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Save 60% off Squad

“We've intercepted new transmissions. Ready to receive!”

Listen up Squaddies. We're taking part in the Steam FPS Fest from April 15 - 22, and you can get your friends and soon-to-be fellow squaddies in for 60% off. You heard right, the game's on sale from now until the FPS Fest ends.

You can also check out our most recent DevBlog here, where we show a sneak peak at our upcoming Faction, the PMCs!

Offworld Out.

https://store.steampowered.com/app/393380/Squad/

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DEVBLOG - PRIVATE MILITARY CONTRACTORS FACTION

Private Military Contractors

Welcome Squaddies, to an entirely new line of Dev Blogs. Today’s post is coming hot off the press from our Content team. Later this year we will be introducing our newest Faction, the Private Military Contractors, but today let’s have a sneak peek at what’s to come!

The PMC will be an irregular Independent faction that represents western private military contractors emphasizing the use of non-standardized, modern infantry. They will lack some tools that conventional forces have such as heavy vehicles, heavy weapons, and comprehensive battlefield support. This faction will set us up with a variety of assets that will enable us to deliver more new factions in the near future.

Distinguishing Features
  1. An Independent faction that can match up against any other faction in the game and play on any biome and map.
  2. They will have access to specialized light attack vehicles but lack heavier equipment such as infantry fighting vehicles, and adequate tactical support.
  3. Will have access to a wide variety of modern small-arms with aftermarket upgrades.
  4. They will only have access to lighter unit types such as air assault, and light infantry.

SUV

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While this SUV is still in its block out stages, we wanted to share our current progress on what the vehicles for the PMCs will be!

MP5

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M320

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And that's all we have to share with you on the Private Military Contractors for now, but we plan on continuing to release Dev Blogs that will, among other exciting additions, keep you updated on the progress of this new Faction!

OFFWORLD OUT

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The Wrench - Spring 2024

Welcome to another installment of The Wrench, a look at some of the great work from Squad’s modding community!

We’ve seen so many great submissions so far, and are excited to show you even more awesome mods!

What follows are updates sent to us by the people behind the mods themselves: their words, images, and amazing work!



Liareng Islands by Rookheim

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Liareng Islands is a custom map set in the Pacific. It features dense jungles, old trench networks, overgrown facilities, tropical islets and perilous cliffs to fight over. Characterised by its focus on island hopping, the map is broken up into four (three currently playable) main islands separated by the Philippine Sea. Between the dense jungles of the north, the dangerous mountain warfare of the west, and the shattered and rocky shores of the south, each island has a unique theme and layout that requires your team to genuinely coordinate and adapt accordingly.

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There is also an add-on for Squider's SquidBots Zeus mod, which lets a game master create PvP and/or COOP missions against AI bots!

Since it's a work in progress, the map still has rough edges (and one main island is not yet playable, notably), so if you ever get the chance to play it, feedback is *really* appreciated!

Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2880901954
https://steamcommunity.com/sharedfiles/filedetails/?id=3003303773



VDV Overhaul Mod by Tactical Collective Modding

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From the combined modding effort that brought you mods such as Middle East Escalation, the French Faction and the Japanese Faction, Tactical Collective is proud to submit to The Wrench the latest addition to the Tactical Collective mod collection in the form of the VDV expansion and overhaul mod!

With playtesting around the corner, the VDV mod is bringing to Squad a new identity to the VDV faction, one that emphasizes the "airborne" aspect of the Airborne Forces: introducing all-new helicopter classes and airborne capabilities in the vehicle lineup alongside new and unique infantry weapons, ground vehicles and commander actions - giving the VDV a much more in-depth character than is present in Vanilla Squad.

For this Wrench submission, we are simply showcasing a small collection of our assets to show off some of what we have to offer, but be sure to check out all of our other work on our Discord server!

Discord: https://discord.gg/HzDZBKcGzv

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Bundeswehr Mod by the Bundeswehr Mod Team

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The Bundeswehr Mod is aiming to bring the German army and marines into the game. They are also working on the map Fulda Gap with original middle European architecture, fauna and destruction mechanics for SQUAD. Check out their last 2023 Blog update!

Website: https://bwmod.com/2023/08/06/progress-update-no-8/
Discord: https://discord.gg/Uj9jf3kwgU


ZombieMod SquadZ: Origin by Fire Arrow

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SquadZ: Origin is a MOD that focuses on the zombie genre, where you can play as a soldier, squad leader, or commander in the game to constantly recover the land that humanity has lost through continuous battles with zombies. Of course, you can also join the new human (zombie) glorious evolution, leading the new human to constantly expand the territory, the planet to own!

Thanks to all players for accompanying the SquadZ: Origin to 2024, during which we have updated numerous pieces of content and maps, and we will continue to bring continuous updates to the SquadZ: Origin this year as well.

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In 2024, we plan to rework Mutla, fix and reset several lower-quality maps, rework the AI, and introduce major gameplay improvements to LastStandV2, PVE mode, etc., as well as other new maps and content as we progress.

We currently have 11 game modes, 24 maps, and 10 factions to give players a rich gaming experience.
We welcome players and server owners from all over the world to join SquadZ. If you have any needs, our team is honoured to serve you. If you need to contact us, you can leave a message in the creative workshop or join our Discord to communicate.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2318834225


InvasionCrazyMode by BUG09

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Focusing on Invasion mode, this mod advocates fast-paced and fierce confrontation. Different from MODs that add new content, ICM is an optimization and improvement of the vanilla game, paying more attention to details and making appropriate expansions. A SEAMLESS EXPERIENCE! ICO has been eliminated: gun control, soldier stamina, and suppression effects have all been optimized. Built-in squad creation time query and anti-cheating functions.
Noobs have no learning costs, VETERANS ARE STILL VETERANS!

76 maps, All 12 factions including the most recent Turkish Land Forces and over 480 role kits have been modified.
Search ICM in the server list for available servers.

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Support for both Chinese and English as well as Windows and Linux Servers.
Updates once a week!

- Cold War factions such as the Soviet Union and West Germany will appear in Easter egg maps
- Multiple mechanisms to optimize both atk and def experiences and reduce boring
- Anti-personnel mines
- Medical stations, medical vehicles, infantry drones, infantry trenches
- Unlock multiple hidden weapons
- Better SL kits, making you love being SL
- Multiple new vehicles and deployments
- New command actions

[Steam Workshop] https://steamcommunity.com/sharedfiles/filedetails/?id=3038864732
[Gameplay video]



Iran by Londonsmee

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AAS map using the Iranian Peninsula of Jazireh-ye Shif in the northern province of Bushehr as inspiration. This is a work in progress. Latest version has procedure volumes to control use of litter, and a weather system to add nice dust storms. There is a working version on Steam workshop: it’s a 3km² sized map. I've tried not to have a completely destroyed region, but to have more of the opening days of a conflict. It doesn't follow exactly the area’s urban makeup but I created more POIs that seem to be more like the playstyle of communities.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3131278030



Brazilian Armed Forces by Smoking Snakes

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Hello and welcome to the Brazilian Armed Forces mod!

This project aims to bring the Brazilian Army as a playable faction into Squad, featuring weapons, vehicles, and equipment utilized by the Brazilian army.

Down below you will witness some of our In-Engine Renders of the mod; a turnable model of our Guarani APC with all its different versions and internal Gameplay footage, testing our main battle rifle the IA2.

Be sure to join our discord to keep track of our mod's progress!

Discord: https://discord.gg/dxGtmc6tAy




Squad Overhaul by OGL

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Squad Overhaul is a mod which, as its name suggests, revisits the game and the gameplay of SQUAD. The idea is to modify the game without altering the whole.

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Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2964172192




Thanks to the modders for their awesome submissions! Make sure to check them out and let us know what you think!

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Squad Developer Q&A – March 2024

“Communications inbound. Ready to receive!”

Thanks Squaddies for taking part in the latest Squad Q&A, where you, the players, get to ask the developers who made Squad all about the game! We were extremely excited with the number of responses to our call for questions. We have taken the time to select ten (10) questions to answer. This will be a slightly shorter Q&A document in comparison to the last one, as we have quite a few topics we are not ready to discuss, but will in the near future!

Aiding in answering the questions are three members of our development team
  • CANNON - Senior Producer - Squad
  • Ceeg - Community Manager
  • BaronVonBoyce - Lead Game Designer - Squad
If your question was not answered this time around please feel free to ask it again next time.

With that we want to thank all of our Squaddies for their participation. To not delay any further let's get into these questions!


Gameplay


Question:
How long does OWI intend to develop Squad? UE4 is starting to show it's age, what are the plans for continued development? Will this ever be upgraded to UE5 or another engine?

Answer: There is no end in sight for Squads development, we have lots planned and we’re excited to keep the game going with new features, content and gamemodes for as long as we can. Regarding Unreal 5, we currently have a small team dedicated to looking into this shiny new tech. They are looking at what impact it will have on the current game, what improvements or setbacks we might see and how long it might take to upgrade.

-

Question: Would you consider hiring a workshop mod developer contract to reach your achievements?

Answer: We are currently in contact with a few modding teams and individual modders to help us with various areas of development. This can include anything from creating new content, to helping us set up or improve existing content. Historically we have always been open to working with modding teams, and we do not see that changing!

-

Question: What is an area of the game you're looking to address next, what problem with the game flow is looking to be solved, if anything?

Answer: We’re looking at addressing pain points for new players, including closing the game loop off with more detailed feedback for players. This will allow them to see how the overall team did as a whole, where ticket losses and gains were, as well as onboarding newer players more easily into the experience. We plan on working on it iteratively over the next year, with each update hopefully including something pushing us closer to this goal.

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Question: When will thermal sights and laser rangefinders be added for MBTs and IFVs?

Answer: Thermal optics are something that we would like to add in the future, however we can’t commit to timelines due to limitations with resources and technology. We would wish for a Thermal system to not only look and feel authentic, but to work realistically, rather than be a post process effect. Laser rangefinders are already present in some IFVs and all tanks.

-

Question: Can we see more tutorials in the future? I'm thinking of a basic SL guide on how to make FOBs and call command strikes, basic vehicle gunnery tutorial, dedicated AT tutorial.

Answer: Yes, we plan on completely reworking our tutorial into a set of shorter tutorials that cover a wide variety of topics, beginning with the basics and moving into more advanced areas and topics. We also plan to add more tools for players to have better visibility on information that is currently hidden or considered tribal knowledge. Our goal with this is to have players be able to search for this information more easily from within the game.

-

Question: Does the Dev team have plans for any kind of player progression?

Answer: We have no plans at this time for a traditional progression system, but we do plan on adding a socially-driven progression system that allows players to recognize each other for their contributions. More on this in upcoming communications!

-

Question: Any plans to bring in new commander assets?

Answer: We are in the process of adding new commander assets, and in the future, we plan to completely rework the current commander system up to a higher standard, that also leans into the asymmetric design of different factions and units within those factions.

-

Question: How far along the pipeline is the TOW-launcher rework

Answer: We are in the process of reworking our missile system in-game to be more authentic, as well as more flexible with the intent to enable us to add more types of missile systems in the future. We will have more to share on this topic in the coming months.

-

Question: Are you going to balancing the factions with the upcoming voting system so it doesn't become too one sided

Answer: Yes, faction balancing will be an ongoing and iterative process using data points from analytics, as well as feedback and observations. We want to make sure every faction feels fun to play, and no one gets left behind with the Voting system!

______

That’s all for this month's Q&A! Thank you all for your participation. While we may not host a Q&A like this every month, expect to see some other forms of communication that you are sure to enjoy. If you missed your chance to ask a question this time around, Keep a close watch on X and Facebook, where we always announce our latest rounds of Q&A and other Blog posts!

Offworld Out.

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SQUAD v7.2.2 Release Notes

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Squaddies, prepare yourselves for our newest update. In v7.2.2, a new force has descended. Brace yourselves for the arrival of the “Sphere”.

The Sphere is Here
A monumental structure now looms above the battlefield. The Sphere has materialized in the skies, casting a shadow on the land below it. Its presence is both awe-inspiring and foreboding. The Sphere's mere presence has altered our capture point system on various layers, in addition to bringing a multitude of other changes to Squad.

Map Updates
Sphere has arrived in the following maps:
  • Skorbo
  • Sanxian Spherelands
  • Talil Outspheres
  • Yehorbrivka
  • Ballaya
  • Sumari Balla
  • Chorba
New Game Modes
  • Globular Destruction
  • Advance and Sphere
  • Spherevasion
  • Circular Control
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  • Grenades have received a new spherical model and texture.
  • We have doubled the amount of grenades from their kit specific amount.
  • All grenades now act as anti-tank grenades.
The Sphere's Shadow
For better or for worse, the Sphere’s shadow is now a presence all Squaddies need to be aware of, as it will constantly move around the map and can impact minute to minute gameplay within a match. Squaddies must sit unsheltered within the Sphere’s presence for its effects to take place.
  • The Sphere is capable of giving life to those who are incapacitated under the Sphere’s shadow. Squaddies will be resuscitated as if a bandage was used after 90 seconds. You will be healed to full over 10 seconds after resuscitation.
  • The Sphere is capable of taking life. Friendly fire on those in the shadow will be returned to the soldier dealing damage. If a friendly takes lethal friendly fire damage you will find yourself instantly incapacitated.
  • The Sphere is capable of providing energy. Stamina consumption is 50% lower within the Sphere’s shadow and you regain stamina 25% faster.
  • The Sphere is capable of aiding the dispensing of freedom. Rifleman ammo bags will now refill at 1 ammo per second after 30 seconds of sitting in the Sphere’s shadow.
  • The Sphere is capable of protection. Vehicles and their armaments cannot enter where the shadow lies. Handheld armaments however, can.
  • The Sphere is capable of providing intel. Those who are within the shadow will be able to hear all communications regardless of team.
Emotes & Gestures
  • Added “Praise the Sphere” emote.
  • Added “Sphere juggling” gesture.
New Vehicles
  • Added the SPHR-146 to the Canadian Armed Forces. A new circular flight model.
Known Issues
  • The Sphere may occasionally deal damage and incapacitate players based on distance, dealing more damage the closer you are to it. We don’t know why but are actively investigating.

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SQUAD 7.2.1 HOTFIX NOTES

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  • Fixed a client crash that could occur while joining a faction or squad.
  • Fixed a voting issue that caused the unit info popup to display the wrong amount of vehicles.
  • Fixed an issue with the USA M1128 MGS that could cause the open-top gunner to be kicked out of their seat while driving over shallow water.
  • Drivers and passengers on the USA/USMC Quad Bike will now be kicked out of their seats while driving through deep water, as was originally intended
  • Fixed the QBZ95 Jungle weapon skin to apply correctly to the weapon’s carry handle.
  • Partially fixed a voting issue that prevented modded factions from appearing as choices in the voting process. There may be some residual issues with this that are still being investigated.

Unit Updates & Fixes
  • Fixed a unit setup issue where the BAF air assault unit had one helicopter on delay instead of 3 available immediately.
  • Fixed an issue where the MEA Armored unit was missing two MTLB 6MAs on the vehicle list.
  • Fixed a bug that caused the PLAAGF faction not to have access to Strategic or Tactical commander assets.
  • Fixed a bug that caused the CAF Rally Point to be missing textures when equipped.
  • Fixed a unit setup issue where IMF mechanized units had one transport truck instead of three.

Map Updates & Fixes
Al Basrah
  • AAS v1 - Fixed a bug that caused the USA M1128 MGS and M1A2 MBT to spawn upside down.
  • Invasion v1 - Fixed a bug that caused the FV4034 Main Battle Tank to spawn upside down.
  • Skirmish v2 - Fixed a bug that caused Team 1’s Repair Station to float.
Goose Bay
  • Invasion v1 - Fixed a bug that could cause the Leopard tank to spawn outside the operation area and explode.
Mutaha
  • Motorcycles and quad bikes now correctly spawn in the main base on RAAS v1, RAAS v2, and TC v1.
Sanxian Islands
  • The PLAAGF and PLANMC Amphibious Assault units are no longer options while voting on the following Sanxian layers: AAS v1, AAS v2, AAS v3, RAAS v1, RAAS v2.
  • The USMC Amphibious Assault unit is no longer an option while voting on the following Sanxian layers: AAS v1, AAS v1, RAAS v1, RAAS v2.
  • Invasion v2 - Fixed a bug that caused ticket numbers to be flipped, resulting in attackers getting 800 tickets and defenders getting 200 tickets.
  • Main bases and POIs are now scaled correctly on the Interactive Layer Map Details Screen.
Skorpo
  • Invasion v2 - When playing as the USMC faction, the UH-1Y helicopter will no longer explode or fail to spawn.
Yehorivka
  • Skirmish v2 - Fixed a bug that caused Team 1 to have 150 tickets instead of the intended 200.

Known Issues
  • The “change scope magnification level” keybind stopped working with v7.2, which means that the default key “F” no longer works to switch between 1x and 4x zoom on optics that support that. To fix this, go to the Settings > Controls menu in the Infantry section, and rebind the “Cycle scope magnification level” keybind at the very bottom back to “F.”
  • The special characteristics of units are not currently visible on the voting or team selection screens. This refers to information like “this unit gets 2 HABs,” “that unit gets 2 TOWs per FOB,” or “this unit has a shorter respawn timer.” This information will be added to the voting and team selection screens in a future update.

Continue reading...
 

SQUAD 7.2 RELEASE NOTES

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Top Bugs We Squared Away
  1. ️ Reduced and smoothed out apparent movement stutters and hitches on helicopter movement when flying close to busy areas.
  2. ️ Fixed an issue where explosion SFX, VFX, and damage could be desynced from one another or playing out of order, for example, with timed explosives
  3. ️ Fixed an issue where RPGs are sometimes not loaded following the reload animation.
  4. ️ Fixed an issue where patches equipped on the player’s character appeared with a broken texture in first-person view.
  5. ️ Fixed an issue that could lead to IEDs being detonated multiple times.
  6. ️ Fixed an issue with the vehicle passenger list where players who weren't in the vehicle were listed as passengers
  7. ️ Fixed an issue where vehicles with turrets could take double damage from projectiles penetrating the hull and turret components.
  8. ️ Fixed an issue with the server browser where Maximum Ping shows the incorrect UI value
  9. ️ Fixed an issue with the server browser where empty servers were still visible after unchecking the “Show Empty Servers” filter
  10. ️ Fixed an issue where living players could appear dead on the map, scoreboard, and squad list.
  11. ️ Mines will now despawn when an individual changes team.
Due to the large number of bug fixes, we have a dedicated list of them here.

Mod SDK Update
  • ️ Fixed a bug that caused uploading a mod to the Steam workshop to reset the mod title and description.
  • ️ Fixed a crash that could occur for mods referencing SQRestriction_Count
  • ️ Added support to servers that load more than 10 mods
  • ️ Modders can now enable cross-team communication in local voice chat. This does not affect Vanilla Squad.
  • ️ Fixed an issue where mods would continue downloading even though the ‘cancel’ button was selected.
  • Updated the mod SDK to v7.2.
  • Updated mod versioning to v7.2. This means that all mods will need to be re-cooked with the v7.0 SDK to be compatible with the updated version of the game.
  • Projectile Suppression Info now has separate controls for Passby Suppression (when a projectile enters the radius around a player) and Impact Suppression (when a projectile hits an object or explodes). The "Has Suppression" tickbox in Projectiles now functions as a simple toggle for all suppression functionality. Some Projectile Suppression Info Classes were removed, renamed, and added.
Known Issues
  • Spawn timers on HABs and rally points can become desynced. Investigation has identified the issue, but we need more time to plan a solution.
  • Anti-aliasing interferes with the picture in picture scopes, resulting in having to choose the ‘prioritize scope clarity’ option without AA in the scopes or the “prioritize AA in scopes” option, which can result in blurry PiP scopes. An investigation has identified the issue, but we need more time to execute a solution.
  • Players with an Nvidia 4000 series GPU may experience crashes when using the DirectX 12 option. For the time being, switching to DirectX 11 via the game settings should stop these crashes.
  • JensensRange layers are incompatible with the voting system. Setting them up for voting can lock up the voting flow. Please use AdminRestartMatch to escape the locked state.

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Deployed To The Field
This update introduces two new vehicles, a map voting system, proper support for manual bolt-action rifles, quality-of-life improvements to gunplay, some UI improvements, and a new pack of weapon skins.

New USA Units
M1128 Mobile Gun System (MGS): This wheeled vehicle boasts a 105mm cannon, capable of inflicting pain on enemy armor, but still maintains mobility on an M1126 chassis. It complements other wheeled vehicles and infantry operations and will appear on the USA Faction’s 2nd Cavalry Stryker Brigade Motorized unit.

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Quad Bike: The quad bike presents a highly agile and stealthy way to quickly traverse and flank enemy positions, albeit with high vulnerability if spotted. These new vehicles are available for the US Army and USMC Light Infantry units.

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Voting
We have implemented a voting system to give you more control over your experience. At the end of a round of gameplay, players will be prompted to vote on the following layer and faction that their team would like to play:

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The voting step is concluded when the voting time is up or when all the players have voted. When the layer and faction voting steps are completed, the next gameplay layer will be loaded based on the results.

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Server owners can configure many options within the voting system, including how much time players have to vote, how many options for voting appear, which layers and units can appear for voting options, and how many rounds of gameplay must pass before the same layer, map, game mode, faction, or unit type will show up in the voting options again. They can also disable the voting system entirely and choose to continue using a set layer rotation.

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Gameplay & System Updates
  • With the addition of the voting system, factions have been broken down into units with their own specialties. These specialties are represented by a unique vehicle lineup and FOB emplacements. In the future, this may be expanded to include unique weapons, roles, and commander abilities. These different units can appear in the voting options for which team to play. Unit types currently represented are combined arms (similar to how factions were set up before voting), air assault, armored, light infantry, mechanized, motorized, support, and amphibious assault. Only some factions have access to all unit types. More details can be found here.
  • With the addition of the voting system, the amount of gameplay layers has been consolidated. New layers are no longer required for different faction match-ups (down from 453 to 203). Additional unique layers will be introduced in future updates.
  • Added support for manual bolting: When using Bolt Action Rifles, firing will no longer automatically cycle the bolt. Players must press the fire button again to manually cycle the bolt and load a new round into the chamber. This allows you to defer cycling the bolt until after seeing where your last shot impacts, especially when using scopes.
  • Aim sensitivity is reduced when using Steady Aim (holding shift while aiming down sights). The sensitivity multiplier can be adjusted or disabled in the Game Settings menu.
  • Reduced scope bobbing from weapon sway. This makes keeping the target in view through the scope easier and can help prevent motion sickness in some players. This change is visual only and does not reduce weapon sway, and it is still possible to trigger the scope shadow effect. Scopes should now be more enjoyable, with no impact on game balance.
  • The "clear sights" iron sights perspective offset now only occurs when higher sway levels have been reached, typically after sprinting or using stamina. This is intended to make the perspective shift feel more intentional and predictable while keeping the iron sights ADS view usable when the sway is high. Stop and take a knee to make the sights return to normal much quicker. Further iterations to iron sight weapons are coming in the future.
  • Adjusted recoil on the SV-98, Mosin, and C14 rifles to ensure players can see the point of impact of their round at the highest magnification setting to support the manual bolting feature.
  • Completely reworked sway on G3, FAL, SKS, and Mosin rifles.
  • Completely reworked sway on Minimi and RPD squad automatic weapons.
  • Reduced hip fire recoil on SKS.
  • Improved the view through the M4/M16 carry handle Ironsights for easier spotting.
  • Reduced the DOF blur on QBZ95 iron sights for easier spotting.
  • Increased the suppression power and radius of the BM-21 rocket.
  • Increased suppression from 40mm AGL, UGL, and FAL rifle grenade projectiles.
  • Shoulder-fired and gun-launched smoke rounds now cause a small amount of suppression at the impact point.
  • Helicopter respawn time has been increased from 6 minutes to 10 minutes.
  • The starting tickets for AAS and RAAS have been unified (reduced in most cases) to 250.
  • The starting tickets for Invasion have been unified to 200 for attackers and 800 for defenders.
  • The number of starting tickets for the attacking team on amphibious assault invasion layers has increased from 200 to 250.
  • The number of starting tickets for Skirmish has increased from 100 to 200.
  • Tank SABOT projectiles now correctly apply suppression as they pass by players, and we have increased the level of suppression they apply at the area of impact.
  • Increased traverse range for emplaced M2 and Kord heavy machine guns to 170 degrees for tripod mounts and 130 degrees for bunker mounts.
  • Increased Helicopter, Simir, and RHIB-mounted machine gun traverse range.
  • Reworked binocular sway to be more forgiving.
  • The side armor of the USMC AAVP7 APC now acts as add-on armor, reducing the damage done by rounds that pass through it.
  • Adjusted the armor of the BTR80 & BTR82 chassis to no longer take damage from fragmentation rounds and adjusted the rear armor to no longer be vulnerable to HE rounds.
  • Slightly increased the max land speed, water speed, and acceleration of the USMC AAVP7 APC.
  • Made improvements to the reticle of the CAF Leopard 2A6M MBT that focus on a better user experience.
  • The TLF faction now uses iron sight variants of the M2HB heavy machinegun emplacements.
  • Added the M2HB variant of the Browning M2 machine gun that's more appropriate for Turkish, Insurgent, and Militia forces.
  • Updated the Chinese text on the PLA Air Assault Unit patch.
  • Made improvements to the third-person animations of characters using vehicle weapons, including helicopter turrets.
  • If a player has audio input issues, they will see an alert icon when attempting to use VOIP.
  • Several improvements were made to the Server Browser search bar.
  • A splash screen was added to describe the game’s key characteristics. After seeing it once, it will not appear again.
  • Reduced the volume of the Offworld splash screen audio.
  • Made improvements to the Store and Customize menus.
  • Server owners and admins can now rename squads.

Weapon Skins
Jungle Pack ($3.99 USD)

This new pack contains two weapon skins for use while playing as the PLA faction on Woodland maps:

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The pack can be applied to the QJB95-1, QBZ95B-1 Carbine, and PF98 skins. Check it out in the store!

Update to Existing Skins

After releasing our initial pack of weapon skins, we continued to think hard about how to make more skins that our community would love. While creating the new skins for this release, we also wanted to create some exciting alternate styles for our existing skins that better represent the creative direction we’re taking with our cosmetics.

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Owners of the QBZ-95, AK74M, and M4A1 skins will now have access to “worn” variants of those skins. Check them out and let us know what you think!

Offworld out!

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