Update log
Full Squad update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Balance
- Store
- Workshop
- Gameplay
🔨 General Bug Fixes
🎖️ Fixed helicopters floating away on clients when the rotor blades were broken and the pilot exited the helicopter before it stopped moving.
🎖️ Fixed red VOIP icon appearing if another player disconnected while they were talking with VOIP.
🎖️ The USA M1128 MGS turret will now properly pass damage to the vehicle’s main HP.
🎖️ Fixed a bug that could prevent the USA M1128 MGS from burning out and detonating when its ammo rack is destroyed.
🎖️ Fixed several bugs that could cause emote audio to either not play or play out of sync with the emote.
🎖️ Fixed a lighting issue that caused weapon skins to appear darker in the store than they are.
🎖️ Fixed issue where the “FactionSkipRounds” setting did not reliably cause a previously chosen faction to be skipped in the next round of voting (it would skip it for team 1, but not for team 2 where the team 1 players from the previous round have now moved to). Note: the “FactionSkipRounds” setting does not yet correctly apply to units being skipped in the next round of voting, only factions.
Mod SDK Update
🛠️Added a tool for visualizing blueprint inheritance structure: Click “Populate” to map out the blueprint inheritance hierarchy in an easily navigable “tree” view. Note: The filter option can be unreliable, so you may need to close and restart the tool to refresh it sometimes.
🛠️ Completely reworked the inheritance structure of infantry Weapon Static Infos for easier tuning and tweaking: Most files have been reparented, and many have been renamed or deleted. While we preserved redirectors to minimize issues for mods that may inherit from these configs, some of your configs may have lost references to their parent. The standard inheritance pattern is now: - Generic Weapon Static Info - - Weapon Parent - - - Ironsights variant - - - - Ironsights grenadier - - - - Ironsights foregrip - - - Reflex sight variant - - - - Reflex grenadier - - - - Reflex foregrip - - - Scope variant - - - - Scoped Grenadier - - - - Scoped foregrip We recommend following this pattern in your mods. We also recommend that your weapons' parent static info inherits from “Generic Weapon Static Info” rather than from an existing Squad gun config to reduce the chances of changes to the base game breaking your mods.
🛠️ Added a script to aid in reparenting blueprints without the risk of data loss. It ensures no properties change in the file after reparenting, even if they were defined in the old parent: To use the script, open the console and enter "ODK.ReparentBlueprintLossless [path of file to reparent] [path of file to reparent to]” Tip: Select a file in the Content Browser and press Control-C to copy the file path. You can paste this into the console without worrying about syntax.
Known Issues
On Amphibious Invasion layers, some of the vehicle spawn delays shown in the unit voting screen can be inaccurate. Specifically, if a unit starts with tanks without a delay, but no tank spawners exist on the amphibious main spawn (an island or carrier ship), tanks won’t be available until the forward land spawn base is secured upon capturing an objective. This is not reflected in the vehicle spawn delay shown during voting.
The “FactionSetupSkipRounds” setting does not reliably cause a previously chosen unit to be skipped in the next round of voting. There was a fix attempt for this, but it was unsuccessful. It will
Source
