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Patch Notes2 min read

Squad 10.4 Patch Notes (30th April 2026)

Squad's 10.4 update moves the game to Unreal Engine 5.7 and overhauls gunplay across the board, ADS times, recoil, and sway all got reworked based on community playtesting.

Nathan Lees
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The headline here is the engine jump. Squad Update 10.4 moves from Unreal Engine 5.5 to 5.7, bringing DLSS 4.5 support, GPU crash fixes, and performance improvements for some players. As I covered in the UE5.7 devblog earlier this week, Offworld Industries has been building toward this for a while, and seeing it actually ship is a good sign for where the game's performance headroom goes from here.

Beyond the engine, the Community Development Team has done a full pass on gunplay. ADS times are faster across all weapons, recoil has been reworked to pull less aggressively left and right, sway is slower and more predictable, and sprint stamina burn drops by 30%. On paper, this is exactly what the community has been asking for, and the fact that it's explicitly framed as a starting point for further iteration rather than a final answer suggests Offworld is actually listening rather than shipping and forgetting.

One thing to flag before you load in: the keybind system has been overhauled, which means your settings have been reset to default and your old save files won't import. Offworld warned players on Discord ahead of time, but if you missed that, expect to spend a few minutes rebuilding your layout. Here's everything that changed.

Full Patch Notes

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 HERE 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

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.
  • Increased Stamina.
    • Locomotion - Stamina Adjustments
    • Decreased standing sprint stamina burn rate by 30%.

    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 passworded servers .
    • Added a Coop filter for passworded servers.
  • Refactor Coop Filter Visibility.

    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 squadspawn 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

    • Urban Bushwhacker
    • Added additional ammunition to the later stages of the Urban Bushwhacker mission to support longer engagements with smarter enemy bots - Slightly reduced the quantity of enemies with anti-tank kits in Urban Bushwhacker to account for smarter enemy bots.
  • 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

    Some things to note:

    • 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.

    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

    • Improved visual quality when using a weapon with a bipod.
    • Added additional telemetry for gameplay improvements.
    • 10.4 Localization Import.
    • Fixed decal width scaling for decals which is currently not working (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 same new DSHK reload sounds to vehicle turrets as emplaced.
    • Added the new DSHK emplaced foley sounds to vehicle DSHK turret versions.
  • Updated M240 chopper gunner reload sounds to the same as handheld.
    • 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.
    • Fixed wrist bones rotation.
  • Ensured feet are shuffling while turning with bipod.
  • Added 3P feet shuffling to 3P bipod.
  • Weapon System Improvement - Make up the 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 - Implement retractable landing gear.
    • 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 BipodAds Montage and update code.
  • 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.

    Bot Behavior Updates

    • 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.

    SquidBots Bug Fixes

    • Fixed SquidBots' shots not leaving impact decals.

    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.

    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.

    • USMC - Unit Setup - Armored Offensive - On all Tallil layers the USMC armored offensive unit is using the defensive setup instead.
    • Fixed Tallil AAS v1, Invasion v1, RAAS v1, RAAS v2, TC v1 having the wrong battlegroup type for USMC Armored (they were using defensive instead of offensive type).
  • Specter Scopes reticle issues.
  • Updated several emote animations.
  • Vehicle - Glass Material on multiple vehicles is using different materials instead of the correct one.
    • Fixed glass on ZLB08 and Stryker MGS reflecting HDRI map.
  • PLA/PLAAGF - SFX - QLZ-87 AGL (Emplacement Variant) - The sound of the charging handle on a dry reload for the QLZ-87 is delayed with the sound playing a bit after the charging handle has been pulled.
    • Fixed QLZ-87 AGL Emplaced reload sounds out of sync.
  • Factions - USA & RGF UltraLightWeight faction setups have auto-inject to layers.
    • Fixed USA & RGF UltraLightWeight faction setups being setup to auto-inject to layers.
  • USMC - M27 IAR Rifle - Animation - The weapons magazine in the dry and tactical reload animation is stretching like rubber in 3rd person.
  • PIP Scope - The aiming reticle loads in slowly when ADS'ing the first time and will be blurry till fully loaded.
  • AFU - Stugna-P ATGM - Animation - The player is placed below the Stugna launcher when reloading the weapon.
  • Fixed Global Illumination quality settings which previously removed shadowing on certain settings.
  • Audio - Impact SFX - Tandem round unarmed impact SFX too loud / has no attenuation.
    • Unarmed Rocket SFX - Decrease attenuation and made it quiter further out Fixed NLAW weird unarmed projectile impact sounds.
  • BAF - L85A2 + SUSAT + Grippod Rifle- ADS is broken on the L85A2 + SUSAT + Grippod variant of the L85 rifle when the weapon is deployed on its grip pod.
  • Al Basrah - Removed rock asset blocking bridge.
  • SQ - DESIGN - Vehicle Tuning - Quad Bike causing spin outs just by steering.
    • Fixing Quad bike handling issues with spin outs due to steering.
  • Sq - Design - Minsk bike handbrake doesn't assist in turning.
    • Improved Minsk bike handbrake turn behaviour.
  • PLA/PLANMC/PLAAGF - ZBL08 - Animation - There is a performance issue in the vehicles animation graph.
  • Al Basrah - Cliff asset out of place.
  • CAF - C9+C79A2 - Automatic Rifleman 3 - C9+C79A2 has much less ADS peripheral blur than intended which nullifies being suppressed when ADSing.
    • Fixed C9 with C79A2 scope lacking peripheral vision blur while aiming.
  • Indirect Fire Shelter - The shader of the camo netting on the Indirect Fire Shelter construction is reversed.
  • USMC - Amphibious Landing Ship - The USMC invasion landing ship has strange hitbox issues around the helicopter spawn points.
  • Vehicles - BRDM-2 - Interior light is seen from the exterior, and especially from the weapon turret.
    • Adjusted light's draw distance inside of BRDM.
  • Sanxian Invasion v3 - If PLANMC Air Assault is voted, the landing ship will spawn non amphibious vehicles.
    • Fixed Sanxian Invasion v3 having Air Assault battlegroup available which resulted in non amphibious vehicles spawning on the landing ship.
  • Manicouagan AAS v1 - Bridge road edges bleeding over sides and causing issues with player stances.
  • PLA/PLAAGF - Animation - The animation when entering the gunner position on multiple vehicles with the QLZ-87 grenade launcher is broken.
  • CAF - Animation - The animation when entering the gunner position on multiple vehicles has the weapon clip into the camera.
  • SFX - Vehicles - Multiple turrets and RWS stations for vehicles have no turret rotation SFX sound in 1st person.
    • Fixed missing turret rotation audio.
  • MEI - Makeshift Skin - AK-74 + GP-25 - The skin is applied to the smoke grenades of the GP-25 grenade launcher and look like they use a incorrect texture.
  • MEI - Makeshift Skin - AKM - The Drum magazine on the AKM looks like its made out of wool when the makeshift skin is equipped.
  • AFU - Character - The belt uses the entire texture sheet instead of only its specific texture for multiple SL character model's.
    • Applied grenade belt material to grenade belt mesh. (note will appear black until the ORM combined map is adjusted with VT settings, file is locked in P4 Help Desk helping to reset access).
  • AFU - Grunts do not have voice lines setup.
  • AFU - RPK-74 + TA31 Scope - The weapon has a broken ADS position when using the bipod preventing the use of the scope.
    • Fixed RPK-74 scope aiming with bipod.
  • Fallujah - There are randomly floating doors placed south of the bazar building.
    • Fallujah - Fixed missing structures in certain locations.
  • WPMC/CRF - M4 Wormpool Rifle - The M4 Wormpool and its variants have a MOA of 8 instead of the intended value of 3.
    • Fixed M4 Wormpool weapons MOA value being incorrect.
  • Road mesh edges causing vehicles to get stuck.
  • Sand in your TOWs - Vehicle provided in the mission only fits two people, while the recommended player count is three.
  • WindowsDynamicRHI.cpp ChooseFeatureLevel.
  • PLA / PLAAGF Lynx 8x8 LTV - Front armor is 35mm instead of 3.5mm.
    • Fixed the Lynx 8x8 ATV having an abnormally high armor thickness.
  • Fixed a visual bug where certain settings would allow player camera to be offset higher than intended.
  • Sumari Bala - Sumari_Bala_Invasion_v1 - Defending team able to shoot and kill attackers during staging phase.
    • Sumari Bala Invasion v1 - Fixed defenders being able to attack and kill attackers during staging phase.
  • Makeshift Skin - AKM/AK-74 - The left hand is clipping into the rifle sling in the weapon inspect emote if the Makeshift skin is equipped.
  • PLA/PLAAGF/PLANMC - QLZ-87 emplacement - The dry and tactical reload animation are broken on the bunker and tripod variant of the QLZ-87 AGL.
  • Manicougan Seed v2 CL - Bots are stuck at the spawn point and unable to move.
    • Manicouagan - Seed v2 CL - Fixed bots being stuck on spawn.
  • v10.4 Vehicle Weapons - Some vehicles are not following weapon slot standards Part 3 of 3.
    • N/A - This fix is already on live v10.3.
  • PLA / PLAAGF Jensen's Range - Lynx 8x8 Logistics is not spawning on Jensen's Range.
    • Fixed PLA / PLAAGF Lynx 8x8 Logistics not spawning on Jensen's Range.
  • PLA / PLAAGF / PLANMC Lynx 8x8 LTV - It is possible to change to all kits on Lynx instead of just the Crewman and Lead Crewman kits.
    • Fixed PLA Lynx 8x8 allowing access to all kits instead of just the Crewman and Lead Crewman kits like other vehicles in its class.
  • Harju AAS v3 - Boat Spawners in the forest.
    • Harju AAS v3 - Fixed boats spawning on land.
  • Sanxian RAAS v3 CL - Layer is using Large battlegroups instead of medium.
    • Sanxian RAAS v3 CL - Changed Battlegroup sizes from Large to Medium.
  • Harju AAS v2 / AAS v3 / RAAS v3 CL - Using Large Battlegroups instead of Medium.
    • Fixed Harju AAS v2 / AAS v3 / RAAS v3 CL using medium Battlegroups instead of large.
  • Worlds - Collision - Various Assets are using Simple as Complex Collision causing issues with Projectile Collision.
    • Fixed collisions on the following assets which were blocking projectiles from passing through them accurately: SM_EastAsia_UbnAddOn_ACUnit_01 SM_SeaCliff_02_GreyBlock trench_logwall SM_BlackCoast_Fortress_BlockHouse PipeStand01_Merged SM_PlanterBox_01 SM_PlanterBox_02 SM_PlanterBox_03 SM_PlanterBox_04 SM_PlanterBox_Small01 SM_PlanterBox_Small02 SM_PlanterBox_Small03
  • MEI / IMF - Minsk - Minsk bike has too much acceleration and reverse power, and has issues with hand-break turning.
    • Minsk acceleration forward no longer skips gears, accelerates slower and to 125 and reverse acceleration has been fixed.
  • Interaction key will switch to None while on a server will large amounts of players.
  • PLA WZ-551 APC - Interior texture doesnt stream properly.
    • PLA WZ551 APC's interior displayed without visual glitch.
  • PLA/PLAAGF ZSL-92A Wheeled APC - Interior passenger seats are too close together and cause players to clip into each other when the vehicle is full.
    • Fixed an issue with PLA / PLAAGFZSL-92A Wheeled APC passengers clipping into each other when the vehicle was full.
  • \[Tech Support ] Audio - Menu music still audible even with music volume set to 0%.
    • Fixed an issue with main menu music still being audible when at 0% music volume.
  • Audio - Incap. SFX doesn't respect any volume setting.
    • Fixed an issue with incap wounded sound loop not being affected by the effects volume slider in sound settings.
  • PLA / PLAAGF ZSL-92A Wheeled APC - Open top turret variants cost 10 tickets instead of the intended 5 tickets.
    • Fixed PLA / PLAAGF ZSL-92A Wheeled APC open top turret variants costing 10 tickets instead of the intended 5 tickets.
  • PLA ZSD-89 Tracked APC - has an ammo rack when it should not.
    • Fixed PLA ZSD-89 Tracked APC having an ammo rack when it should not.
  • Al Basrah - Building collision is too high off the ground allowing players to get inside.
    • Fixed house foundation collision exploit.
  • If holding a placeable item, Q will rotate and lean the player.
  • VFX - Engine Smoke /Smoke Generator - The Smoke from the Engine Smoke system on all vehicles is no longer working/visible for the driver on Jensens, Al Basrah, and Mutaha.
    • Main UDS blueprint had Volumetric fog disabled and that affected lighting layer in those specific levels. Enabling it fixed the issue.
  • PLA/PLAAGF - ZSD-89 QJZ-89 7 WZ551/ZSL92A QJZ-89 - Animation - The hands are no longer attached to the controls of the QJZ89 HMG looking weird.
  • PLA / PLAAGF WZ551/ZSL92 Wheeled APC - The no-penetration mesh/block on the open top variant of the WZ551 is to high and prevents hits to the player on the lower parts of the turret.
    • Fixed not being able to shoot ZSL-92 open top gunner from specific angles.
  • BP_WZ551A_Desert (ZSL-92 IFV) - The gunner's arms are clipping through the vehicle.
    • Fixed the hands of the gunner clipping through the top of the ZSL-92A.
  • PLA / PLAAGF ZSD-89 Tracked APC/IFV - variants use the wrong map icon.
    • Fixed PLA ZSD-89 APC/IFV variants using incorrect map icon.
  • WPMC- CPV M134 Minigun - The gunner is offset from the minigun in the CPV when aiming to the sides causing weird arm bends.
    • Fixed a visual issue with the CPV M134 animation.
  • PLA QLZ-87 AGL Ironsights and Scoped variant - weapon is twitching while bipoded.
    • Fixed an issue with the PLA QLZ-87 AGL twitching when aiming while bipoded.
  • PLA / PLANMC Lynx 8x8 LTV - Engine SFX is still heard idling when its turned off after being driven a short distance.
    • Fixed an issue with PLA/PLANMC Lynx 8x8 engine SFX still idling even after engine has been turned off.
  • ADF - Maximi + Foregrip MMG - Animation - The maximi is not animating in the tactical reload animation when deployed with the bipod.
    • Fixed Maximi + Foregrip not playing the "Gun" tactical reload animation.
  • PLA - Lynx, WZ551, Z9 - Text is gibberish.
  • PLA/PLANMC/PLAAGF- Kit Loadout - Multiple kits for the PLA factions are not setup correctly/missing items.
    • Updated PLA & PLANMC Kit Loadouts - 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 - Adjusted SL Crewman to have 4 mags Updated PLAAGF Kit Loadouts - 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 - Adjusted SL 04 to have 8 mags
  • PLA/PLAAGF/PLANMC - Scout role - The Scout is missing its drone item for PLA factions.
    • Updated PLA / PLAAGF / PLANMC Scout role inventory to include handheld drone and use holo sights.
  • Animation - MEI Mortar Technical - Mortar gunner position was moved to account for a new animation set, but then reverted the animation, leaving the gunner in a new location using the old animation pose.
    • Fixed the soldier will float outside of the van when using the mortar on the technical 2 seater.
  • New Ways to Play - PLANMC is set to Independent Faction.
    • Fixed PLANMC being an Independent Faction instead of part of PAC Alliance.
  • Sanxian Invasion layers - Team objective Text and Audio incorrect.
    • Fixed Sanxian Invasion layers having incorrect team objective text and voiceover audio.
  • Emotes Outside of Main - Smoking Emote - The upper body is floating behind the legs of the players character model in 1st person when the downtime emote is used outside of main.
    • Fix the 1P upperbody issue for visibility and clipping issues.
  • PLA / PLAAGF ZSD89 Tracked APC - When a track is destroyed on the ZSD-89, the vehicle will lean too far into the ground and its healthy track shows up as destroyed visually.
    • Fixed an issue with PLA / PLAAGF ZSD89 Tracked APC, when a track got destroyed the vehicle leaned too far into the ground and parts of the mesh showed up incorrectly.
  • M2A1/M2HB - Emplacement (Tripod & Bunker) - SFX - The emplacement variant of the M2 HMG no longer has a enter and reload sound effect.
    • M2A1/M2HB - Emplacement - Fixed missing deploy and reload sounds.
  • New Ways to Play - PLA v PLAAGF is possible after faction restriction changes.
    • Blocked option to play PLA vs PLAAGF.
  • PLA WZ551 IFV and Lynx8x8 LTV - Wreck collisions are inaccurate, blocking players from climbing onto them.
    • Fixed PLA WZ551 IFV and Lynx8x8 LTV wreck collisions which were inaccurate and blocked players from climbing onto them.
  • PLA / PLANMC - Multiple kits are not grouped together in the deployment menu as they should.
    • Fixed an issue with PLA & PLANMC Marksman kits and Raider kits icons not grouped in the deployment menu.
  • Cobra LTV & ZSD05 APC - A couple of vehicles are initially spawning in a state with a bugged driver camera that fixes itself once the driver starts driving.
  • USA - M2A3/M7A3 - The ranging for the 25mm and coax MG on both Bradley variants is not correct and slight offset to the right.
  • Switching seats with F1, F2, F3 buttons will lose functionality if player hits F while switching.
  • PLA / PLAAGF CSK-131 QLZ87 - spawns on desert layers with wrong camo.
  • PLA/PLAAGF Z-9A Helicopter - The wreck of the Z-9A helicopter has a gun and wings attached to its left side as if it was a CAS helicopter.
  • AFU Stugna-P ATGM Emplacement - The reload is broken and not working till a 2nd reload is finished if someone is on the laptop.
  • PLA QLZ-87 AGL (Handheld) - When switching the firemode the thumb on the right hand will clip through the grip of the weapon.
    • Fixed a visual issue with the PLA QLZ-87 AGL (Handheld) when switching the fire mode the soldier's thumb on the right hand will clip through the grip of the weapon.
  • USA M-ATV M240 Woodland variant - The gunner has broken movement animations when mounted on the open top.
    • Fixed a visual isseu with the MATV M240 open top turret where the soldiers hands were not holding the weapon properly.
  • PLA / PLAAGF ZSD89 & WZ 551 IFV - The ranging for the 30mm and coax MG on the ZSD89 and WZ551 variants are not set correctly.
    • Fixed ranging for coaxial mg on PLA ZSD89 & WZ 551 APCs.
  • PLA Pack - Weapon Cards colors are desaturated.
  • RGF T-72B3 MBT - Woodland texture has a desert colored ammo box on the Kord.
    • T-72B3 Woodland variant now has the woodland texture for cupola ammo box.
  • Remove PBL layers from the game.
    • Al Basrah Skirmish v2 - Changed lighting layer to nighttime layer.
  • RGF/VDV/GFI - NSV HMG Emplacement/Bunker - The scope is no longer used when using ADS and instead it only zooms slight in when using ADS.
  • BAF NLAW AT - PLOS lock-on indicator is not appearing in the PiP scope.
    • Fixed an issue with the NLAW anti-tank launcher PLOS guidance mode lock-on indicator not appearing in the scope.
  • Gestures in Vehicles - If the player sits in a position where the weapon is being held with the left hand and plays gestures the weapon will free float and clip.
    • Fixed the weapon hanging in the air without any support when playing gestures in passenger seats.
  • Sway - Initial ADS sway always starts in the extreme bottom left corner.
    • SDK: 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.
    • host mans them, and enables turret stabilisation.
  • AFU BTR-4 Wheeled IFV - When reversing the BTR-4 into objects the vehicle will teleport below the map in some cases.
    • Fixed AFU BTR-4 Wheeled IFV occasionally teleporting under the landscape when reversing into objects.
  • Mortar Emplacements & Vehicles - A mortar shells is visible after reloading in front of the muzzle even if the mortar moves.
  • Armory - Emote screen appears to be completely empty when Steam is offline.
    • Missing emotes in Armory if Steam is offline.
  • PLA QJY-201 MMG - Weighted Normals are incorrect.
  • Helicopters appear desynced when flown by listen server hosts to proxies.
    • Fixed issue where helicopters piloted on listen servers appeared rotated incorrectly.
  • \[Tech support] Ultrawide monitors - Players using ultrawide monitors see a blurry weapon when they ADS with ironsights.
  • AFU - RPG7 - no Veteran skin available for the faction.
    • Added the missing Veteran skin to AFU RPG-7.
  • AFU BTR-4 Wheeled IFV - parts of vehicle missing collision.
    • Fixed BTR-4 exterior bits and parts not having collision.
  • RGF BMP-2M Tracked IFV - The cage on this vehicle is often getting stuck in object when driven through urban clutter.
  • Sanxian - G7 - 8 -4 - Navmesh not generating correctly around building near Power Plant.
  • WPMC - Loach CAS Helicopter - Tracers/muzzle flash from the dual minigun are spawning at the bottom of the center instead from each of the miniguns.
    • Fixed Loach helicopter traces/muzzle flash spawning in the incorrect location when using the miniguns.
  • Weapon Skins - AFU Malyuk Perch- hand slightly clips into the mesh of the skin.
    • AFU - Malyuk Kobzar skin's mesh doesn't clip with hand.
  • Fallujah - Players can enter the grayed-out area of the map.
    • Fallujah AAS v1 - Fixed out of bounds volume not working correctly.
  • AFU C90-CR LAT - Carry sling of the weapon attached to the front is detaching in the equip and ADS animation.
  • M9A1 , Hi-Power Pistol and MP-443 - Bullet is present in the chamber, even though the pistol cannot be fired.
    • Fixed a minor visual issue with the M9A1 , Hi-Power Pistol and MP-443 where a bullet was visible in the chamber, even though the pistol cannot be fired.
  • MEI - Deployable - Tire Fire hologram is rendering too far away for a player to place (gives Out of Line of Site error).
  • USA M110 DMR (rework) - Handguard has mirrored text.
  • Weapon Emplacements - The weapon emplacement preview/ghost is always showing the look of the unfinished weapon instead of the completed one.
    • Deployable weapon preview ghost now shows the fully built version of the weapon.
  • WPMC/USA/USMC/MEI M1151 Armored Car - It is possible to kill passengers through the hull armor by shooting the spare tire on the rear of the vehicle.
    • Fixed an issue with the M1151 Armored Car where it was possible to kill passengers through the hull armor by shooting the spare tire on the rear of the vehicle...
  • ADF - Specter Optic - All weapons with the Specter scope are shooting roughly 50 to 100 meters further when using the 1000 meter range marker of the scope making it difficult to hit targets at that range.
    • Specter scopes ranged correctly.
  • UE5 Engine Upgrade Vehicles - After you leave the vehicle, it can continue driving much further on its own compared to UE4. This has been adjusted.
    • Vehicles do not roll as long when gas is not depressed.
  • M1151 LTV - wheel LODs remove wheel animations at too close range.
    • Fixed M1151 wheels sometimes not rotating until the vehicle gets close to the player.
  • Locomotion & Gunplay - Exploit - Various easy ways to get faster ADS time (prone ADS time).
    • 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.
  • Harju - The texture of the tiled floor at E4-1-4 is flickering.
  • BAF NLAW AT - Switching from PLOS mode to Direct Attack mode does not clear the red circle in ADS scope.
    • BAF/AFU NLAW anti-tank launcher: Fixed lock-on indicator for PLOS guidance mode not disappearing after switching back to Direct Attack mode.
  • Main Menu - Music for the main menu is too loud.
    • Music Volume slider now affects all in game music - Default Main Menu music volume lowered.
  • Audio - Sound of opening closing the Map, Command and Deployment Menu sometimes do not play.

    Fireteam Bug Fixes

    • Fireteam - Driver bots in armored vehicles also dismount upon engaging in combat
    • Fireteam - Multiple bot voice lines overlap when they spot enemies
    • Fixed SquidBots playing multiple contact call voice lines at the same time. - When SquidBots are shot, any current voice lines should now stop playing.
  • Fireteam - Infantry jitter to simulate inaccuracy
  • Fireteam - Scoreboard is empty upon entering the End Match screen
  • Fireteam - Praise Sphere - Sphere descends too quickly, failing to provide players with sufficient time to escape
  • Fireteam - Praise Sphere - Objective name incorrectly displays as ammo cache, despite the actual objective being something else
  • Fireteam - Urban Bushwhacker mission - Sometimes, only 1 mortar base (2 mortars) spawns while 2 are intended to spawn
  • Fireteam / Seed layer - Bots stuck on navmesh and failing to die
    • Fixed SquidBots getting stuck on objects throughout the world in Killhouse, Seeding and Fireteam
  • Fireteam - Bots getting stuck inside vehicle even after being shot at
    • Fixed SquidBots getting stuck in vehicles when in combat.
  • Fireteam - Poseidon's Trident - Friendly frontline bots are missing
  • Fireteam - Objective map markers are missing in several missions
  • Fireteam - enemy mortars are unmanned on Urban Bushwhacker mission
  • Fireteam - Bot vehicles occasionally drive forward and backward at the same spot while reinforcing
    • Fireteam: fixed bot reinforcement vehicles never reaching their destination.
  • Fireteam - Praise Sphere - Bots sometimes destroy the Quad bikes even before players reach the final location
  • Fireteam - New Objective system - Current Objective text is not updated properly after the target is destroyed
  • Fireteam - New Objective System - Target's location disappears once the enemy elimination reaches 100%
  • Fireteam - Mission start popup - Old popup still appears in some missions
  • Mission Name Popup - Add delay and filter coop lobby map
  • Mission Select - Pressing F resets scroll position and causes screen shacking
  • Fireteam - Client crashes while hosting a server
    • Fireteam: Fixed client crash when hosting a lobby
  • Fireteam - Bots switch back to an idle state too quickly after a firefight
    • Fixed SquidBots trying to relax in the middle of firefights.
  • Fireteam - 3P / Client Weapon Lowering animation isn't replicating to Host on listen server
    • Fireteam - Fixed issue where Hosts wouldn't have Client weapon lowering animations replicated to them.
  • Fireteam - Server name does not appear in the browser
  • Fireteam - Sand in your TOWs - Plant's collision box is larger than usual
  • Fireteam - Squad Spawn - Log spam occurs on the non-owner's side when the squad spawn owner enters the admin cam
  • Mission Select - No supporter pack mission icons are appearing on the screen
  • Fireteam - Patrolling animation is not replicating on the client
  • Fireteam - Tickets are being lost when players leave the server
    • Fixed a life being deducted from the team when a player leaves a Fireteam lobby
  • Fireteam - Gun Line - Smoke artillery projectiles lack visibility collisions, allowing bots to see through them entirely
    • Fixed issue where bots could see through smoke mortars.
  • Mission Select - Mission icons swap places when scrolling up and down
  • Fireteam - SquidBots have quieter footsteps than SQSoldier
    • Fixed SquidBots footsteps only being audible within 10m. SquidBot footsteps should now be audible within a realistic distance.
  • Fireteam - Bots have visual issues due to bounds settings
    • Fixed SquidBots appearing as low level of detail
  • Fireteam - Sand in your TOWs - Mission doesn't end when TOWs are destroyed with certain weapons
  • Fireteam - Emotes - When outside of a main base zone and a client on a listen server uses an emote that makes use of a prop, the host will not see the prop
    • Emote props invisible for the Fireteam host
  • Fireteam - Bad performance dips during mission on game thread when there's a lot of bots, possibly related to navmesh (eg. Sanxian Reactor Secure)
  • Fireteam - Host cannot see the world move markers
  • Fireteam - On listen server, Driver Smoke fired by clients not replicating to both host and clients
  • Fireteam - Late joiners will see the Team Select screen and need to select the friendly team
    • Fixed: Players joining an on-going Fireteam mission will not see the team select screen anymore
  • Fireteam - Vehicle turrets will "jiggle" when manned by a client, when turret stabilisation is turned on
    • Fireteam - Fixed vehicle turrets appearing to "jiggle" when anyone other than the host mans them, and enables turret stabilisation.
  • Fireteam - Bot vehicle gunners often fire incessantly at a target, resulting in constant MG firing SFX
    • 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.
  • Fallujah Seed v1 - Bots are staying in cover at the main base for extended periods, and some remain there indefinitely
  • Bot cleanup kills bots right on spawn
    • Fixed SquidBots dying spontaneously on seeding layers due to thinking they're stuck and respawning.
  • Mission Name Popup - Mission name popup appears when entering/exiting vehicle
  • Bots are not using cover within restricted zones on seeding layers
  • Bot icons do not appear with the correct rotation on the minimap
  • Killhouse - Bots seem to have difficulty finding cover while inside the killhouse
    • 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.
  • Bots engage empty vehicles even when no players are inside
    • 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.
  • Yeho - .--. .-. .- .. ... . / ... .--. .... . .-. . -
    • --- -. .-.. -.-- / - .... . / .--. .-.. .- -.-- . .-. / .-- .... --- / .-.. .- -. -.. . -.. / - .... . / ..-. .. -. .- .-.. / ... .... --- - / - . .-.. . .--. --- .-. - ... / - --- / - .... . / ... . -.-. .-. . - / .- .-. . .-
  • Killhouse - Invisible collisions are blocking the bots' bullets
  • SquidBots spawned by developer admin cam have the wrong instigator
    • N/A - not player facing
  • SquidBot Cover detection - game thread hitches from filtering out navmesh islands
  • Praise Sphere - Bots sometimes get stuck in the ground and shoot at players
  • Bots can see through smoke more easily than players once they detect weapon sounds
    • Fixed SquidBots noticing enemies through smoke / foliage and not losing their target as they moved deeper into the smoke / foliage.

    And that's it! If you made it this far, you deserve a cookie. Unfortunately I am all out of cookies.

    - \ CEEG, signing off!

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    Written by

    Nathan Lees

    Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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