Squad — Squad 10.5.2 Patch Notes

Squad 10.5.2 Patch Notes

Added 6
  • Added separate Max Suppression Threshold limits in Suppression Info assets for passbys and explosives
  • Added the ability to modify weapon sway speed by Suppression level, percentage of stamina consumed, and whether the player is moving
  • Added a maximum angle off parameter in BP_MutableSoldier controlling the maximum angle by which a shot can miss and still deliver suppression
  • Camera Effects can now implement multiple Unreal Post Process Effect Stacks each with separate Blend values
  • Added optional experimental flinch on first shot in Mutable Soldier
  • Added optional pinhole-style suppression blur in Suppression Preset configs and M_SuppressionBlur
Changed 8
  • Completely reworked Suppression visual effects
  • Adjusted Suppression accumulation and decay rates
  • Rebalanced the amount of Suppression dealt by each weapon and projectile
  • Rebalanced the amount of VFX, sway, and other effects dealt for each tier of suppression
  • Suppression now prevents holding your breath to stabilize the weapon, but does not prevent zooming in
  • Running out of breath while holding weapon steady and zoomed in will now only cancel the weapon stabilization, not the camera zoom
  • Improved bullet snap/crack pass-by sound effects with snap and crack transition fade distance synchronized to each caliber's suppression radius
  • Replaced the old Suppression Sway system in SuppressionInfo with a Suppression Sway curve in SQSoldier driven by the soldier's Suppression Percentage
Fixed 5
  • Fixed Suppression Sway being reset to 0 on switching weapons
  • Fixed Suppression Sway from passbys not being disableable
  • Fixed bots not always delivering the correct amount of suppression
  • Fixed Suppression Sway not respecting Closeness Factor scaling curves
  • Fixed Suppression Sway being reset if a projectile with a lower maximum suppression followed a shot with a higher maximum
Hello Squaddies!
Welcome to Update 10.5.2!

Update 10.5.2 is an update focused around solely around Suppression and its features as well as some additional changes to our bullet SFXs mainly the snap/crack bullet pass-by sound.

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

  • Completely reworked Suppression visual effects.

  • Adjusted Suppression accumulation and decay rates.

  • The amount of Suppression dealt by each weapon and projectile has been re-balanced.

  • The amount of VFX, sway, and other effects dealt for each tier of suppression has also been re-balanced.

  • Suppression now prevents holding your breath to stabilize the weapon, but does not prevent zooming in.

  • When using the hold breath ability to steady aim and zoom in, running out of breath will now only cancel the weapon stabilization, not the camera zoom. Currently scoped weapons will not zoom focus. We hope to bring this feature in a future update.

  • Improved bullet snap/crack pass-by sound effects. Snap and crack transition fade distance is synchronized with each caliber's suppression radius.

For a more in-depth breakdown on what has changed please check out the Suppression Blog we released.

SDK Specific Changes:
  • Added separate Max Suppression Threshold limits in Suppression Info assets for passbys and explosives, so that passbys do not trigger effects which should be reserved for explosives (as balanced in v10.5.2, Suppression values above 300% are reserved for explosives).

  • Suppression Info configs have been expanded and been made more configurable. There are many more preset configs to choose from, so make sure you assign the right config to your weapon or projectile.

  • Added the ability to modify weapon sway speed by Suppression level, percentage of stamina consumed, and whether the player is moving. This is configured in Weapon Static Info under Sway and in the Soldier Blueprint under Suppression.

  • Removed the old Suppression Sway system found in SuppressionInfo. It has been replaced by a Suppression Sway curve found in SQSoldier, driven by the soldier's Suppression Percentage. This ensures all suppression effects and handling changes are driven by one input.

  • Added a maximum angle off parameter in BP_MutableSoldier, controlling the maximum angle by which a shot can miss and still deliver suppression.

  • Camera Effects can now implement multiple Unreal Post Process Effect Stacks each with separate Blend values. This allows you to control each blend through script and still get reliable blending with other post process volumes in the world or in other Camera Effects. See Additional Effects array.

  • Added a few optional levers to the Suppression system which can be enabled by mods: Experimental flinch on first shot (in Mutable Soldier), and an option to implement pinhole-style suppression blur (in Suppression Preset configs and M_SuppressionBlur)

SDK Fixes for Suppression:
  • Fixed a bug where Suppression Sway would be reset to 0 on switching weapons.

  • Fixed a bug where Suppression Sway from passbys could not be disabled.

  • Fixed bots not always delivering the correct amount of suppression.

  • Fixed a bug where Suppression Sway did not respect Closeness Factor scaling curves

  • Fixed a bug where Suppression Sway would be reset if a projectile with a lower maximum suppression followed a shot with a higher maximum.

  • Fixed a bug where Passby Suppression would not respect the Closeness Factor Scaling Curve if the shot was a close-range hitscan.

  • Fixed an issue where some Suppression effects would not scale correctly if a power to distance curve was used in the SuppressionInfo asset.

  • Fixed a bug causing some post process effects to render incorrectly.

  • Fixed a bug preventing several post process effects from being modifiable by anything but the Suppression Camera Effect handler. As part of this change, Suppression Preset configs have been reworked and custom Suppression configs will need to be updated.

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