getting in caused the vehicle to be stuck in neutral until the engine was turned off and on again.

Known Issues
  • We are monitoring Vehicles especially the Minsk for any residual handling issues.

Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld out!

Squad 10.3 Patch Notes

Hello Squaddies, and welcome to Patch 10.3

We have a slew of great stuff for you in this Patch! 10.3 introduces new content for the PLA factions including modernized infantry weapons and iconic PLA vehicles, a new emplacement, and a static landing ship. It also introduces our first installment of Community-made map layers and the removal of Faction Restrictions. Get ready to play way more factions on maps that you have never seen before! We have also added gestures usage inside vehicles and emotes usage out of main base. And as always a number of bug fixes.


PLA Faction Additions

The PLA faction has been expanded to better represent modern Chinese combined arms warfare. This update introduces a new generation of PLA small arms, expanded mechanized and air assault capabilities, and full-scale amphibious operations. With modern infantry weapons, new armored and wheeled vehicles, utility helicopter, and a dedicated amphibious landing ship, PLA forces are now equipped to conduct rapid assaults across land, air, and sea. Distinct equipment sets further separate PLA, PLANMC, and PLAAGF, reinforcing their individual battlefield roles while strengthening the overall identity of China’s armed forces in Squad.

Overview
  • PLA now has access to new infantry weapons (QBZ-191 family) and new vehicles / emplacements. Support battlegroup are still using older infantry weapons.

  • PLAAGF retains use of the older infantry weapons (QBZ-95 family)

  • PLANMC now has access to new infantry weapons (QBZ-191 family). Support battlegroup are still using the older infantry weapons

Weapons
  • QBZ-191 Rifle

  • Multiple Variants including grip pod, suppressor, 3 types of optics

  • The centerpiece of the PLA’s "Integrated Soldier Combat System," the QBZ-191 replaces the bullpup legacy of the QBZ-95 with a conventional, modular design focused on superior ergonomics and rail-mounted versatility. Several variants including configurations with reflex sights, magnified scope, grip-pods, suppressor—it serves as the new standard-issue workhorse across all primary roles, from Squad Leaders to Medics.

  • QBZ-192 Carbine

  • Multiple Variants including grip pod, suppressor, 3 types of optics

  • The compact carbine variant of the QBZ-191 series, the QBZ-192 is engineered for maximum maneuverability in confined spaces without sacrificing the stopping power of the 5.8mm cartridge. With its shortened barrel and optimized ergonomics, it serves as the primary defensive weapon for vehicle crews and specialized support roles, offering a lightweight, high-performance solution for high-intensity, close-range engagements.

  • QBU-191 Designated Marksman Rifle

  • 2 Variants

  • Built on the same modular architecture as the QBZ-191, the QBU-191 DMR features a cold-hammer-forged long barrel and integrated bipod for sustained long-range precision. Equipped with the QMK-191 high-magnification optic, it provides the Marksman kit with a sophisticated tool for suppressing threats at extended distances.

  • QCW-05 Sub Machine Gun

  • 4 Variants

  • A compact, bullpup PDW (Personal Defense Weapon) optimized for high-capacity suppression and stealth operations. Featuring a unique 50-round quadruple-stack magazine and a high rate of fire, it provides exceptional firepower in close-quarters engagements.

  • QJB-201 Light Machine Gun

  • 2 Variants - Irons and Magnified Optic

  • A modern, belt-fed squad automatic weapon designed to replace the magazine-fed QBB-95, providing a significant increase in sustained suppressive fire. It features a dual-feed system and high-capacity 100-round belts, allowing Automatic Riflemen to maintain fire superiority during high-intensity engagements while utilizing the ergonomics and rail-mounting capabilities of the new weapon family.

  • QJY-201 General Purpose Machine Gun

  • 2 Variants - Irons and Magnified Optic

  • Chambered in the powerful 7.62x51mm NATO-equivalent cartridge, the QJY-201 serves as the PLA’s modernized General Purpose Machine Gun (GPMG), offering superior range and stopping power over previous squad-level arms. This belt-fed system utilizes a lightweight, ergonomic design and integrated bipod, providing the Machine Gunner kit with a highly portable platform for delivering devastating sustained fire across long distances.

  • QLZ-87 Heavy Grenade Launcher

  • 2 Variants - Irons and Magnified Optic

  • A unique, man-portable automatic grenade launcher that grants infantry squads high-mobility explosive fire support. Utilizing a 6-round drum and integrated bipod, it allows a single operator to engage grouped infantry and light vehicles at medium to long range with 35mm high-velocity grenades while maintaining the ability to rapidly reposition during an assault.

Optics
  • **QMK-171A Rifle Scope - ** used on QBZ-191/QBZ-192 Rifles

  • The QMK-171A is a modernized 3x fixed-power prism sight that serves as the standard-issue optic for the QBZ-191 infantry family. Optimized for the "Integrated Soldier Combat System," it features a high-clarity reticle with built-in bullet drop compensation (BDC), providing infantrymen with enhanced target acquisition and lethal accuracy at medium-to-long ranges compared to traditional iron sights or older legacy optics.

  • **QMK-191 DMR Scope - **used on QBU-191 DMR

  • 3-12x Magnification

  • Designed specifically for the QBU-191 Designated Marksman Rifle, the QMK-191 is a 3-12x variable-power scope optimized for long-range precision. It features a specialized reticle with integrated ranging tools and sophisticated elevation adjustments, allowing marksmen to identify and neutralize high-value targets at distances well beyond the reach of standard infantry sights.

  • **QMK201 LMG Scope - ** used on QJB-201 Light Machine Gun

  • A specialized 3x magnification prism optic tailored for the QJB-201 Light Machine Gun to maximize the effectiveness of sustained suppressive fire. Featuring a wide field-of-view and a high-contrast reticle, it allows the Automatic Rifleman to maintain superior situational awareness while delivering accurate, long-range bursts against entrenched enemy positions.

  • **QMK201 LMG Scope - **used on QJY-201 General Purpose Machine Gun

  • The QMK-203 is a ruggedized, 6x magnification optic purpose-built for the QJY-201 General Purpose Machine Gun to ensure accuracy at extreme ranges. Engineered to withstand the heavy recoil of 7.62mm sustained fire, it features a specialized reticle designed for rapid target acquisition and long-distance ranging, allowing the Machine Gunner to effectively suppress enemy movements and light vehicle assets at medium to long distance engagements.

  • **YOLOSON LH510S Reflex Sight - **used on QBZ-191/QBZ-192 Rifles

  • A high-performance, non-magnified reflex sight designed for CQB. Featuring a wide, clear aperture and a sharp illuminated reticle, the LH510S provides infantrymen with maximum situational awareness and "both-eyes-open" shooting capability, making it the ideal choice for high-speed urban operations and point-blank engagements where speed is the deciding factor.

Emplacements
  • QLZ-87 Heavy Grenade Launcher

  • The tripod-mounted configuration of the QLZ-87, optimized for defensive fortifications and sustained area denial. This variant utilizes a larger 15-round drum and a stabilized mounting system, significantly increasing accuracy and volume of fire over the hand held variant, to create a formidable weapon against enemy infantry and open top vehicles.

Vehicles
  • **Lynx 8x8. **Fast, unarmed amphibious light tactical vehicle intended for transport and rapid deployment.

  • Available on the following battlegroups:

  • PLA: Air Assault, Light Infantry, Support

  • PLAAGF: Amphibious Assault, Support

  • PLANMC: Amphibious Assault

  • Transport Variant: Configured with seating for a full infantry squad, providing high-speed insertion capabilities for flanking maneuvers and objective-capturing in difficult terrain.

  • Logistics Variant: A dedicated supply platform capable of ferrying critical ammunition and construction materials to forward positions that are inaccessible to standard logistics trucks.

  • Fire Support QJZ-89 HMG: Equipped with a heavy machine gun, this variant transforms the agile Lynx into a mobile suppression platform, ideal for harassing enemy flanks and supporting light infantry advances.

  • Fire Support QLZ-87 AGL: This formidable fire-support configuration integrates the QLZ-87 automatic grenade launcher onto the agile 8x8 Lynx chassis. It provides the PLA with a highly mobile "infantry artillery" platform capable of delivering rapid, high-velocity 35mm explosive fire to suppress enemy positions and clear buildings, all while maintaining the ability to relocate instantly across rugged terrain.

  • ZSD-89 Tracked APC

  • Amphibious tracked personnel carrier for mechanized infantry support.

  • Available on the following battlegroups:

  • PLA: Armored

  • PLAAGF: Amphibious Assault, Armored, Combined Arms, Mechanized

  • ZSD89 (Open Top HMG): The standard personnel carrier configuration, equipped with a 12.7mm heavy machine gun for self-defense and infantry suppression during troop delivery.

  • ZSD89 (Open Top QLZ-87): A specialized fire-support variant featuring the 35mm automatic grenade launcher. This configuration provides mechanized squads with a high-mobility "explosive punch" to clear buildings and suppress enemy movement.

  • ZSD89 (30mm Autocannon): A lethal upgrade that equips the chassis with a 30mm autocannon, transforming the APC into a light infantry fighting vehicle capable of engaging enemy light armor and fortified positions.

  • WZ-551 Wheeled IFV. Amphibious wheeled infantry fighting vehicle equipped with a 25mm autocannon and fully modeled interior.

  • Available on the following battlegroups

  • PLA: Combined Arms, Motorized

  • **ZSL-92 APC Open Top HMG: **The basic troop transport variant, equipped with a 12.7mm heavy machine gun. It prioritizes infantry capacity and speed, allowing squads to reach objectives quickly while providing basic self-defense and suppressive fire.

  • QLZ-87 Open Top Variant A specialized modernization variant that replaces the standard HMG with the QLZ-87 automatic grenade launcher. This configuration transforms the WZ551 into a mobile area-denial platform, capable of raining 35mm high-velocity explosives downrange to clear infantry-heavy zones while benefiting from the protection and mobility of the armored 6x6 chassis.

  • ZSL-92B IFV (30mm Autocannon): A modernized infantry fighting vehicle variant featuring a 30mm autocannon and 7.62 cupola machine gun. This configuration allows motorized units to engage enemy IFVs and fortified positions directly while maintaining the high mobility of a wheeled platform.

  • Z-9A Utility Helicopter. A modernized utility helicopter that serves as the primary aerial transport and logistics platform for PLA air units. Its sleek, aerodynamic design allows for the swift insertion of infantry squads and FOB radios into contested landing zones.

  • Available on the following battlegroups:

  • PLA: Air Assault, Combined Arms

  • PLAAGF: Amphibious Assault, Support.

Amphibious Warfare Expansion
  • PLA Type 071 Amphibious Transport Dock

  • New amphibious main base enabling large-scale invasion gameplay for PLAAGF and PLANMC.** **

  • **New Invasion Layers. **Sanxian Islands, Skorpo, and Goose Bay now feature amphibious assault layers launched directly from the 071.


Community Design Team Updates
Faction Restrictions Update:
  • Updated faction restrictions on all gameplay layers, so now any faction can fight against any other faction, and there are less biome restrictions across all maps.

  • War Games

  • Server owners can now configure an option to enable / disable faction alliance restrictions.

  • Restrictions will still be in place for same faction vs same faction team, i.e., United States Army vs United States Army is still not allowed (as there is no identifier to see who is friend or foe)

  • Biome Faction Restrictions:

  • These are the remaining biome restrictions in place for v10.3:

  • Afghanistan / Central Asia RESTRICTED:

  • CRF

  • IMF

  • Middle East RESTRICTED:

  • CRF

  • Eastern Europe RESTRICTED:

  • CRF

  • MEI

  • Northern Europe RESTRICTED:

  • MEI

  • GFI

  • CRF

  • North America RESTRICTED:

  • MEI

  • GFI

  • IMF

  • Asia RESTRICTED:

  • CRF

  • GFI

  • MEI

  • IMF

Community Layers:
  • Added 4 new map layers that were designed by the community. These layers are the first of hopefully many that are going to be implemented in every major patch that we do going forward. It may take us a little time to get our feet under us, but there will be a way to submit your own Layer suggestions to us for Community Voting each patch.

  • Sanxian RAAS v3 _CL

  • Al Basrah AAS v3 _CL

  • Harju RAAS v3 _CL

  • Manicouagan Seed v2 _CL

To check out how each of these Layers were planned out, you should have a look at Community member Sharkman's new tool. Many of you will know him from his creation of SquadCalc, and Squad Guessr!

https://build.squadcalc.app/

We would also like to thank AidanHoff, EyeoftheHawks, MyEggo, Logano, Schmeckles, Sasi, Vohk, Gangry and Dragoon, along with Sharkman for helping with these initial Community Layers. It would not have been possible without your help!

Soldier Locomotion:
  • Increased the minimum fall height required to trigger fall damage.

New Weapon Skin Pack

Dragon Pack ($11.99 USD)

Includes eight cosmetic items for the **PLA **and **PLANMC **factions:

  • Desert Profile - QBZ-191 and QBZ-192 Rifles for desert maps

  • Forest Profile - QBZ-191 and QBZ-192 Rifles for woodland maps

  • Desert Mantis - QBU-191 Marksman Rifle for desert maps

  • Forest Mantis - QBU-191 Marksman Rifle for woodland maps

  • Desert Patrol - QCW-05 SMG for desert maps

  • Forest Patrol - QCW-05 SMG for woodland maps

  • Desert Ambush - QJB-201 LMG and QJY-201 GPMG for desert maps

  • Forest Ambush - QJB-201 LMG and QJY-201 GPMG for woodland maps


Fireteam Updates
Quality of Life Features:
  • Scoreboard - Something that has been requested by the community has been adding a Scoreboard at the end of a mission. This has now been implemented in Fireteam!
Bug Fixes:
  • Raiders on the Storm - Fixed some minor bugs with this mission. Multiple objective markers showing up despite there being only 1 objective and updated objective text.

  • Experimental Missions now display an experimental mission image preview. So you know it’s.. More experimental…? Yes…

  • Added a server.cfg config option - AllowFireteamLayersInRotation - to servers to allow coop layers to be included in layer rotations but defaulted to off

  • Fixed a bug that could cause an “Invalid Password” crash when hosting a private Fireteam server while connected to a passworded PvP server

Experimental Missions:

We will be leaving the Experimental Missions in for the **February **update. However, In the **March **update we will be **removing **all the current Experimental Missions for review and reassignment. So play them while you can!

Upcoming Missions:

We will be adding new missions to Fireteam. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost).

  • Fireteam Free Tier Mission [+2 Missions]

  • **Sand in your TOWs (Pacific Proving Ground) **- A mission intended for smaller fireteams and inexperienced players, your squad must travel along the island taking out the enemy TOWs that are stopping allies from joining you.

  • Reactor Capture (Sanxian Islands) - Enemy forces have broken through our frontline and taken the north island. They set up a strong base at and around the power plant. Your squad must break through the enemy perimeter and capture the power plant back.

  • **Fireteam Paid Tier Mission [+1 Mission] **

  • Waves of Thunder (Sanxian Islands) -_ The enemy has a major helicopter base on the East Side of the island which must be neutralized at all costs. Your squad needs to infiltrate the target location and destroy the ammo caches within._


Emotes Outside of Main Base

All Emotes now can be used outside of Main and during Forward Staging!

  • In order to keep the gameplay fair, all emotes outside of Main will only play in first person

  • Emotes can now be used from the crouched stance (the character will change stance automatically)

**Passenger Gestures in Vehicles **

Gestures can now be used by vehicle passengers in rear compartment seats:

  • Troop seats in trucks and helicopters

  • Rear compartment seats in light armored vehicle

  • Open passenger seats on quads, bikes, technicals and boats

_Note: Overwatch, Move Out, Cease Fire, and Disregar

Squad 10.2 Patch Notes

Hello Squaddies!

Welcome to Squad in 2026! Today we bring you Patch 10.2, containing multiple updates for Fireteam and a slew of bug fixes and optimizations for Squad overall.

The Community Development team have been hard at work as well with a couple of gameplay changes including changes to Heli timers and more. Read on to find out more!

General Optimizations

** Mesh Streaming: **Memory use has been improved with an implementation of mesh streaming LODs for most static and skeletal meshes. This results in clients only keeping the minimum required quality level of meshes in memory and streaming in higher quality meshes as needed.

  • All vehicles now have LOD’s streamed on demand.

  • All soldiers now have LOD’s streamed on demand.

  • All weapons now have LOD’s streamed on demand

Fireteam Missions & Experimental Missions

10.2 brings new bug fixes, QoL updates and content for Fireteam!

Quality of Life Features:
  • The end-of-match screen will tell the non-host players that the host is picking the next mission, to discourage immediately clicking the Back To Main Menu button.

  • In missions that require all players to be revived before mission victory, a reminder popup will appear when victory is blocked by a downed player.

  • All missions have been renamed with distinct names, replacing the previous objective-type designations. (In the future, we aspire to make all the missions feel unique and have more varied main and side objectives - distinct names reinforce this more than names based on the main objective)

Please see this previous post for the full name list -

Bug Fixes:
  • Fixed the "FTL marker always visible" and "SL marker always visible" settings.

  • Fixed issue where ESC key does not close the Select Fireteam Pack screen.

  • Fixed issue where half of the squad did not have shadows - they are no longer vampires🧛

  • The “Founder” tag in Fireteam server browser now reads as “Supporter”.

  • Fixed issue with free missions being unavailable when Epic Online Services has an outage.

  • Hid the “Close” button in the “New Round Screen” as it was redundant.

  • Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store.

  • Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one…

  • Fixed players in Fireteam missions being able to switch to any kit using vehicles and ammo crates with insufficient ammo available for the requested kit.

New Missions:
  • Fireteam Free Tier Mission [+1 Mission]

  • Raiders on the Storm (Al Basrah) (5 players) - Insurgents are stockpiling arms on a heavily defended island. With all the bridges blocked, your squad must conduct an insertion via boat and assault the target.

  • **Fireteam Paid Tier Mission [+1 Mission] **

  • Final Departure (Harju) (5 players) - Left behind as friendly lines are crumbling, traverse your way through a deadly forest battlefield to reach the coast and catch the last ride off the mainland.

Something New - Experimental Missions:

We will also be launching a few new missions with the tag ****. These are missions we deem as “Experimental”, pushing the player experience in new and exciting directions, more so than other missions. We feel they are playable for a community release to gather additional feedback but not to release as “official missions”, and to see if we want to continue to develop and iterate on them going forward. These Experimental missions will be available to everyone for a limited time, and may or may not return in free or paid tiers in future. So jump in, Squad up, and give them a test!

  • \ Council Decapitation (Gorodok) (5 players) - Intel suggests that a high level gathering of a local militia commander and Russian forces is taking place within striking distance. Your objective is to crash the meeting, but available assets are limited to recently captured militia vehicles. Marked as experimental because it is against two enemy factions at once, with two objective phases and extraction required. Releasing early to gather feedback on longer missions such as this.

  • \ High Noon (Fallujah) (5 players) - Trapped behind enemy lines after a recon mission gone wrong, your squad is about to come under assault from all sides. Build fortifications, ration your supplies, and hold the perimeter until friendlies can break through to your position._ Marked as experimental because the bots do not know how to destroy player deployables yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour._

  • \ Superfob (Al Basrah) (5 players) - Command wants an outpost set up in a strategic area. Load up a convoy with supplies and pick the most defensible position, then build fast and hold your ground against the inevitable counterattack._ Marked as experimental because the bots do not convincingly attack over open ground yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour._

Community Design Team Updates
  • Helicopter timing changes from 10 mins to 5 Mins

  • Fall height threshold increased for causing damage

  • Updated Transport ticket costs from 5 to 3

  • Set all vehicle hulls to use Continuous Collision Detection (CCD)

  • M1151 flip tuning adjustments increased flip threshold

  • M1151 Light flip tuning adjustments increased flip threshold

  • BRDM-2 flip tuning thresholds increased

System & Gameplay Updates
  • Added "Waiting For Host" text to the co-op victory/defeat screen so all players know that the host can select the next mission

  • Renamed all free and paid tier Fireteam missions with new stylistic names to reflect our ambition to make each mission unique and stand out

  • Added and changed several lines in the default Excluded Layers server config file so that the new and renamed Fireteam missions will not show up in layer rotation

General Bug Fixes
  • Fix the clipping issue on hands when holding certain grenades

  • Fixed effect volume slider not affecting vehicle burning sound.

  • Fixed the intensity of suppression and other depth-of-field blur effects scaling depending on the player's Resolution, Screen Percentage, Aspect Ratio, Upscaling, and Field Of View settings.

  • Fixed SPG9 AT Emplacement having no backblast damage.

  • Vehicles with closed turret tops should now display a turret icon whenever using a repair box

  • Fixed FV107 and FV432 woodland wrecks still using desert assets

  • Fixed the soft lock in deployment screen after switching teams

  • Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.

  • The music player will now track its paused state so as to not force play the song when adjusting volume if you had it paused

  • Fixed the gap that was appearing in the commander ability list

  • Armory weapon icons sometimes were shrinked sometimes

  • Fixed a visual issue with AFU Stugna-P ATGM Emplacement where you could see your own soldier without a head when looking at yourself using the Control Unit.

  • Fixed store screen forcing weapon skins into 2 columns causing the scrollbar to be offset by large amount

  • Proper emote will be played in emote screen in armory after you open it for the first time

  • Fixed AFU Rallypoint being stacked too high.

  • Armory - changed M110 weapon and skin preview to the suppressed version

  • Fixed Meupold MK4 scopes geometry disappearing in ADS view

  • Wrist weight issues are on all roles. Updated weights on all AFU soldiers. Submitted on CL 529274.

  • Fixed overlapping of Equipped Emote toast with Navigation Bar

  • Fixed incorrect AFU commander VO

  • Scope Update Rate Setting fixed

  • Landed helicopters no longer slide around if the pilot jumps out while the engine is still running.

  • Fixed AFU Battlegroups on Skirmish and Seed map layers having access to 2 HABs.

  • Fixed the tail rotors of many helicopters being too easy to break in a tail-strike landing.

  • Increased WPMC Radio FOB chatter to match other FOB's volume

  • Player is no longer killed whenever Stugna is destroyed through an explosive

  • Armory option 'Only show weapons with skins available' presented few weapons with no premium skins

  • Fixed some issues with name tag visibility.

  • Turret rotation sounds are now interpolated.

  • Fixed AK-74 Rifles animation not moving when switching the fire mode while aiming down the sights.

  • Mutaha Olive trees with corrected bullet collision behaviour.

  • Fixing the floating weapon when entering M1151 M2 series

  • Fix the deploy animations for the open turret

  • Fixed AFU MT-LB Logistics Vehicle costing only 1 ticket instead of 5.

  • Fixed M60T, M1128, M113 TLAV, TAPV weapons not following vehicle weapon slot type standards.

  • Fixed being able to always swap your kit in Fireteam missions, even if the vehicle or FOB had insufficient ammo for the swap

  • Fixed glass on Ural trucks partially blocking player's vision

  • Fixed blue tint on technical glass

Map Updates & Bug Fixes

Al Basrah

  • Fixed a broken material at the Terminal building

Black Coast

  • Fixed a couple of trees that were blocking a dirt road at grid I11-5-6

Chora

  • Fixed murder hole blocking projectiles on two compounds present on the map

Harju

  • Added ambient music

Sanxian Islands

  • Adjusted brightness of some foliage materials so they're not extremely bright

  • Fixed bots not being able to walk along seawall

10.3 is just around the corner with even more content and changes so stay tuned!

OFFWORLD OUT!

Squad 10.1 Hotfix 2

Hello Squaddies,

We've released Hotfix 2 patch for Update 10.1. This is a client-side only update, so please restart your client to receive the update.

  • Further refinement to the server browser: Hitches in the server browser should be significantly reduced, and the server list should populate a lot faster for most players.

  • Fireteam: Fixed mods in the create lobby menu appearing as "Unknown Mod". All installed mods will now appear in the create lobby menu - previously, only mods containing Fireteam missions would appear.

Known Issues
  • For some users, there still appears to be some sort of throttling issues when pinging many servers at once, which seems to be due to hardware or service-provider issues. These players will still see all servers, but with incorrectly increased pings, up to 9999. Maxing out the ping filter will allow those users to see all servers (and relatively quickly), but the ping displayed will not be reliable.

  • Some users may experience slowdowns using the Armory screen. If you are experiencing any issues, please restart your game client. This should help alleviate issues.

Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld out!

Squad 10.1 Hotfix 1

Hello Squaddies,

We've released Hotfix 1 patch for Update 10.1. This is a client-side only update, so please restart your client to receive the update.

  • Addressed slow loading times and hitches in both the Fireteam and regular Squad server browsers.

With this hotfix, it may take a few seconds for the main server browser to fully populate. However, this should reduce the issues we had with the 10.1 Update.

Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld out!

Squad 10.1 Patch Notes - Fireteam

Welcome back Squaddies!

This is a special update for Squad. Today, we are introducing our first foray into the PVE world of Squad with FIRETEAM! We also have some major changes to our Vehicle tuning, as well as an update to the AFU faction changing a lot of their sights and scopes. Read all the way to the end to catch up on this round of bug fixes and map fixes. But first of all, we wanted to list a couple of our game optimizations that we have been working on, in order to make your Squad experience a little smoother. We have more planned, so stay tuned!

This update will be live on Wednesday December 3rd @ 11am PST!

OPTIMIZATIONS
  • Decreased Texture VRAM usage.

  • Fixed vulnerability allowing server licences to be spoofed for commendations

  • Black Coast - Instanced meshes along with Fortress, Sub Pen and Monastery as well for further asset fixes and optimisations

  • Lashkar - **Fixed missing **WPO Disable and Shadow Cache setup for further GPU optimisations

Fireteam

We are proud to present our new co-op mode: Fireteam! A new co-operative experience. Please visit our DevBlog / Announcement post for much more information on the mode. You can also wishlist Fireteam as well now ahead of launch on December 3, 2025:

Fireteam in 10.1

The experience the community will be getting in v10.1 is our first early offering of the potential that Fireteam holds—a mini “early access,” if you will. We will engage the community in the long-term development of this mode, but to accomplish our vision, we need your financial support. Given this, we will launch this mode with two paid tiers, in addition to the free one. All owners of Squad will get** free missions **upon release that we will add to with future updates, so that they can experience what Fireteam is all about, while the rest of the missions will be released as content inside the Supporter / Founders Pack. This approach will enable everyone to contribute feedback and help guide its development, while also providing us with the necessary support to make the investments we want to make.

We will retire the Founders Pack within 6 months of its release. Players will still be able to purchase the missions after this, but without the exclusive content.

[table equalcells="1" colwidth=",,"]

Fireteam Free Tier

**

Fireteam Supporter Pack

$7.99 USD

Fireteam Founder Pack

$14.99 USD

4 Free Tier Missions

4 Free Tier Missions + 9 additional Missions (13 total)

All Missions in Previous Tiers (13 Total)

Exclusive Content:

  • Fist Bump Gesture

  • “Fire Support” Weapon Skin - M4 Carbine and M16 Rifle

  • Community Voted Weapon Skin (Coming in Feb 2026)

Fireteam Free Tier Missions [4 Missions]

  • Sumari Search and Destroy (3 players) - Fight through hostile territory behind enemy lines to find and destroy key enemy targets before withdrawing to safety.

  • Mutaha Combined Arms (5 players) - Hunt down enemy mortar bases in a fortified city, coordinate between your squad's armoured vehicle and dismounted infantry to reach your objective.

  • Fallujah Search and Destroy (5 players) - With a convoy of light vehicles, break through enemy lines to reach and overrun a heavily defended ammunition depot.

  • Narva Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.

**Fireteam Paid Tier Missions [9 Missions] **

  • Narva Assault Compound (5 players) - Coordinating with friendly forces, assault and breach an enemy compound to destroy AA emplacements.

  • Harju Combined Arms (5 players) - Hunt down enemy mortar bases around an occupied bay, coordinate between your squad's amphibious vehicle and dismounted infantry to reach your objective.

  • Mutaha / Narva Search and Destroy (5 players) - With a variety of vehicular assets, break through enemy lines to reach and overrun a heavily defended ammunition depot.

  • Fallujah / Mutaha Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.

  • Fallujah / Mutaha / Narva Vehicle Hunt (5 players) - Cross the frontline and fight through hostile territory for a hit-and-run attack on identified enemy armor.

Vehicle Handling Changes

This update introduces a few changes to vehicle handling.

  • Full flip tuning pass on all wheeled and tracked vehicles (making them less prone to flipping)

  • Resetting vehicle when flipped timer -> tuned to be less time to reset the vehicle now ( max of 12 seconds for the heaviest of vehicles vs max 20 seconds in 10.0)

  • Tracked vehicle obstacle traversal update (All tracked vehicles now are able to traverse objects much easier without getting stuck as easy)

AFU Changes
  • Added AFU Battlegroups to the Northern European Biome, which include the following maps:

  • Harju

  • Narva

  • Skorpo

  • Updated AFU Battlegroups to have access to the following emplacements:

  • Dshk HMG Tripod

  • AGS-17 AGL Bunker

  • Added a YOLOSON Red-dot sight based on a real-world counterpart used in the region to replace most of the OKP-7 reflex sights.

  • Added new AK74 Rifle variants specifically for AFU:

  • AK74 + M68 Reflex Sight

  • AKS74S + M68 Reflex Sight

  • AK74 + YOLOSON Reflex Sight

  • AK74 + EXPS Reflex Sight

  • AK74 + GP25 + EXPS Reflex Sight

  • Updated the AK74SU Carbine to use the YOLOSON Reflex Sight on the Raider 2nd variant.

  • Updated the AKS74 Rifle to use the PSO-1 Scope minus the standard eye cup normally seen on the SVD rifle.

  • The AKS74 + PSO-1 can be ranged from 100-400m.

  • Added a new Malyuk Rifle variant with EXPS Reflex Sight.

  • Replaced the 1p78 Scope with the TA31 Scope on all Malyuk rifles with an optic sight.Updated the RPK LMG on the Automatic Rifleman 1st variant to use the YOLOSON Reflex Sight.

  • Updated the RPK-74 LMG on the Automatic Rifleman 4th variant to use the TA31 Scope.

  • Updated the PKM MMG on the Machine Gunner 2nd variant to use the TA31 Scope.

System & Gameplay Updates
  • Updates to server browser:

  • The in-game server browser will now refresh automatically, displaying more servers.

  • Fixed connection issues for some regions having trouble joining a server.

  • Further reduced muzzle smoke / gas VFX opacity.

While we're working on addressing the deeper underlying technical issue that causes some transparent VFX to show up more opaque than intended in specific lighting conditions, we have strongly lowered muzzle smoke / gas opacity in the interim to avoid scenarios where it could obscure your sight picture, until we can fix the root cause.

As part of this change, projectile impact VFX are now similarly less opaque, further helping obscure your target less.

General Bug Fixes
  • Fixed a bug where the grid on the map was not correctly matching the scale of the map

  • Fixed a visual bug with the AFU BTR-4 IFV where backpacks were clipping into the interior cabin.

  • Fixed AFU Kozak-2M1 gunner/turret/hull being too bright with a glowing light in the interior.

  • Fixed AFU BMP-2 and BMP-1TS IFV incorrect ammo rack destruction behavior which kept the autocannon still functional during ammo cook off event.

  • Fixed AFU T-64BM2 MBT turret getting launched into low orbit when the ammo rack was destroyed.

  • Fixed emplaced MK19/AGS17 40mm automatic close impact sounds so that they don’t sound so sharp / overwhelming.

  • Fixed several AFU kit role inventory issues, including HAT 2 tandem RPG rearm costs.

  • Fixed SPG9 Emplacement soldier reload animation stretching in unintended ways.

  • Fixed AFU Stuga-P Control Unit displaying English instead of Ukrainian text.

  • Fixed AFU Stugna-P Control Unit being deployable on vertical surfaces, causing the soldier to sit sideways.

  • Fixed AFU handheld rally point item appearing sideways in the soldiers hands.

  • Updated AFU Stugna-P ATGM Emplacement to now have turret rotation sounds.

  • Fixed visual issues on PSO scope used on SVD, VSS, and AS VAL:

  • Fixed PSO scope on VSS using SVD reticle.

  • Fixed PSO scope on VSS and AS VAL having incorrect magnification.

  • Fixed PSO scope on VSS and AS VAL missing adjustable ranging.

  • Fixed miscalibrated stadiametric rangefinder on PSO scope on VSS and AS VAL.

  • Fixed the zeroing on the AGS-17 AGL and the PAG17, where optic ranges of 300m+ were falling further than they should.

  • Fixed a bug where the PLA ZTD05 MGS had stretching textures on the track wheels.

  • Fixed an issue where infantry smoke grenades (including UGL smoke) were blocking deployable placement (eg. ammo bags)

  • Fixed a bug where helicopters were flying away when the pilot exited while just above the ground.

  • Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.

  • Fixed various issues with UE5 vehicle collision detection related to high ping.

  • Fixed a bug with skins not showing properly on M16A4 M203 when the underbarrel launcher is selected

  • Fixed a bug where AI-controlled machine guns in the Infantry Tutorial were missing firing sounds.

Map Updates & Bug Fixes

Al Basrah

  • Fixed a bug where a large transmission tower appeared to float above the ground.

Black Coast

  • Fixed a visual bug with the ivy on a couple of stone bridges near the Fortress.

Goose Bay

  • Fixed a bug where underwater effects were appearing on land in some locations.

  • Fixed an issue where some rocks weren’t appearing properly.

Gorodok

  • Fixed river VFX not spawning when shooting at the water.

Lashkar

  • Fixed incorrectly set snow material on some trees.

Mutaha

  • Fixed an issue where players could become stuck in rocks.

Sanxian Islands

  • Fixed a bug where a doorway was blocked by a storage shelf.

Yehorivka

  • Fixed a bug where an excavator appeared to be floating above the ground.
Mod SDK Update
  • Updated the Mod SDK to v10.1. It is available on the main Squad Editor branch.

  • Mod SDK v10.1 now has Mission creation tools available to support the new Fireteam mode.

  • Updated mod versioning to v10.1. This means that all mods will need to be re-cooked with the v10.0 SDK to be compatible with the updated version of the game.

  • Added a new event dispatcher that is triggered on player name prefix change.

  • Added new OnProjectileSpawned event dispatcher, that returns a reference to created projectile.

  • Updated and added new Steam workshop tags modders can add to their mods.

That's all for 10.1! This is our last large update for 2025 (bar any hotfixes that come up), so we will see you all in 2026 for another year of Squad!

OFFWORLD OUT!

Squad 10.0.0 Hotfix 1

Hello Squaddies,

We've released Hotfix 1 patch for Update 10.0. This is a client-side only update, so please restart your client to receive the update.

  • Performance optimizations to reduce hitching during gameplay for systems with 8GB or less of VRAM.

You may experience some textures and LODS taking longer to load in, it can take up to a minute for this to complete, but we decided this was better than the 'hitching' that players were experiencing before. We will continue to monitor the situation!

Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld out!

Squad 10.0 Patch notes - Trident Strike

Welcome back Squaddies!

Our 10.0 update is just around the corner, releasing at 11:00AM PT (7:00PM GMT) this Wednesday 12th November! The Trident Strike update introduces the **Armed Forces of Ukraine (AFU) faction, bug fixes, systems and gameplay updates, **and balancing, as well as a **new pack of weapon skins, a new pack of emotes, **and updates to the store and customization screens.

Armed Forces of Ukraine (AFU) Faction

The Armed Forces of Ukraine (AFU) are a conventional BLUFOR faction. With modern weapons and vehicles it has all the tools needed to take on conventional REDFOR and Independent factions in the game. Their equipment focuses on a mix of indigenously-produced Ukrainian and modernized Soviet-era equipment.

AFU Units:
  • 95th Air Assault Brigade (Air Assault)

  • The 95th air assault brigade is the Air Assault battlegroup for AFU. They focus on high mobility with access to three helicopters available immediately, and a variety of light vehicles.

  • 1st Tank Brigade (Armored)

  • The 1st Tank Brigade is the Armored battlegroup for AFU. They focus on firepower over speed, with access to tracked vehicles and two main battle tanks.

  • 11th Army Corps (Combined Arms)

  • The 11th Army Corps is the Combined Arms battlegroup for AFU. Jack of all trades, master of none, they have tools for every scenario but lack a focus in any one area.

  • 10th Mountain Assault Brigade (Light Infantry)

  • The 10th Mountain Assault Brigade is the Light Infantry Battlegroup for AFU. They focus on infantry combat and mobility with access to the AGS-17 grenade launcher emplacements, access to the 5.56 variants of the Malyuk, extra Heavy-Anti Tank role availability, and a variety of MRAPs and light vehicles.

  • 28th Mechanized Brigade (Mechanized)

  • The 28th Mechanized Brigade is the Mechanized Battlegroup for AFU. They focus on using tracked vehicles and IFVs, using firepower and protection to move infantry close to the enemy for intense assaults.

  • 58th Motorized Brigade (Motorized)

  • The 58th Motorized Brigade is the Motorized Battlegroup for AFU. They focus on wheeled vehicles and IFVs, making use of the BTR-4 to move mechanized infantry quickly around the battlefield.

  • 148th Artillery Brigade (Support)

  • The 148th Artillery Brigade is the Support Battlegroup for AFU. They focus on FOB construction with access to extra logistics vehicles, emplacements, as well as artillery - fielding the BM-21 Grad MLRS. ‍

  • 35th Marine Brigade (Amphibious Assault)

  • The 35th Marine Brigade is the Amphibious Assault battlegroup for AFU. This battlegroup is only available on select amphibious assault invasion layers, focusing on amphibious vehicles and overwhelming firepower. ‍

AFU Vehicles:
KrAZ-6322 Utility Truck

3 Variants - Logistics, Transport, BM-21 Grad Artillery

The KrAZ-6322 is a rugged, multi-purpose Ukrainian military truck that serves as the backbone of logistics and mobility on the battlefield. In Squad, it fulfils multiple vital roles: ferrying infantry to the front lines, delivering construction and ammunition supplies to forward bases, and acting as the chassis for the fearsome BM-21 rocket artillery system.

Kozak-2M1 Open-Top Armored Car

2 Variants - NSV Heavy Machinegun, AGS-17 Auto Grenade Launcher

The Kozak-2M1 is a Ukrainian MRAP designed for patrol, convoy escort, and protected troop transport across rough terrain. Seating 9 troops, in Squad it serves as a mobile, armored force multiplier—getting squads safely to objectives while offering immediate suppressive fire and light fire-support. We include two combat variants: one fitted with an NSV 12.7mm heavy machine gun for long-range suppression and light anti-material tasks, and a second armed with an AGS-17 automatic grenade launcher for area suppression and clearing cover.

BMP-1TS Tracked IFV

The BMP-1TS is a modernized infantry fighting vehicle built from the classic BMP-1 chassis, upgraded for improved battlefield relevance. In-game it functions as a fast, amphibious IFV that carries a complement of dismounts into the fight while laying down direct fire support from its turret-mounted cannon and anti-armor launcher.

BTR-4 Wheeled IFV

The BTR-4 is a modern Ukrainian wheeled infantry fighting vehicle designed for mobility, protection, and fire support in combined-arms operations. In Squad it operates as a high speed, road-capable IFV that can transport a full infantry squad, can lay down sustained suppressive fire from its turret-mounted 30mm auto cannon and coaxial machine gun, and can engage light armor with its guided AT missiles. Note this is the first IFV in Squad to have a fully modeled interior for all crew and passengers.

T-64BM2 Bulat Main Battle Tank

The T-64BM2 "Bulat" is a modernized Ukrainian main battle tank that upgrades the classic T-64 platform with improved fire control, reactive armor, and a potent 125mm smoothbore gun. In Squad it serves as a heavyweight spearhead for armored assaults—absorbing punishment, breaching fortified positions, and providing decisive direct fire support for advancing infantry.

BRDM-2M1 Closed-Top Armored Car

The BRDM-2M1 is an indigenously produced Ukrainian variant of the famous scout car. The AFU variant has some minor hull differences (different hatch locations) and lacks the infamous belly wheels, which allows for a few additional interior seats: 1 driver, 1 gunner and up to 6 passengers. Note this vehicle has a fully modeled interior.

MTLB Tracked APC

_2 Variants - Logistics, PKT Machinegun Classic Vehicle with a unique AFU camo pattern. _ ‍

BMP-1 Tracked IFV

Classic Vehicle with a unique AFU camo pattern.

BMP-2 Tracked IFV

Classic Vehicle with a unique AFU camo pattern.

Mi-8MTV-5 Transport Helicopter

_Classic Vehicle with a unique AFU camo pattern. _

AFU Emplacements:
Stugna-P ATGM Emplacement

Stugna-P is a powerful ATGM emplacement with 2 new special features: The emplacement is remote controlled via a Control Unit (CU) resembling a large laptop. Soldiers can pick up the CU and place it within 30m of the launcher, then use the CU to remotely control the launcher, which allows them to remain in cover. The weapon can also be reloaded by any soldier by interacting with the launcher, so the player on the CU can remain in place while a buddy can help them reload.

AGS-17 AGL Emplacement

AGS-17 is a Soviet era heavy hitting Automatic Grenade Launcher Emplacement which rivals the Western equivalent Mk19 AGL. Available to deploy at FOB’s with an Iron Sight or Scope, and in a low profile Tripod or Bunker variant. Available for AFU Light Infantry, Air Assault and Support Battlegroups, as well as IMF, MEI, GFI, RGF, VDV Light Infantry and Air Assault Battlegroups.

AFU Weapons:
AK-74 & AKS-74 Rifles

The Classic 5.45mm Rifle platform that has been fully re-modeled for v10.0 and includes several optic variants. Note: more optic options are planned for an upcoming release - take a look at the bottom of the notes!

**AK-74:

**

**AKS-74:

**

Malyuk Rifle

The Malyuk is Ukraine’s modern bullpup assault rifle, developed as a homegrown evolution of the AK platform. Compact, reliable, and distinctive in silhouette, it reconfigures the classic Kalashnikov design into a shorter, more maneuverable weapon without sacrificing firepower. In Squad, the Malyuk is represented across multiple calibers—5.45×39mm, 7.62×39mm, and 5.56×45mm NATO—giving the Armed Forces of Ukraine a versatile primary weapon suited to a wide range of combat roles and scenarios.

RPK-74 Light Machine Gun

Soviet era 5.45mm LMG that has been fully re-modeled for v10.0.

**RPK-74:

**

RPK Light Machine Gun

Soviet era 7.62 Light Machine Gun that has been fully re-modeled for v10.0,

RPK + 45 Mag:

**RPK +Drum Mag:

**

SVD Marksman Rifle

Soviet era Marksman Rifle that has been fully re-modeled for v10.0, including an updated model of the PSO-1 Scope:

Zbroyar UAR-10 Marksman Rifle

The UAR-10 is a precision battle rifle developed in Ukraine, chambered in 7.62×51mm NATO. Designed for accuracy and reliability, it serves as a designated marksman weapon that bridges the gap between standard infantry rifles and sniper systems. In Squad, the UAR-10 provides the Armed Forces of Ukraine with long-range precision firepower, offering players a modern marksman platform that complements the Malyuk’s close-to-mid-range versatility.

PKM Machine Gun

Soviet-era weapon currently used by GFI, TLF, IMF, and MEI, now also used by AFU in Iron Sight and 1P29 Scope variants.

RPG-7 Light Anti-Tank Weapon

Soviet era anti-tank weapons platform, fully remodeled for v10.0. Includes an upgraded UP7V Iron Sight variant that can range Tandem rounds up to 500m, as well as a PGO-1 Scope variant.

**RPG-7 Heat Projectile: **

C90-CR Light Anti-Tank Weapon

The C90-CR is a lightweight, single-use light anti-tank launcher that gives infantry a fast, highly portable option for engaging vehicles and hardened positions. Shoulder-fired and simple to operate, it’s ideal for hit-and-run teams who need one-shot punch without the logistics of heavier AT systems.

NLAW Heavy Anti-Tank Weapon

Existing weapon from BAF, now used by AFU.

AFU Commander Abilities
  • Commander Precision Bomb Strike

This new commander ability calls in an SU-25 that drops 2 FAB250 bombs on a precise target area.

  • Bayraktar TB2 Recon UAV

  • 152mm Artillery Static Barrage

  • 152mm Artillery Creeping Barrage

Updated Menus

We are introducing a new and improved customization menu (now called the “Armory”) as well as a refined store screen.

You can now preview and inspect any weapon from any faction:

‍ We’ve also improved the look of the training screen:

‍ ‍

System & Gameplay Updates
  • Added Safir armed with an AGS-17 AGL to the GFI air assault battlegroup.

  • Added Tigr armed with an AGS-17 AGL to the RGF and VDV light infantry battlegroups.

  • Added Technical armed with an AGS-17 AGL for the IMF and MEI light infantry battlegroups.

  • Updated Scout Drones have been rebalanced to prevent exploits, encourage reuse, and make them easier to counter:

  • Reduced max flight ceiling

  • Reduced max speed

  • Reduced battery life

  • Reduced camera magnification

  • Fixed exploit of Scout drones being able to flip, stop, or destroy vehicles by colliding with them.

  • Fixed drone collision issues with vehicles and helicopters. Drones will not survive vehicle collisions, and will no longer be able to flip, stop, or destroy vehicles and helicopters.

  • Updated ALL vehicles to have improved tuning for brakes and handbrakes:

  • Updated vehicle handling tuning across all vehicles to coincide with brake improvements.

  • Updated CPV and Technical to have reduced chances of flipping over during normal maneuvering.

  • Updated all BRDM-2 Scout Car’s to now have a fully modelled interior.

  • Updated AKS74U to use ew close-up firing sounds.

  • Updated CRF Bangerite IED with a unique inventory icon.

  • Updated C7A2 and C8A3 rifle firing sounds.

  • Updated AK-12 rifle firing sounds.

  • Updated IMF flag and battlegroup badges.

  • Improved 30mm HE projectile impact SFX.

  • Updated VO lines for TLF, IMF, and CAF (SL).

General Bug Fixes
  • Fixed a crash related to returning to the main menu.

  • Fixed an exploit where players could avoid fall damage.

  • Fixed an issue with various kinds of smoke sometimes disappearing.

  • Fixed scope lens shadow projecting separately onto the environment.

  • Fixed several scopes which had incorrect lens tint.

  • Fixed an issue where reflex sight (holo / red dot) reticle markings could look too pale / not glow when using TSR upscaling.

  • Fixed the HAR-66 LAT Iron Sights being too blurry.

  • Fixed C14 Sniper Rifle scope reticle being too bright.

  • Fixed M1117 smoke launchers having 4 shots instead of 2.

  • Fixed M39 DMR feeling too rigid when looking around while aiming, should now feel closer to similar marksman rifles.

  • Fixed CAF CH146 CAS Gau-21 HMG Door Gun not using correct 50cal projectiles.

  • Fixed TLF weapon names missing on multiple kits in the deployment menu dropdown.

  • Fixed TLF having incorrect voiceovers for squidbot callouts.

  • Fixed stretched rally point icons for WPMC, VDV, TLF, and USMC squad leaders.

  • Fixed USMC MATV TOW, USMC M1151 TOW, GFI M1151 TOW costing incorrect amount of tickets.

  • Fixed the PLANMC Air Assault (Offense) battlegroup not having access to 2x ZTD05.

  • Fixed vehicle-borne beam-riding ATGMs maintaining guidance when switching weapons.

  • Fixed BMP-3M hull clipping into the driver viewport.

  • Fixed BMP-3M driver view missing its left most viewport.

  • Fixed WPMC Tracked MSV spawner getting disabled when one of its tracks got destroyed.

  • Fixed Quad Bike’s wheels moving up and down erratically when the vehicle was flipped over.

  • Fixed a bug where spamming the left mouse button could prevent the anti-tank mine placement animation from playing properly.

  • Fixed helicopter landing UI sometimes having missing information.

  • Fixed Support Battlegroups having MBTs when they should not.

  • Fixed the spawn time for the MEI Support Battlegroup (Offensive)’s T-62 being incorrect.

  • Fixed MEI battlegroups not having the correct number of Ural375 Transport Trucks.

  • Fixed PLA and TLF not having command actions listed in the battlegroup info menu.

  • Fixed USA Rifleman's M4 weapon descriptions showing incorrect fire mode info on Deployment Menu.

  • Fixed Armored Technical's viewport windows being too bright.

  • Fixed Leopard 2A6M’s turret not aligning properly on the wreck once destroyed.

  • Fixed the soft lock in deployment screen after switching teams.

  • Fixed Scout Kits sharing the same kit limit as HAT kits.

  • Fixed certain Commendations not appearing as options when commending another player.

  • Fixed Commendation rank images on the after-action report to not appear when reaching rank 2 of a commendation.

  • Fixed Commendations ranks appearing incorrectly after switching teams.

  • Fixed a bug that caused the tabs on the main menu to display incorrectly.

  • Fixed an issue where attempting to switch teams while spawned in with teams being imbalanced would result in respawning, while the team change failed. Now, the team change will fail as expected, but without respawning.

  • Fixed weapon descriptions for SV98, C14, Timberwolf Sniper Rifles showing inaccurate magazine capacity.

  • Fixed TLF Cobra II Armored Car M2 Browning turret yaw getting reset when the reload animation played.

  • Fixed CAF/WPMC M2 Carl Gustav VFX not appearing as intended.

  • Fixed SKS & SKS Tazco Rifle not having deploy and undeploy SFX.

  • Fixed a bug that prevented smoke grenade SFX from looping properly.

  • Fixed a bug where some elements of the RGD-5/F1 grenade SFX were missing.

  • Fixed a broken texture on MEI RPG-29 character model.

  • Fixed an issue with texture shading on the ZTD-05 turret.

Map Updates & Bug Fixes

** General**

  • Improved memory usage on foliage-heavy maps.

Squad Hotfix 9.0.4b

Hello Squaddies,

Today's 9.0.4b hotfix includes further adjustments to the Muzzle Smoke VFX attached to weapons by reducing Muzzle Smoke opacity across the board. We want to extend our thanks to the community for their help in identifying some of the underlying issues. While no changes have been made to impact effects and smoke grenades at this time, we will continue to investigate these issues.

We'll be monitoring the impact of these changes to the Muzzle Smoke VFX, so please continue to provide us feedback on (https://discord.gg/myCCYzys).

Thanks for your patience.

Offworld out!

Squad Hotfix 9.0.4

Hello Squaddies,

Today's hotfix includes an adjustment to the Muzzle Smoke VFX attached to weapons. We have reduced the reflections that were appearing on the smoke, making it seem much more opaque than we initially intended. This iteration, depending on your feedback, will continue to receive adjustments.

We are also aware that these smoke VFX affect some other aspects of Squad, including the thrown smoke grenades and terrain smoke. We are working on those issues as well, but we do not have a timeframe for resolutions just yet.

Vehicle handling and physics are also very high up on our priority list. This system is quite complex and takes time to rework and make adjustments that feel valuable and authentic. We are working on a series of patches that will adjust vehicles in a phased approach as soon as possible. We will have more community updates on this soon!

Thanks for your patience.

Offworld out!

Squad Hotfix 9.0.3

Hello Squaddies,

Today, we have a short update for you for our 9.0.3 hotfix rolling out this morning.

Bug Fixes

  • Fixed a crash that can happen mid-game after the player changes the settings.

  • Fixed a crash related to triggering emotes with an invalid player ID.

  • Fixed a crash in the world icon subsystem that happened more likely a bit after approaching instruction signs in tutorials.

  • Fixed the issue where players could place SZ-1 explosives on certain parts of the Scout's recon drone.

Map Updates & Bug Fixes

General

  • Reduced memory usage on foliage-heavy maps.

Al Basrah

  • Fixed missing orchards in the northeast corner of the map.

Goose Bay

  • Fixed a bug that caused blue artefacts to appear on grass.

Gorodok

  • Fixed various foliage assets blocking grenade and explosion damage.

Sanxian Islands

  • Fixed missing wooden dock meshes at one of the Sanxian Main Bases.

Yehorivka

  • Fixed a bug that caused a lake to float in mid-air.

Mod SDK Update

  • 9.0.3. Mod SDK is now available on the Public Testing Branch. Note that we will be archiving and sunsetting the latest UE4 Mod SDK next week, so please make sure to back-up your files.
Offworld out!

Squad Hotfix 9.0.2 version 2

Hello Squaddies!

Another small Hofix for you today. This is a client side only hotfix, so servers will not be affected!

General Fixes

  • Fixed a crash in the world icon subsystem that happened on map travel

  • Fixed a crash in the world icon subsystem that happened during regular gameplay

That's it! See you out there!

Squad Hotfix 9.0.2

Hello Squaddies,

Today we have a short update for you for our 9.0.2 hotfix

System & Gameplay Updates

  • Added a pop-up that advises to update GPU driver when on a known unstable driver version

Bug Fixes

  • Fixed a crash in the world icon subsystem that happened more likely a bit after approaching instruction signs in tutorials

  • Fixed a crash related to vehicle physics

  • Fixed TLF 4th Armored Brigade battlegroup having too many MBTs when on defense

  • Fixed several skirmish layers where too many vehicles were spawning in

Map Updates & Bug Fixes

Manicouagan

  • RAAS v2 - Fixed CRF not being available

See you out there!

Squad 9.0.1 - Patch Notes

Hello Squaddies,

Today we have released the 9.0.1 Hotfix for Squad. Here are the issues that were addressed. We are aware that there are other issues ongoing, and we will continue to work towards resolving those as soon as we can.

System & Gameplay Updates
  • Adjusted some vehicle turrets' minimum depression angle, allowing them to aim farther downwards
Bug Fixes
  • Fixed missing movement sounds for new "jog/walk" left + right animations

  • Reworked AT launcher reloading to address reload bugs, please report any remaining issues

  • Fixed using the Second Tour Pack’s M4/M4A1 Field Mod skin on an M4/M4A1 with an M68 scope attached resulting in a ring in the scope while in ADS

  • Fixed the music player and Infantry Tutorial buttons missing from the Main Menu

  • Fixed unusable scope on CAF HAT's Carl Gustav when using HE rounds

  • Fixed a crash when switching to Low quality mode while using TSR for AA or upscaling

  • Fixed an “array out of bounds” client crash

  • Fixed Skirmish layers allowing players to vote for broken RGF and USA Light Infantry battlegroups

  • Fixed commendation rank increases not immediately showing up on round end scoreboard - an animation will not play to show the rank increase

  • Fixed the right tracks on the CAF M113A3 not animating

  • Fixed clipping into terrain after vaulting onto front tire of a Minsk bike

  • Fixed CRF M1151 wreck using the wrong texture

  • Fixed tracked vehicles playing "gravel" SFX at match start, and occasionally when stopped

  • Fixed AT mine placement ghost sometimes flickering red while trying to place mine

  • Fixed reflex sights being blurry / noisy when using upscaling

  • Fixed various visual issues with reflex sight lenses when looking at smoke, high contrast scenes, or dim scenes

  • Fixed some reflex sights being washed out and hard to see in bright conditions and overly bright in dark conditions

  • Fixed some issues with shadows in picture-in-picture (PiP) scopes

  • Fixed the M1126 M240 Woodland APC allowing weapons with lower penetration than Armor Penetrating rounds (such as autocannon Fragmentation rounds) to damage the vehicle

  • Improved auto exposure behaviour when entering / exiting ADS with a PiP scope

  • Fixed several CRF vehicles using the wrong wreck model / texture

  • Fixed USMC LAT/Medic/Rifleman weapon name not showing up in Deployment Screen

  • Fixed Mi-17 Helicopter becoming invisible when viewed from up close, from specific angles

  • Fixed Lee Enfield Iron Sight Bolt Action Rifle zeroing not being correct for 200m, 300m, 400m

  • Removed the Sapper role commendation. All Sapper commendations now count toward the Engineer

  • Fixed the GFI UH-1H Helicopter having the wrong wreck texture

  • Fixed GFI's M1151 variants showing the USA/USMC wreck when destroyed

  • Fixed GFI soldier berets, helmets and rally points showing the old MEA logo

  • Fixed BAF LPPV RWS + FV432 L37A2 RWS gunners missing some reticle elements when zoomed in

  • Fixed some hitbox issues on M1A1 and M1A2 MBT tracks

  • Fixed the GFI Combined Arms battlegroup having 2 BMP-2 spawns rather than 1, as intended

  • Fixed Minsk bikes being pushed too far when using the "push" functionality (under vehicle reset), and Quad bikes missing this functionality

  • Fixed vehicles that can fire multiple ATGMs as part of one “magazine” (eg. Spandrel, ZBL08) only being able to resupply their ATGM ammunition when all shots have been fired; can now resupply ATGM ammunition regardless of number of shots left

  • Fixed USMC Light Infantry SL having no weapon name on the deployment screen

  • Fixed a bug where the WPMC M1117, CPV, and modern technical showed broken textures when using 'dark black' vehicle paint

  • Fixed CAF LUV A1 Transport and Logi vehicles missing the “push” functionality

  • Fixed PLANMC Raider having the wrong weapon icon on Deployment Screen

  • Fixed CAF LAV C6 RWS Desert variant using wrong hull decoration

  • Fixed cables clipping windshield on the Simir car

  • Fixed commendation ranks displaying incorrectly in Chinese and French

  • Fixed multiple translation issues

  • Fixed some vehicle turrets being able to damage their own vehicle

Map Updates & Bug Fixes

Anvil

  • Fixed an exploitable wall section

Al Basrah

  • Seed v2 - Added bots to seeding layer

Chora

  • Fixed landscape filling in under bridges

Fallujah

  • Skirmish v1 + v2 - Fixed a bug where the main bases for both teams were missing ammo crates

Goose Bay

  • Fixed the underwater effect appearing on land in certain locations

  • Frozen lakes on the map now show proper reflection captures

Harju

  • Fixed missing grass tiles and broken collision on certain types of trees
Known Issues
  • Missing tint on PiP scopes

Squad 9.0 Patch Notes - Return to Al-Basrah

Hello Squaddies!

It’s been a while, but today we are bringing you our Squad 9.0 Patch Notes, with our engine migration to Unreal Engine 5. It has been a long time since we started work on this, and we would like to thank each and every one of you who joined us in that testing. We would not have been able to do this without you. And a very special thank you to our Community Server Owners who joined in along the way to lend us their server space and hardware.

So let’s get down to business, shall we?

Engine Upgrade

Squad has officially transitioned to Unreal Engine 5.5. This upgrade marks a major step forward, and while it was a significant undertaking, it was a necessary one. This change to the latest technology is what will allow us to ensure Squad can thrive for the next decade.

Big ticket items we started to utilize are Nanite and some of the new frame generation technologies. All of these in combination will help us to achieve a more consistent visual look across different settings. We have also implemented Unreal 5’s new physics engine, Chaos Physics, and the new audio engine, Metasounds, helping us reach a new foundation level of these two systems, opening up a lot more opportunities for vehicles and au,dio in the future.

UE5 has enabled us to fix some legacy UE4 issues (like bad frame pacing), and has also introduced better tooling for creation and optimization, allowing us to produce content like maps more quickly and at higher fidelity.

We’ll continue to make the most of UE5 in future updates.

Al Basrah Remake

We're thrilled to launch our newly designed Al-Basrah with 9.0. This is the first new level we've built from the ground up in UE5, and it’s been an amazing learning experience for the team as we explored the latest engine’s new rendering tech and worldbuilding tools.

This new version is a reimagining of the classic Project Reality and Squad maps, featuring an expanded playable area with greater density and visual fidelity throughout the city. The airport has been overhauled and several other areas have received much-needed updates as well.

Gameplay layers for Al Basrah included in 9.0 release:

  • AAS v1

  • AAS v2

  • RAAS v1

  • RAAS v2

  • Invasion v1

  • Invasion v2

  • Invasion v3

  • Seed v1

  • Seed v2

  • Skirmish v1

  • Skirmish v2

  • Skirmish v3

General Worlds team Update

All maps have undergone a lighting overhaul. We're now using a new Global Illumination system that ensures greater consistency across all levels.

This new lighting system lays the foundation for expanded lighting and weather features in the future, enabling us to create even more believable and immersive worlds.

We've also made extensive updates to our existing maps to ensure compatibility with UE5 and improve performance. These changes include asset and material adjustments, as well as reworking foliage on several maps.

Performance has been a major focus for us. Unfortunately, some of our older maps don’t fully align with these practices, as they were originally optimized for what worked best in the previous version of UE4.

While we've worked hard to bring performance to an acceptable level across all maps, further improvements are planned in upcoming updates. Our goal is to deliver both higher visual quality and smooth gameplay, while maintaining enjoyable performance even on older or lower-end hardware.

There are some more specific changes to Maps further down the Patch Notes.

Commendations

A new Commendation System has been added to Squad, giving players a way to recognize and reward positive teamwork at the end of each round. Commendations can highlight strong leadership, helpful teaching, or solid role performance, and earning them will build up visible ranks over time. This system not only gives players a way to show their experience, but also helps newer players connect with those who have proven to be reliable squadmates.

  • Goals

  • Encourage communication, cooperation, and reward positive social interaction.

  • Provide a way to identify experienced players who are proven to be helpful for teaching newer players.

  • Be able to leverage this for FTUE flow when it comes to joining a squad & spawning in.

  • Provide a way for players to display how experienced at the game they are.

  • How does it work?

  • Players will earn commendation tokens to give out as they play a round of gameplay on licensed servers up to a maximum of 2 commendations. The first commendation is earned after 10 minutes in a round, and the second is earned after 25 minutes in a round.

  • A notification appears when a player has earned a commendation but this notification can be disabled in game settings.

  • Players will be able to award commendations to other players at the end of the round on the after-action report screen

  • You can only award one commendation to one player at a time (ex: if you have 2 commendations to give out, you can't give them both to the same player)

  • If you do not give out commendations before the start of the next round, they will be lost. These do not carry over between rounds of gameplay.

  • We will not allow players to give these out during the round of gameplay to keep players focused and immersed in gameplay and not navigating interfaces more than they already are

  • When awarding a commendation to a player, you will have several different types to choose from. You can commend the player for the specific role that they had at the time the round of gameplay ended (ex: medic, pilot, etc) or you can give them a special commendation for Leadership, Teacher, or Teamwork. These special commendations are intended to cover behaviors that aren't necessarily tied to playing a particular role (i.e. driving logis, transporting troops, teaching new players, keeping the squad together, etc)

  • As you earn commendations for different roles or the special category, you will progress up different ranks for each. Your rank for a particular role is always displayed by default next to your role icon, or you can optionally choose to display a special commendation to replace that if you choose.

  • There is a “Career” screen where you can check your progress towards commendation ranks, where you choose if you want to display a special commendation; we expect the current progression for commendation ranks to have a very long tail (~2 years estimation), but we can’t wait to see how you use them on a grand scale.

  • Additional roles have been added to several factions to ensure that certain role types that players can earn commendations for are available across a wider variety of factions.

Irregular Militia Updates

We’ve made some changes to the Irregular Militia faction:

  • Large role reconfiguration similar to what we did with Middle Eastern Insurgents in 8.2, these updates are a staged rollout bringing IMF closer to representing a Russian proxy militia.

  • SL 01 - AK-74

  • SL 02 - AKS-74U

  • SL 03 - AK-12 + 1P87

  • SL 04 - AK-101 + EXPS

  • SL 05 - AKS-74 + 1P78

  • SL 06 - AS-VAL + OKP-7

  • SL 07 - AK-74 + GP25 + 1P63

  • Medic 01 - AKS-74U

  • Medic 02 - AKS-74 + 1P29

  • Rifleman 01 - Mosin Nagant

  • Rifleman 02 - SKS

  • Rifleman 03 - AKM

  • Rifleman 04 - AK-74

  • Rifleman 05 - AKS-74 + 1P63

  • Rifleman 06 - AK-12 + 1P87

  • Rifleman 07 - AK-101 + M150

  • Rifleman 08 - AK-74M + 1P78

  • Automatic Rifleman 01 - RPD

  • Automatic Rifleman 02 - RPK-74

  • Automatic Rifleman 03 - RPK-74 + 1P78

  • Scout 01 - Mosin Sniper & Portable Quad Drone

  • Raider 01 - AS VAL & 3x RKG3

  • Raider 02 - AKS-74U + 45rd Magazine & 3x RKG3

  • Grenadier 01 - AKM + GP25

  • Grenadier 02 - AK-74 + GP25 + 1P63

  • Grenadier 03 - AKS-74U & 5x RPG-7 Fragmentation

  • LAT 01 - AKS-74U & 2x RPG-7V2 Fragmentation & 2x RPG-7V2 HEAT

  • LAT 02 - AKS-74 + 1P63 & RPG-26 & 2x RKG3

  • LAT 03 - AKS-74 + 1P29 & 2x RPG-7 HEAT

  • Marksman 01 - VSS

  • Marksman 02 - SVD

  • Machinegunner 01 - PKM

  • Machinegunner 02 - PKM + 1P29

  • HAT 01 - AKS-74 & 2x RPG-7 Tandem & 2x RPG-7 Fragmentation

  • HAT 02 - AKS-74 + 1P63 & 2x RPG-29 Tandem

  • Sapper 01 - AK-74

  • Sniper 01 - SV-98M

  • New Vehicle: The T72A tank

  • This is a modification of the T-72S tank used by the GFI faction. This is a meaningful change for the IMF as this will give them access to a more modern main battle tank, compared to the older T-62. This tank will have weaker armor than the more modern T-72S and T-72B3 with a maximum of 500mm frontal turret armor, and 180mm frontal hull armor, but will retain similar firepower.

  • New weapon: VSS “Vintorez”

  • A compact rifle with integrated suppressor, similar to the AS-VAL currently in-game. The rifle has semi-automatic and fully automatic fire selection with a wood skeleton stock, the main difference is that this rifle comes with a magnified PSO-1 scope. This weapon is also available for the VDV.

  • New Equipment: Recon Drone

  • This is a smaller, portable version of the quad drone that some factions’ commanders can deploy. Explosives cannot be attached to it, but it will appear on the Scout role for use in reconnoiting enemy positions for their squad and team. They can be shot down, however, and have a high ammo cost to rearm.

Ground Forces of Iran (GFI)
  • **MEA has been converted to the Ground Forces of Iran (GFI). **This includes an overhaul of roles.

  • Character, vehicle, and 2D textures have been updated

  • GFI receives M1151 on their 64th Infantry Division (Light Infantry) Battlegroup captured from Afghan forces in border skirmishes

  • GFI makes use of the UH-1H helicopter, which replaces the Mi-17; this is intended to be reintroduced as an Mi-8 later as part of another Iran-based faction.

  • The TLF no longer uses the UH-1H and uses the UH-60 exclusively.

Canadian Resistance Forces (CRF)
  • This is a new minor faction that represents an irregular, independent faction for the North American biome. This faction is only available on Goose Bay and Manicouagan map layers.

  • Makes use of a mix of civilian and captured military equipment

  • New Weapons include:

  • SKS Tazco - a civilian-upgraded SKS with a 20-round magazine

  • M1 Carbine - a WW2 relic with exceptional handling characteristics

  • Lee Enfield No. 4 Mk. 1 - a WW2 bolt-action rifle, with iron sights and marksman configurations

  • G17 + Extended Magazine - A G17 pistol with a 32-round magazine

  • G18 - A G17 converted into fully automatic with a 32-round magazine

  • Bangerite IED - An IED that is placed and then must be shot to detonate

  • Squad Leader roles carry up to three rallies with a cheap 30-ammo rearm

  • Makes use of a scout role in the ‘specialist’ role class with a portable reconnaissance drone. These portable drones have a 4 minute battery life compared to the 10 minutes that the commander quad drone has.

  • Lacks wider access to grenades and fully-automatic weapons compared to other factions

Additional Faction Updates

We’ve made additional changes to several factions:

Australian Defence Force (ADF)

  • Added additional SL role with EF88 with iron sights

  • Added additional rifleman role with EF88 with iron sights

  • Added raider role with EF88C + ET552 optic and 4x frag grenades

  • Added additional MMG role with Mag 58

  • Added additional MMG role with Maximi with iron sights

  • Added additional MMG role with Maximi with ET552 optic"

  • Mechanized Battlegroup - Reduced the number of ASLAV IFV available from 4 to 3

  • Renamed the M72A7 to the M72 SRAAW (Short-Range Anti-Armor Weapon) and gave it a new projectile with lower penetration (300mm from 320mm) but a larger blast radius (4.0m from 3.2m) for enhanced realism

  • Renamed the M3 MAAWS to the M3 MDFSW (Medium Direct Fire Support Weapon) to reflect real world naming conventions

British Armed Forces (BAF)

  • _⭐ _Added a “Pathfinder” role:

BAF Air Assault (2 Para) - Uses the L119A1 (British designation for the C8A3) + ET552 + Foregrip, L131A1 pistol, 3x grenades

Pathfinder roles are raider roles similar to the TLF’s Jandarma role. These roles focus on close quarters, having access to fully automatic weapons, pistols and more hand grenades than other roles on their team. “Special Characteristic” text will indicate that the battlegroup has access to the pathfinder role on voting screens. Also available at the BAF Jensens Range Training Area.

  • Additional L85A2 rifle variants introduced to the SL and rifleman roles. This includes variants with iron sights and variants with the M150 magnified optic

  • Renamed the AT-4 CS to the L2A1 ILAW

  • Renamed the M72A7 to the L72A9 LASM (Light Anti-Structure Munition) and gave it a new projectile with lower penetration (300mm from 320mm) and larger blast radius (3.2m to 4.0m) for enhanced realism.

Canadian Armed Forces (CAF)

  • _⭐ _Added a “Pathfinder” role:

CAF Air Assault (3 RCR) - Uses the C8A3 + ET552 + Foregrip, Hi Power pistol, 3x grenades

  • Iron sight variants of rifles re-introduced to multiple roles

  • Reduced the overall number of frag grenades available to roles

  • Renamed the M72A7 to the M72A5-C1 and gave it a new projectile with higher penetration (320mm to 350mm) for enhanced authenticity.

  • Renamed the C14 Timberwolf to the C14 MRSWS

  • Replaced 1x CH-146 with 1x CH-146 CAS (equipped with GAU-21 .50 cal and Minigun door guns) on 3 RCR (Air Assault) Battlegroup

  • Upgraded the visuals of the TAPV interior

People’s Liberation Army (PLA) & People’s Liberation Army Amphibious Ground Forces (PLAAGF)

  • Added additional grenadier role with QBZ-95-1 with iron sights + QLG-10 UGL

  • Added additional MMG role with QJY-88 with iron sights

  • Updated HAT 01 to use QSZ-92 pistol as primary weapon, but with 2x Tandem and 2x HE PF-98 rounds

  • Updated HAT 02 to use QBZ-95B-1 as primary, but with only 1x Tandem PF-98 round"

People’s Liberation Army Navy Marine Corps (PLANMC)

  • Added raider role with QBZ-95B-1, QSZ-92 pistol, and frag grenades

  • Added additional grenadier role with QBZ-95-1 with iron sights + QLG-10 UGL

  • Added additional MMG role with QJY-88 with iron sights

Russian Airborne Forces (VDV)

  • Added additional SL role with AS-VAL + OKP-7

  • Added additional rifleman role with AK-74

  • Added raider role with AS-VAL + OKP-7 and 5x frag grenades

  • Made marksman role with AS-VAL + PSO available to all battlegroups

  • Added additional marksman role with VSS + PSO

  • Added additional marksman role with SVD

  • Moved scout to ‘specialist’ role category, equipped with hand-held quad drone, max 2 per team"

Russian Ground Forces (RGF)

  • Added Raider role with AKS-74U + Extended Mag and 5x frag grenades

  • Added additional marksman role in ‘direct combat’ role category using SVD

  • Added additional grenadier role with AK-74M + 1P63 optic w/ GP-25

  • Added additional MMG role with PKP with iron sights

  • Added a scout role in ‘specialist’ role category with AK-74M and portable quad-drone, limit 2 per team"

Turkish Land Forces (TLF)

  • Added additional SL role with G3A7

  • Added additional grenadier role with iron sight MPT-76 + AK40 UGL

  • Moved the MGL grenadier role to ‘specialist’ role as ‘heavy grenadier’ with a limit of 2 per team

  • Added additional marksman role with G3 SG/1

  • Added additional rifleman role with G3A7

  • Added additional MMG role with iron sight PMT-76

  • Replaced the UH-1H with the UH60 on all battlegroups

  • Reduced the number of M60T MBT available from 2 to 1 (except for the Armored Battlegroup, which will continue to have 3)

United States Army (USA)

  • _⭐ _Added a “Pathfinder” role:

USA Air Assault (82nd Airborne) & USA Light Infantry (10th Mountain) - Uses the M4A1 + M68 + Foregrip, M17 pistol, 3x grenades

United States Marine Corps (USMC)

  • Updated 4th Marines Amphibious Ready Group (Amphibious Assault Battlegroup) to use modern role loadouts with M27 IARs

  • Added additional rifleman role with M27 IAR with iron sights to M27-equipped battlegroups

  • Added additional grenadier role with M27 IAR with iron sights to M27-equipped battlegroups

  • Added additional LAT role with M27 IAR with iron sights to M27-equipped battlegroups

  • Added additional MMG role with iron sight M240

  • Added additional HAT role with M27 IAR with iron sights and SMAW to M27-equipped battlegroups

  • Updated SL01 to use M4 w/ M203

  • Added additional SL role with M27 IAR with iron sights to M27-equipped battlegroups

  • Added additional SL role with M16A4 w/ M203 to M27-equipped battlegroups

  • Motorized Battlegroup - Reduced the number of LAV-25 IFV available from 4 to 3

Gunplay Updates
  • Goals

  • Make recoil feel more natural, less random, and less intense without detracting from our intent to have extended firefights within gameplay

  • Make engagements below 150 meters feel less frustrating

  • Mitigate the problem of losing the front sight post from the front of the weapon moving down during recoil

  • Changes

  • Reduced the overall intensity of the aim punch received from suppression by 10%

  • Lowered the miss distance threshold for suppression from pistols and SMGs (pistols or SMGs will not produce suppression unless their projectiles pass extremely close to a player)

  • Reduced and standardized the ‘recoil offset camera limit’ across all weapon archetypes, which limits how far away