WP - Update to v13

This page is a Wiki Project.

Aim of this Wiki Project
Update the entire Squad Wiki to the current version v13 of Squad.

See all Release Versions.

Workflow

 * 1) If you find changelog line that do no have any effect on the wiki, move it from section  to section . Ideally, we do this clean-up process first to then focus on actual work for the wiki.
 * 2) From section, pick a changelog line you want to work on. Update the wiki according to the changelog. Maybe more than one page will be affected by one changelog line - so you have to know the wiki pages to find all the places that might need updating. If unsure, ask Usgu. some suggestions where changelogs should go on the wiki have been added. Also, apply some thought how and where to best include the new information on the wiki.
 * 3) When you are done, move the changelog line to section . Please also list the wiki pages you have updated for this changelog - this makes it easier for other editors to see what you have done.

Already finished
Deployables Gameplay


 * Updated HAB deployment rules specific to the Insurgent Faction. The Insurgent team can now build 2 separate HABs at each FOB Radio. This change gives the advantage of more plentiful spawn locations for Insurgents.
 * Added ability to rotate deployables while in placement mode by holding the lean keys or the left and right arrow keys. -> Deployables
 * Added a running generator with audio to the Vehicle Repair Depot to lightly discourage players from camping. -> Repair Station

AAS/RAAS Ticket Bleed Updated
 * Ticket bleed has been added back to all AAS and RAAS gameplay layers. This should give back a little more incentive to push to the next enemy point.
 * Ticket bleed indication was added into UI.
 * The enemy team will start bleeding tickets if you will successfully capture at least one objective on the enemy side of the flag lattice. For each objective on the enemy part of the map, controlled by your team, the enemy will lose 1 ticket per minute.
 * On map layers with an odd number of objectives, central objectives are considered a middle ground, and therefore do not trigger ticket bleed, to avoid causing King of the Hill fight for it. On such layers, your team will need to capture at least one more flag past central, for the enemy to start bleeding tickets.
 * For map layers with even number of objectives, your team will need to capture more than half of them to trigger ticket bleed on the enemy team.
 * In the case of “double-neutral” stalemate situation, all ticket bleed mechanics will be paused until the stalemate is resolved.
 * A12 mercy bleed has not changed in A13: if one team manages to successfully capture all flags on the map, the opposing team will suffer a catastrophic ticket bleed of 60 tickets per minute to bring about the end of the round more quickly.

Additional Changes


 * Added ability to rearm individual magazines, grenades, and inventory items. You’ll have the ability to rearm exactly what you need when you need it, as opposed to previously where you were completely unable to rearm if your ammo requirements exceeded what was available. -> Ammo Crate
 * Added ability to request kit roles from Vehicles. APCs & IFVs will allow all roles to be requested just like FOB Ammo Crates. The ammo contained within the vehicle will be consumed when that new role is requested. Light Vehicles and Tanks will allow only crewman roles to be obtained. Note: this now enables all vehicles fast access to field repairs via the Crewman kit role’s repair tools.
 * Vehicle Wrecks are now destructible. You need to call your Combat Engineers in to demolish the wrecks with their explosive charges. -> Vehicles

Infantry Role Loadout Changes


 * Medic and Light Anti-Tank roles now have an optics variant available.
 * Grenadier role now has an optic.
 * Medic role now receives 9 bandages, increased from 8.
 * Non-Optics Riflemen, Medics & Light Anti Tank now have Binoculars.
 * Added the SA80 Bayonet for all British roles, replacing the placeholder M9 Bayonet.

HAT Kit Loadout Changes


 * US HAT Primary – M4 M68, 1x M136-AT4, 1x M72A7, 1x M67-Frag
 * US HAT Alternate – M4A1 Foregrip Irons, 1x AT4, 1x M72A7
 * GB HAT Primary – L85 Irons, 1x ILAW-AT4, 1x M72A7, 1x L109-Frag
 * GB HAT Alternate – L85 SUSAT, 1x ILAW-AT4, 1x M72A7
 * RU HAT Primary – AK74M Iron, 1x RPG7v2-Tandem, 1x RPG7v2-HEAT, 2x RPG7v2-Frag
 * RU HAT Alternate – AK74M 1P78, 1x RPG7v2-Tandem, 1x RPG7v2-HEAT
 * MIL HAT Primary – SKS, 1x RPG7-Tandem, 1x RPG7-HEAT, 2x RPG7-Frag
 * MIL HAT Alternate – SKS, 2x RPG29-PG29V
 * INS HAT Primary – SKS, 1x RPG7-Tandem, 1x RPG7-HEAT, 2x RPG7-Frag
 * INS HAT Alternate – SKS, 2x RPG29-PG29V

Rifleman LAT Loadout Changes


 * US LAT Primary: M4 M150, 1x M72, 1x M18-Smoke
 * US LAT Secondary: M4 M68, 1x M72, 2x M67-Frag, 2x M18-Smoke, Binoculars
 * RU LAT Primary: AK-74M 1P78, 1x RPG-26, 1x RDG2-Smoke
 * RU LAT Secondary: AK-74M, 1x RPG7-HEAT, 2x RPG7-Frag, 2x RDG2-Smoke
 * GB LAT Primary: L85A2 ACOG, 1x M72, 1x L132-Smoke
 * GB LAT Secondary: L85A2 SUSAT, 1x M72, 1x L109-Frag, 2x L132-Smoke
 * Militia LAT Primary: AKS-74 1P29, 1x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke
 * Militia LAT Secondary: AK-74, 1x RPG-7 HEAT, 3x RPG-7 Frag, 2x RDG2-Smoke, Binoculars
 * Insurgent LAT Primary: SKS Optic, 1x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke
 * Insurgent LAT Secondary: Vz61, 2x RPG-7 HEAT, 2x RPG-7 Frag, 1x RDG2-Smoke, Binoculars

Skirmish Mode Updated
 * Added new Skirmish layers for Belaya, Basrah & Mestia.


 * Capture Zones capture tickets changed to +20 / -20 ticket gain/loss. (+10 tickets for the first-time capture.) -> Skirmish

Invasion Mode Updated


 * Each flag capture now gives +100 for attackers.
 * Starting tickets tweaked on several layers, expect continued ticket balancing for Invasion layers based on gameplay feedback. -> Invasion

MATV TOW Variant -> M-ATV


 * Basically a TOW with wheels for US Forces.
 * The same level of mobility and armor as a conventional MATV.
 * Carries 5 spare TOW missiles.
 * Definitely packs a punch, but light on protection.

Linux Server RCON

RCON functionality for Linux server is temporarily non-functional in Alpha 13. This is a known issue and we’ll continue to work to resolve this. We apologize for any inconvenience. -> Server Configuration

Vehicle Additions and Updates

T-62 Main Battle Tank -> T-62


 * 3-man crew and carrying capacity for 4 riders for Militia and Insurgents.
 * T-62 fires armor penetrating sabot, high explosive anti-tank and fragmentation rounds, in addition to its coaxial 7.62x54mmR PKT machine gun. While this armament might not perform as well as its more modern counterparts, still do not underestimate its ability to deal death at range. The commander seat has access to a simple cupola mounted periscope with high magnification optics.

BRDM-2 Spandrel -> BRDM-2


 * Anti-tank guided missile variant of the BRDM-2 scout car for Russian, Insurgent, and Militia forces.
 * Armed with five wire-guided ‘Konkurs’ missiles which can be fired in relatively quick succession, dealing a devastating amount of damage against heavy armor at range.

Vehicles strengths are mobility combined with its anti-tank firepower, making it a potent battlefield tool, weaknesses are its light armor, so it won’t fare well in head-on engagements against enemy Armor or AT Infantry.

BTR-82A & BTR-80 Updated -> BTR-82A


 * Upgraded all BTR models with an engine protection plate, that should prevent it from suffering an instant mobility kill from frontal fire.
 * Reduced BTR-82A Spawn time from 12 minutes to 10 minutes.

User Interface


 * Added a line that draws from yourself to the Squad Leader Order Marker on your map to better orientate yourself to the direction of the marker.
 * Updated all the map option/filter buttons into a consolidated drop-down menu to declutter the Deployment and Command Menus.
 * Increased Point of Interest marker limit from 4 to 6.


 * Added the ability to drop a “direction” line + arrow marker. This is intended to have many uses, such as illustrating movements of friendly or enemy forces, showing directions of approach for orders, etc. -> Using the map
 * Updated artwork of the magazine counter to look like banana magazines.
 * Added a more detailed Vehicle Status widget to show which components are taking damage viewable by the driver. -> Head-up display (HUD)
 * Reverted Squad VOIP Text (in the bottom left) to be always green regardless of Fireteam. -> Communication

Map Changes


 * Updated Tallil Outskirts to v2. Changes mostly focused on increasing infantry survivability and the ability to move between flags. These changes include: adding more detail microvariations to terrain in open areas, adding villages along the river, adding fighting positions and tunnels at the Iraqi Destroyed Hangars, including more rocks and wadis, and adding a new air traffic control complex between the runways. -> Tallil Outskirts
 * Added several “Medium”-sized RAAS, AAS, and Invasion layers. These layers to assist with populating servers (seeding) or to increase variety in map rotations.
 * Tweaked some flag names to make them more distinct.

Weapons And Equipment


 * Added the Vz61. Škorpion Machine Pistol. The Škorpion is a select-fire, straight blowback weapon that operates from a closed bolt for additional accuracy, while still maintaining a very high rate of fire. Its extremely compact nature (even with the extended wire stock) makes this machine pistol a favorite as a personal defense weapon for vehicle crews. This weapon will be issued to Militia and Insurgent crewmen, as well as the Insurgent LAT kit. ->Vz. 61 Škorpion


 * Added the M15 Anti-Tank Mine. The M-15 Anti-Tank blast mine is an American design originating in World War 2 and is activated via a mechanical pressure switch. When sufficient downward pressure is applied, it will activate the fuze and trigger detonation. Containing about 10.3kg of Composition B explosive, the M15 is capable inflicting mobility kills on heavy armor or dealing critical damage to lighter vehicles. This will be available to the US Army and British Combat Engineers. -> M15 Anti-Tank Mine
 * Added varied set of Timed Explosives. Set with a 30-second fuse, these explosives are designed to destroy emplacements, deployables, and tech structures like HABs and FOB Radios. These explosives can also be used to sabotage vehicles by destroying tracks and wheels, destroy vehicle wrecks, as well as other planted explosives like Mines and IEDs. Explosives can be defused by your shovel before they explode. These explosives are available to Combat Engineers and Sappers. -> Combat Engineer
 * Added a “Surrender” role-play kit that has no weapons, that can be requested via Ammo Crates and Vehicles. They have the ability to put their hands up with Right Mouse Button. -> Kit Role Selection

Infantry Gameplay Systems


 * Squad Leader Buddy Rally Point: Added the ability for Squad Leaders to place rally points remotely next to other Squad’s Rally Points. This request is only available when the Squad Leader is dead. This is intended to allow Squads to have the flexibility to reinforce friendly Squads separate to FOBs. This is experimental. -> Rally point
 * Removal of the Revive Insta-death Penalty Timer: In Alpha 13, players can now be revived regardless of the duration since the last revival. -> Health Management

RAAS (Random AAS) Updated -> Random Advance and Secure


 * The Fog of War has been added to all RAAS layers. Under the Fog of War, the first Capture Point is known and the next point is revealed once your team has fully captured the current objective. We believe this should help mechanically increase variability in gameplay, especially at the beginning of a round, as well as help differentiate between Random AAS and standard AAS.
 * Additionally, Random AAS now has Lanes added to all RAAS_V1 Map Layers. RAAS Lanes break up the Capture Zones into 2 or 3 lanes per layer. Each Lane will have 5 to 8 Capture Zone groups. Each Capture Zone group still has only 1 CP selected per round out of a potential up to 5 Capture Zones.
 * In A12 we have layers with Capture Zones that can be quite distant across the map, which can cause transportation problems and extended round times. RAAS Lanes will help group up the flow of each Capture Zone to be relatively close to each other, allowing a more natural flow to gameplay.

Insurgency Mode Updated -> Insurgency


 * Objective Cache destruction gets 50 tickets for the attacking side, -10 for the defending side.
 * Attacking team starts with 200 tickets, and 600 for the Defending team.
 * Caches now also can be destroyed by Combat Engineer’s explosives.
 * Spawning on Caches is now disabled after 5 minutes since Cache spawn.

Invasion Mode Updated -> Invasion


 * Reduced the max number of Capture Points on Invasion layers to 6.
 * Added a variant of Invasion where the flag path is randomized, dubbed “Random Invasion” to some Invasion layers.

Destruction Mode added -> Destruction


 * This the initial release of a new objective-based cache hunt game mode where Attackers have to destroy caches in multiple phases. Layers can have either 2 or 3 phases with 2 caches in each phase. There is a 3-minute delay between each phase to minimize rushing potential.
 * Cache locations are randomized within specified zones, requiring attacking teams to search the zone to locate the objective before destroying it.
 * Attackers get a 50 ticket bonus for each objective destroyed, as well as the round timer being extended. Defenders get a -10 Ticket penalty upon objective loss.
 * Defenders win the round if the Attackers do not complete all phases within the time limit, or run out of tickets.

Systems


 * Destructible Tracks and Wheels: Tracks and Wheels are now fully destroyable which enables players to inflict more granular damage to vehicles. For wheels, depending on the vehicle, they can be taken down by small arms fire, while tracks and APC wheels require .50 cal or greater. With each wheel that gets destroyed, more friction is applied, reducing the vehicle’s maximum top speed. The destroyed wheel’s rim still functions at reduced drive effectiveness. In addition, the vehicle will lean over as the supporting wheel is now gone. With tracks, as each gets destroyed, drive input from that track no longer functions. That means that if both tracks get destroyed, the vehicle is completely immobilized. -> Vehicles
 * Combat Engineer Role: -> Combat Engineer
 * We’re introducing a new specialist role focused on demolitions, sabotage, and construction. The previous infantry deployables that were associated with some Riflemen roles to the Combat Engineer role, as well as outfitting them with anti-tank mines, and small demolition charges. The intent for this role is to perform quick demolitions on deployables and light vehicles, as well as ambushing vehicles and enforcing set no-go zones with their anti-tank mines. Combat Engineers can also build and destroy deployables faster compared to other roles.
 * For the Militia and Insurgents, the role that the Scout previously played will now be given to the ‘Sapper’. In addition to the normal combat engineer loadout and abilities, Sappers will be able to lay IEDs and decoy rocks. Note: Scout role will return in a future update with new inventory items.

Vehicle Gameplay


 * Reverted back to the proper model of CROWS turret on the M1126 APCs
 * Added open-top turret and CROW MATV variants equipped with M240B. -> M-ATV
 * Added M1126 APC variant equipped with CROW M240B. -> M1126

No Wiki Change Necessary

 * Fixed flipped vehicles in Main Bases on Kokan.
 * Fixed some sharp landscape edges on the Lakay Ridge bypass road on Kohat.
 * Fixed foliage growing in places it shouldn’t be on all maps. (Compost will be used to grow tomatoes.)
 * Improved landscape blending, so rocks and roads should no longer appear black.
 * Updated Logar, Mestia, and Sumari to remove static Technical vehicle props and replaced them with different static props, to prevent confusion between actual drivable Technicals and static props.
 * Updated Gorodok tree trunks and some Kohat trees to prevent undesirable collisions. (Don’t you dare desire them again.)
 * Fixed bushes and crops from preventing player lean and ability to dig emplacements

Bug Fixes And Miscellaneous
 * Fixed Fireteam markers being seen from enemy Squad.
 * Fixed clipping that occurs when using the Music Player.
 * Fixed Mortar Bug. In certain circumstances (when a player leaves a mortar before the projectile lands), the mortar did no damage.
 * Fixed Emplaced Kornet having larger than normal bullet collisions, causing players to be very hard to shoot off.
 * Fixed Insurgent SL Crewman having wrong first person mesh.
 * Fixed “Kit Role Selected No Longer Available” notification spam when changing teams. When a selected kit role is unavailable, the kit will now default back to Rifleman Iron Sights and give that player the appropriate notification message.
 * Fixed exploit where all Open Turret Vehicles being able to rearm from FOBs and have infinite mags
 * Fixed mines being able to be placed so deep into some bridge statics that they disappear completely.
 * Fixed Anti-Tank projectile not dealing damage if the shooting player dies before the projectile hits its target. In certain circumstances (when an AT player fully dies before the AT projectile hits its target), the AT projectile did no damage. This has been fixed and will now do damage even if the player was killed.
 * Fixed hidden Flag Capture UI while inside a Vehicle – this now correctly displays the Flag status
 * Fixed unable to vault temporarily after packing up your ammo bag.
 * Fixed pressing number 5 key results in changing your primary weapon fire mode instead of switching to your field dressing.
 * Fixed a bug where the SPG-9 needed to be ‘reloaded’ twice before it would be ready to fire.
 * Fixed the double mesh bug on the SPG-9.
 * Fixed zeroing on the SPG-9 fragmentation rocket.
 * Fixed US Crewmen soldiers having incorrect bullet impact effects.
 * Fixed zeroing on the RPG7v2 Tandem and the RPG-29.
 * Fixed effect impacts on flesh and sandbags to make them more visible.
 * Optimized large smoke column effects on Tallil and Jensen’s Range.
 * Fixed grenade spoon ejections not being properly visible when you throw grenades.
 * Fixed Soviet Binoculars having sway while the other binoculars do not.
 * Fixed markers being set offset to the crosshair on all Binoculars.
 * Fixed Insurgent MTLB having green colored turret/wreck.
 * Fixed missing turning animations when using the phone detonator and vehicle repair tools.
 * Fixed open-top turrets not returning to origin during a reload.
 * Fixed rigging on the L85A2 AG36 ACOG rifle.
 * Fixed vehicle components like Engines and Ammo racks being damaged by melee or small caliber weapons.
 * Fixed vehicle occupants being counted towards HAB blocking mechanic.

Modding


 * Due to significant updates to our Unreal Engine implementation (4.16 -> 4.21) and modding framework, existing mods will need to be uninstalled. Mods will need to be recooked to ensure compatibility with Modding 2.0 — more information will be made available soon.

Localization


 * Unfortunately, the Unreal Engine 4.21 upgrade changed the way localization is managed. As a consequence, a lot of the translations have been broken going into Alpha 13. Our plan to address this is to actually push a full localization pass to a later date in the year when we are much closer to full release and are locking down all the text that will need to be translated for the game.

User Interface


 * Updated Squad Leader Order Marker so it can now be placed through windows and other tight spots using the T-Menu. If you have line-of-sight, you can place the marker. Previously, many static objects would block you from placing down the marker.
 * Tweaked the spawn select flow requiring fewer button presses and confirmations.
 * Cleaned up a lot of server-side messaging so the normal player doesn’t see them as often.
 * Added a notification for Players that attempt to spawn in with a role that has already been claimed – “Your previously selected role has become locked.”
 * Tweaked the look of the on-screen HUD chat.
 * Added a tooltip to help players know what the controls are for loading and unloading supplies.
 * Improved the look and functionality of the Vehicle Seat indicator to allow you to see the squad assignment and role of the player in that seat.
 * Added vehicle occupancy [+1] to name tags for players in vehicles.

User Interface Systems


 * Map "Pings" Removal
 * Fireteam Leader Marker Rangefinder Removal

Infantry Gameplay


 * Increased non-ADS standing movement speeds by 10%.
 * Adjusted 3P animation for movement speed.
 * Tweaked how ADS movement speeds work, so no matter which direction you go now you move at the same speed.
 * Shortened acceleration and deceleration speeds to make player movement a bit more responsive.
 * Increased visual ‘z-axis’ recoil animation, increasing the visual kick back towards the camera.
 * Increased Prone Sprint stamina cost from 16 to 24 – prone player can still quickly get into a ditch or cover, but cannot be used to quickly traverse vast areas.
 * Decreased Player Bleed Rate from 0.5 HP per second to 0.3 HP per second. This will Increase the time to bleed out so the player has more time before death prior to bandaging

Vehicle Gameplay


 * Removed all main cannon overheating on the FV510.
 * Increased 120mm HEAT splash radius to 25 meters from 21 meters.
 * Increased 125mm HEAT splash radius to 21 meters from 17 meters.
 * Increased 125mm FRAG splash radius to 35 meters from 30 meters.
 * Decreased rate of fire of the FV510 coaxial machine gun.
 * Added a no-penetration protection panel to the far side of all APC, IFV, and Tank engine components. This means you won’t be able to disable the engine in the rear by shooting the vehicle from the front and vice versa.
 * Increased the percentage which vehicle repair tools can repair engines from 50% to 100% for Light Vehicles, up to 80% for APCs or higher.
 * Updated all vehicle engines to absorb a large amount of damage after a projectile has penetrated through it.
 * Adjusted Environment Physmats for vehicle tires and tracks – sand, snow, dirt, grass, wet asphalt all have a less severe penalty for impeding driving
 * Removed majority of post-processing color effects on all turret optics.
 * Increased hull strength for Armored Technicals and Ural 375 ZSU by 25%.
 * Increased armor thickness by 33% on all open turret shields (including DshK shield) and Armored Technical armor making them more resistant to 7.62mm fire.
 * Added armored glass material to MATV, BRDM-2, BTR-80 and all open top turret windows making them resistant up to 7.62mm rounds.
 * Added turret turning sounds to all open top and closed armored turrets.
 * Updated Glass Material on all Trucks and Technicals to respond to gun-fire with the proper glass effect.
 * Added a camera-spring effect to the driver to help increase immersion.

BTR-82A & BTR-80 Updated


 * Increased Autocannon HE Splash damage & blast radius
 * Increased 30mm splash radius to 7.5 meters (from 5.5 meters).
 * Increased BTR82A / MTLB 30mm AP cannon damage output by 20%.
 * Increased the damage output of Russian 2A72 30mm autocannon, equipped on BTR-82A and MTLB 6MA by 20%. (250 to 300)
 * Increased the BTR82A/MTLB 30mm autocannon overheating time, which will allow a continuous fire to be outputted for up to 10 seconds. (Previously 5 seconds.)
 * These changes should increase the Russian Ground Forces offensive capabilities to help them to deal with the better-armored enemy counterparts like M1126s. But make no mistake, the BTR80 & BTR82A primary role is still transporting and supporting infantry and should only be engaging superior Infantry Fighting Vehicles like the US M2A3 as a last resort.
 * In a future update, we plan to add the proper IFV for the Russian Ground Forces, in the form of well known BMP family of vehicles.

Map Changes


 * Fixed flipped vehicles in Main Bases on Kokan.
 * Fixed some sharp landscape edges on the Lakay Ridge bypass road on Kohat.
 * Fixed foliage growing in places it shouldn’t be on all maps. (Compost will be used to grow tomatoes.)
 * Improved landscape blending, so rocks and roads should no longer appear black.
 * Updated Logar, Mestia, and Sumari to remove static Technical vehicle props and replaced them with different static props, to prevent confusion between actual drivable Technicals and static props.
 * Updated Gorodok tree trunks and some Kohat trees to prevent undesirable collisions. (Don’t you dare desire them again.)
 * Fixed bushes and crops from preventing player lean and ability to dig emplacements

Deployables Gameplay


 * Increased penetration power of TOW & Kornet ATGMs, to increase the effectiveness of those weapons against highly armored targets at certain angles of attack.
 * Increased mortar HE splash damage & range from 15m to 22m.
 * Improved mortar explosion effects on sand and snow.
 * Updated deployables to have looser placement bounds, allowing items like razor wire can more easily connect without gaps.
 * Increased width of razor wire deployable to match that of the sandbags.
 * Updated tracking on the Russian-style ATGMs (Kornet, Konkurs, Refleks) to be tighter.
 * Decreased deviation on the SPG-9 HEAT and Frag rockets.
 * Tightened the spiral trajectory on the Kornet ATGMs, making them easier to handle.
 * Increased the number of rounds you can fire from the ZU-23 before it overheats.
 * Increased interactable radius on emplacements to make them easier to enter.

Technical UB32 (Rocket Artillery) Updated \\ Extra detail ins't necessary for the little used vehicle


 * Changed the location of the Gunner camera to be on the rocket pod.
 * Added an angle indicator.
 * Added a very small amount of yaw adjustment.
 * Updated the gunner seat to always preserve the angle orientation of the rocket pod even if the gunner leaves the seat.
 * Reduced the minimum arming distance on the S5 rockets a very close range.

Weapons and Equipment


 * Added a unique animation and sound for when shovels are destroying a deployable or defusing explosives vs. building them.
 * Tweaked shovel destroy damage to be less effective than building
 * Shifted L85A2 iron-sights ADS position slightly further away from the camera.
 * Reduced minimum arming time on the 40mm UGL smoke grenades dramatically.
 * Increased smoke size of the 40mm UGL smoke grenades.
 * Reduced time to switch between primary weapon and loaded HE 40mm UGL by excluding the UGL loading & unloading animations from the process.
 * Increased IED max deployed in world limit at one time to 5 (previously 3) per role.
 * Updated IEDs to now play a very audible chiptune ringtone before exploding.
 * Updated Phone detonators so they can no longer be triggered if there is no active IED in the field.
 * Increased random delay duration for IEDs from 2-4 to 3-6 seconds.
 * Land mines, explosives, and IEDs are no longer blocked from being deployed on other deployables.
 * Decoy rocks now cover a much larger area and no longer collide with mines and IEDs. You can use multiple rocks now to form a relatively inconspicuous rock pile hiding any IED or mines under it.
 * Tightened the deviation on the RPG-7 and RPG-7V2 rockets, making them more accurate at longer ranges.
 * Tweaked the 1p78 Optic reticle so the reticle is more usable against distant targets up to 400m.
 * Tweaked Anti-Tank mine damage. It now requires 1 Anti-Tank mine to destroy light vehicles outright like technicals and bikes. MATV and Logistics Trucks will be heavily damaged and have their wheels destroyed. APCs will take severe damage and have their wheels/tracks blown, while Tanks will have their tracks destroyed and moderate damage taken.
 * Increased Land Mines max deployed in world limit at one time to 10 (previously 3) per role.
 * Added an audible “trigger” sound and a slight detonation delay when a vehicle drives over the mine to provide better mine feedback to players. (Knowing is half the battle.)

Additional changes


 * Added visual hand signals for Squad Leader and Fireteam orders.
 * Added a hand action for when Squad Leaders are talking over command broadcast VOIP and direct SL-to-SL VOIP, allowing people to see when the Squad Leader is talking over those important channels.
 * Added head turning for vehicle passengers.
 * Added moving mouths while talking over VOIP.
 * Added more immersive animations when operating open turret and emplaced weapons.
 * Added idle and fidget animations for handheld weapons.
 * Added secondary animation on vehicles such as antenna and mud-flaps, and improved visual suspension on some vehicles.
 * Upgraded Unreal Engine version to 4.21.

OBSOLETE
Infantry Role Limit Changes

Specialist Roles


 * Heavy Anti-Tank (Iron Sights): max 1 per team. (Unlock @ 15 players.)
 * Heavy Anti-Tank (Optics): max 1 per team. (Unlock @ 20 players.)
 * Heavy Anti-Tank (Iron Sights) & Heavy AT (Optics) requires a squad of 3. (Max 1 per squad.)
 * Combat Engineer & Machine Gunner: max 2 per team. (1st unlock @ 15 players, 2nd unlock @ 20 players.)
 * Combat Engineer & Machine Gunner requires a squad of 3. (Max 2 per squad.)

Fire Support Roles


 * Marksman & Grenadier: max 4 per team. (1st unlock @ 5 players, 2nd unlock @ 15 players, 3rd unlock @ 25 players, 4th unlock @ 35 players.)
 * Light AT (Iron Sights): max 4 per team. (1st unlock @ 3 players, 2nd unlock @ 6 players, 3rd unlock @ 9 players, 4th unlock @ 12 players.)
 * Light AT (Optics): max 4 per team. (1st unlock @ 6 players, 2nd unlock @ 12 players, 3rd unlock @ 18 players, 4th unlock @ 24 players.)
 * Light AT (Iron Sights), Grenadier requires a squad of 3. (Max 1 per squad.)
 * Marksman requires a squad of 5. (Max 1 per squad.)
 * AR (Optics) & Light AT (Optics) requires a squad of 6. (Max 1 per squad.)
 * GB Marksman (L86) requires a squad of 6. (Max 1 per squad.)
 * GB Marksman (L129A1) requires a squad of 8. (Max 1 per squad / 2 per team – 1st unlock @ 20 players, 2nd unlock @ 30 players.)

Command Support Roles


 * Squad Leader (Optics) requires a squad of 2. (Max 1 per squad.)

Direct Combat Roles


 * Rifleman (Optics) requires a squad of 2. (Max 3 Rifleman Optics per squad.)
 * AR (Iron Sights) requires a squad of 3. (Max 1 per squad.)

Vehicle Gameplay


 * Tweaked Insurgent Technical skins to use less conspicuous paint jobs. (No more “Shoot Me! Red”.)

Deployables Gameplay


 * Tweaked visuals and look of the deployable Ladder, adding a metal variant for the US Army, British, and Russians.
 * Reworked the look of the Vehicle Repair Depot to provide a unique look for the Russians and Militia/Insurgents.

User Interface


 * Added contextual interactable tooltips for interacting with deployables, vehicles, and emplacements. This is to promote identification of interactable objects in the game world.


 * Updated Team Select by removing the live soldier and replaced them with a high-resolution posed team image for each faction.