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Squad 10.1 Patch Notes - Fireteam
Squad
1 Tag 19:29 Community Announcements
[p][img src="https://clan.akamai.steamstatic.com/images/10141695/6290da625990fdfb4cbda8f9e78f0e79de7fdc29.jpg"][/img][/p]

Welcome back Squaddies!

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

This update will be live on Wednesday December 3rd @ 11am PST![/p][p] [/p]

OPTIMIZATIONS

  • [p]Decreased Texture VRAM usage.[/p][/*]
  • [p]Fixed vulnerability allowing server licences to be spoofed for commendations[/p][/*]
  • [p]Black Coast - Instanced meshes along with Fortress, Sub Pen and Monastery as well for further asset fixes and optimisations[/p][/*]
  • [p]Lashkar - Fixed missing WPO Disable and Shadow Cache setup for further GPU optimisations[/p][/*]
[p][/p]

Fireteam

[p][img src="https://clan.akamai.steamstatic.com/images/10141695/f255a0c3104676607acbf7702f588ec8160137c9.jpg"][/img][/p][p]We are proud to present our new co-op mode: Fireteam! A new co-operative experience. Please visit our DevBlog / Announcement post for much more information on the mode.[/p][p][/p][p]Fireteam in 10.1[/p][p]The experience the community will be getting in v10.1 is our first early offering of the potential that Fireteam holds—a mini “early access,” if you will. We will engage the community in the long-term development of this mode, but to accomplish our vision, we need your financial support. Given this, we will launch this mode with two paid tiers, in addition to the free one. All owners of Squad will get free missions upon release that we will add to with future updates, so that they can experience what Fireteam is all about, while the rest of the missions will be released as content inside the Supporter / Founders Pack. This approach will enable everyone to contribute feedback and help guide its development, while also providing us with the necessary support to make the investments we want to make. [/p][p][/p][p]We will retire the Founders Pack within 6 months of its release. Players will still be able to purchase the missions after this, but without the exclusive content.
[/p][/tr][/tr]
[p]Fireteam Free Tier[/p][p]\[Free][/p][p]Fireteam Supporter Pack[/p][p]$7.99 USD[/p][p]Fireteam Founder Pack[/p][p]$14.99 USD[/p]
[p]4 Free Tier Missions[/p][p]4 Free Tier Missions +  9 additional Missions (13 total)[/p][p][/p][p]All Missions in Previous Tiers (13 Total)[/p][p]
[/p][p]Exclusive Content:[/p]
  • [p]Fist Bump Gesture[/p][/*]
  • [p]“Fire Support” Weapon Skin - M4 Carbine and M16 Rifle[/p][/*]
  • [p]Community Voted Weapon Skin (Coming in Feb 2026)[/p][/*]
[p][/p]
[p][/p][p]Fireteam Free Tier Missions \[4 Missions][/p]
  • [p]Sumari Search and Destroy (3 players) - Fight through hostile territory behind enemy lines to find and destroy key enemy targets before withdrawing to safety.[/p][/*]
  • [p]Mutaha Combined Arms (5 players) - Hunt down enemy mortar bases in a fortified city, coordinate between your squad's armoured vehicle and dismounted infantry to reach your objective.[/p][/*]
  • [p]Fallujah Search and Destroy (5 players) - With a convoy of light vehicles, break through enemy lines to reach and overrun a heavily defended ammunition depot.[/p][/*]
  • [p]Narva Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.[/p][/*]
[p]Fireteam Paid Tier Missions \[9 Missions] [/p]
  • [p]Narva Assault Compound (5 players) - Coordinating with friendly forces, assault and breach an enemy compound to destroy AA emplacements.[/p][/*]
  • [p]Harju Combined Arms (5 players) - Hunt down enemy mortar bases around an occupied bay, coordinate between your squad's amphibious vehicle and dismounted infantry to reach your objective.[/p][/*]
  • [p]Mutaha / Narva Search and Destroy (5 players) - With a variety of vehicular assets, break through enemy lines to reach and overrun a heavily defended ammunition depot.[/p][/*]
  • [p]Fallujah / Mutaha Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.[/p][/*]
  • [p]Fallujah / Mutaha / Narva Vehicle Hunt (5 players) - Cross the frontline and fight through hostile territory for a hit-and-run attack on identified enemy armor.[/p][/*]
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/10141695/1440fe0cbbbb7b603e5ed09ee49e6efa8523f94e.jpg"][/img][/p]

Vehicle Handling Changes

[p][/p][p]This update introduces a few changes to vehicle handling.[/p]
  • [p]Full flip tuning pass on all wheeled and tracked vehicles (making them less prone to flipping) [/p][/*]
  • [p]Resetting vehicle when flipped timer -> tuned to be less time to reset the vehicle now ( max of 12 seconds for the heaviest of vehicles vs max 20 seconds in 10.0) [/p][/*]
  • [p]Tracked vehicle obstacle traversal update (All tracked vehicles now are able to traverse objects much easier without getting stuck as easy)[/p][p][/p][/*]

AFU Changes

  • [p]Added AFU Battlegroups to the Northern European Biome, which include the following maps: [/p][list]
  • [p]Harju[/p][/*]
  • [p]Narva[/p][/*]
  • [p]Skorpo[/p][/*]
[/*][*][p]Updated AFU Battlegroups to have access to the following emplacements:[/p]
  • [p]Dshk HMG Tripod[/p][/*]
  • [p]AGS-17 AGL Bunker[/p][/*]
[/*][*][p]Added a YOLOSON Red-dot sight based on a real-world counterpart used in the region to replace most of the OKP-7 reflex sights.[/p][/*][*][p]Added new AK74 Rifle variants specifically for AFU:[/p]
  • [p]AK74 + M68 Reflex Sight[/p][/*]
  • [p]AKS74S + M68 Reflex Sight[/p][/*]
  • [p]AK74 + YOLOSON Reflex Sight[/p][/*]
  • [p]AK74 + EXPS Reflex Sight[/p][/*]
  • [p]AK74 + GP25 + EXPS Reflex Sight[/p][/*]
[/*][/list]
  • [p]Updated the AK74SU Carbine to use the YOLOSON Reflex Sight on the Raider 2nd variant.[/p][/*]
  • [p]Updated the AKS74 Rifle to use the PSO-1 Scope minus the standard eye cup normally seen on the SVD rifle.[/p][list]
  • [p]The AKS74 + PSO-1 can be ranged from 100-400m.[/p][/*]
[/*][*][p]Added a new Malyuk Rifle variant with EXPS Reflex Sight.[/p][/*][*][p]Replaced the 1p78 Scope with the TA31 Scope on all Malyuk rifles with an optic sight.Updated the RPK LMG on the Automatic Rifleman 1st variant to use the YOLOSON Reflex Sight.[/p][/*][*][p]Updated the RPK-74 LMG on the Automatic Rifleman 4th variant to use the TA31 Scope.[/p][/*][*][p]Updated the PKM MMG on the Machine Gunner 2nd variant to use the TA31 Scope.[/p][p][/p][/*][/list]

System & Gameplay Updates

  • [p]Updates to server browser.[/p][/*]
  • [p]Further reduced muzzle smoke / gas VFX opacity.[/p][/*]
[p]While we're working on addressing the deeper underlying technical issue that causes some transparent VFX to show up more opaque than intended in specific lighting conditions, we have strongly lowered muzzle smoke / gas opacity in the interim to avoid scenarios where it could obscure your sight picture, until we can fix the root cause.[/p][p][/p][p]As part of this change, projectile impact VFX are now similarly less opaque, further helping obscure your target less.
[/p]

General Bug Fixes

  • [p]Fixed a bug where the grid on the map was not correctly matching the scale of the map[/p][/*]
  • [p]Fixed a visual bug with the AFU BTR-4 IFV where backpacks were clipping into the interior cabin.[/p][/*]
  • [p]Fixed AFU Kozak-2M1 gunner/turret/hull being too bright with a glowing light in the interior.[/p][/*]
  • [p]Fixed AFU BMP-2 and BMP-1TS IFV incorrect ammo rack destruction behavior which kept the autocannon still functional during ammo cook off event.[/p][/*]
  • [p]Fixed AFU T-64BM2 MBT turret getting launched into low orbit when the ammo rack was destroyed.[/p][/*]
  • [p]Fixed emplaced MK19/AGS17 40mm automatic close impact sounds so that they don’t sound so sharp / overwhelming.[/p][/*]
  • [p]Fixed several AFU kit role inventory issues, including HAT 2 tandem RPG rearm costs.[/p][/*]
  • [p]Fixed SPG9 Emplacement soldier reload animation stretching in unintended ways.[/p][/*]
  • [p]Fixed AFU Stuga-P Control Unit displaying English instead of Ukrainian text.[/p][/*]
  • [p]Fixed AFU Stugna-P Control Unit being deployable on vertical surfaces, causing the soldier to sit sideways.[/p][/*]
  • [p]Fixed AFU handheld rally point item appearing sideways in the soldiers hands.[/p][/*]
  • [p]Updated AFU Stugna-P ATGM Emplacement to now have turret rotation sounds.[/p][/*]
  • [p]Fixed visual issues on PSO scope used on SVD, VSS, and AS VAL: [/p][list]
  • [p]Fixed PSO scope on VSS using SVD reticle.[/p][/*]
  • [p]Fixed PSO scope on VSS and AS VAL having incorrect magnification.[/p][/*]
  • [p]Fixed PSO scope on VSS and AS VAL missing adjustable ranging.[/p][/*]
  • [p]Fixed miscalibrated stadiametric rangefinder on PSO scope on VSS and AS VAL.[/p][/*]
[/*][*][p]Fixed the zeroing on the AGS-17 AGL and the PAG17, where optic ranges of 300m+ were falling further than they should.[/p][/*][*][p]Fixed a bug where the PLA ZTD05 MGS had stretching textures on the track wheels.[/p][/*][*][p]Fixed an issue where infantry smoke grenades (including UGL smoke) were blocking deployable placement (eg. ammo bags)[/p][/*][*][p]Fixed a bug where helicopters were flying away when the pilot exited while just above the ground.[/p][/*][*][p]Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.[/p][/*][*][p]Fixed various issues with UE5 vehicle collision detection related to high ping.[/p][/*][*][p]Fixed a bug with skins not showing properly on M16A4 M203 when the underbarrel launcher is selected[/p][/*][*][p]Fixed a bug where AI-controlled machine guns in the Infantry Tutorial were missing firing sounds.

[/p][/*][/list]

Map Updates & Bug Fixes

[p]Al Basrah[/p]
  • [p]Fixed a bug where a large transmission tower appeared to float above the ground.[/p][/*]
[p]Black Coast[/p]
  • [p]Fixed a visual bug with the ivy on a couple of stone bridges near the Fortress.[/p][/*]
[p]Goose Bay[/p]
  • [p]Fixed a bug where underwater effects were appearing on land in some locations.[/p][/*]
  • [p]Fixed an issue where some rocks weren’t appearing properly.[/p][/*]
[p]Gorodok[/p]
  • [p]Fixed river VFX not spawning when shooting at the water.[/p][/*]
[p]Lashkar[/p]
  • [p]Fixed incorrectly set snow material on some trees.[/p][/*]
[p]Mutaha[/p]
  • [p]Fixed an issue where players could become stuck in rocks.[/p][/*]
[p]Sanxian Islands[/p]
  • [p]Fixed a bug where a doorway was blocked by a storage shelf.[/p][/*]
[p]Yehorivka[/p]
  • [p]Fixed a bug where an excavator appeared to be floating above the ground.[/p][/*]
[p][/p]

Mod SDK Update

  • [p]Updated the Mod SDK to v10.1. It is available on the main Squad Editor branch.[/p][/*]
  • [p]Mod SDK v10.1 now has Mission creation tools available to support the new Fireteam mode.[/p][/*]
  • [p]Updated mod versioning to v10.1. This means that all mods will need to be re-cooked with the v10.0 SDK to be compatible with the updated version of the game.[/p][/*]
  • [p]Added a new event dispatcher that is triggered on player name prefix change.[/p][/*]
  • [p]Added new OnProjectileSpawned event dispatcher, that returns a reference to created projectile.[/p][/*]
  • [p]Updated and added new Steam workshop tags modders can add to their mods.[/p][/*]
[p][/p][p]That's all for 10.1! This is our last large update for 2025 (bar any hotfixes that come up), so we will see you all in 2026 for another year of Squad![/p][p][/p]

OFFWORLD OUT!

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