Hello Squaddies! Welcome to Update 10.4, now live
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
EDIT - The previous two Community Layers on Harju and Sanxian have been adjusted to have MEDIUM units! This update should make these layers even more enjoyable.
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.
- 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 password protected servers.
- Added a Co-op filter for password protected servers.
New Mission
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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 Squad Spawn 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
We have gone and re-balanced Fireteam missions! Including changes to bot count, placement, reinforcements and more. For reference below are the missions.
- Urban Bushwhacker
- 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
Keybinds
- 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.
- "Del" now deletes keybinds and is not a bindable key.
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
- Updated PLA & PLANMC Kit Loadouts
- Adjusted SL Crewman to have 4 mags.
- 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.
- Updated PLAAGF Kit Loadouts
- Adjusted SL 04 to have 8 mags.
- 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.
- Updated PLA/PLAAGF/PLANMC Scout role inventory to include handheld drone and use holo sights.
- PLANMC is set to Independent Faction.
- Fixed PLANMC being an Independent Faction instead of part of PAC Alliance.
- PLA v PLAAGF is now blocked after faction restriction changes.
- Improved visual quality when using a weapon with a bipod.
- Added additional telemetry for gameplay improvements.
- Various localization changes.
- Fixed decal width scaling for decals which is currently not working (It's 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 the new DSHK emplaced foley sounds to vehicle DSHK turret versions.
- 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.
- Ensured feet are shuffling while turning with bipod.
- Added 3P feet shuffling to 3P bipod.
- Weapon System Improvement - 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
- 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.
- 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.
SquidBots Updates and Bug Fixes
- 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.
- Fixed SquidBots' shots not leaving impact decals.
- Fixed SquidBots playing multiple contact call voice lines at the same time. When SquidBots are shot, any current voice lines should now stop playing.
- Fixed SquidBots getting stuck on objects throughout the world in Killhouse, Seeding and Fireteam
- Fixed SquidBots getting stuck in vehicles when in combat.
- Fixed SquidBots trying to relax in the middle of firefights.
- Fixed SquidBots footsteps only being audible within 10m. SquidBot footsteps should now be audible within a realistic distance.
- Fixed SquidBots appearing as low level of detail
- 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.
- Fixed SquidBots dying spontaneously on seeding layers due to thinking they're stuck and respawning.
- 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.
- 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.
- Fixed SquidBots noticing enemies through smoke / foliage and not losing their target as they moved deeper into the smoke / foliage.
- Manicouagan Seed v2 - Fixed bots being stuck on spawn.
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.
- 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.
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.
- Updated several emote animations.
- Main Menu Music Volume slider now affects all in game music. Default Main Menu music volume lowered.
- 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.
- Fixed various Specter Scopes reticle issues.
- Specter scopes are now ranged correctly.
- Harju
- Fixed issue where the tiled floor at E4-1-4 flickers.
- Harju AAS v2 / AAS v3 / RAAS v3 now use Medium battle-groups instead of Large.
- Harju AAS v3 - Fixed boats spawning on land.
- Sanxian
- Fixed Navmesh on G7-8-4 not generating correctly near the Power Plant
- Sanxian RAAS v3 - Changed Battlegroup sizes from Large to Medium.
- Sanxian Invasion v3 - Fiexd having Air Assault battlegroup available which resulted in non-amphibious vehicles spawning on the landing ship.
- Al Basrah
- Removed rock asset blocking bridge.
- Fixed a cliff asset out of place.
- Al Basrah Skirmish v2 - Changed lighting layer to nighttime layer.
- Fallujah
- Fixed an issue where there are random floating doors placed south of the bazaar building.
- Fallujah AAS v1 - Fixed out of bounds volume not working correctly.
- Talil
- AAS v1 / Invasion v1 / RAAS v1 / RAAS v2 / TC v1 - USMC Armored is now classified as Offensive battle-group instead of Defensive.
- Sumari Bala
- Sumari Bala Invasion v1 - Fixed defenders being able to attack and kill attackers during staging phase.