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Squad 10.5.3 hotfix repairs mod crashes and server disconnects

Squad's Hotfix 10.5.3 is out now, aimed at mod-related game-client crashes and restoring compatibility with mods for Update 10.5. The patch also clears up "Network object failure" errors and server disconnects tied to outdated Steam mods.

Why the hotfix was needed

Squad's move to Unreal Engine 5 introduced a new storage format that let checksum calculation errors go undetected, which prevented the game from detecting outdated Steam mods. That led to "Network object failure" errors and frequent server disconnects. The update also fixes signature verification rules that were incorrectly applied to mods, causing crashes in mods containing PSO cache files.

10.5.3 patch notes

  • Fixed a crash on game start with mods that ship precompiled shader cache.
  • Fixed an issue that could let clients join modded servers when their mod files differ from the server.
  • Fixed a crash caused by some mods when applying suppression from explosive weapons.
  • Reverted the Minimal map to its "minimal" state, removing assets used for testing suppression changes before the 10.5.2 update release.

These checksum and signature fixes are now live in Update 10.5.3, restoring stability and mod compatibility. To share feedback or follow Squad news, join the Squad Community Discord.

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Squad 10.5.2 reworks suppression, hold breath, and bullet audio

Squad 10.5.2 patch notes are out, and the update centers on suppression. It completely reworks suppression visual effects, adjusts suppression accumulation and decay, rebalances the suppression dealt by every weapon and projectile, and retunes the VFX, sway, and other effects tied to each suppression tier. It also improves bullet snap/crack pass-by sound: the snap/crack transition fade distance is now synchronized with each caliber's suppression radius.

Player-facing changes

  • Suppression now prevents using hold breath to stabilize your weapon, but it does not prevent zooming in.
  • If you run out of breath while holding breath to steady aim and zoom, only the weapon stabilization is cancelled; the camera zoom stays active.

SDK changes and fixes for modders

  • Suppression Info assets now have separate Max Suppression Threshold limits for passbys and explosives. As balanced in 10.5.2, suppression values above 300% are reserved for explosives.
  • Suppression Info configs are expanded and more configurable, with more presets for weapons and projectiles.
  • Weapon sway speed can now be adjusted by suppression level, stamina percentage, and whether the player is moving, configured in Weapon Static Info under Sway and in the Soldier Blueprint under Suppression.
  • The old Suppression Sway system in SuppressionInfo is replaced by a Suppression Sway curve in SQSoldier driven by the soldier's Suppression Percentage, so all suppression effects and handling changes share one input.
  • BP_MutableSoldier has a new maximum angle-off parameter controlling how far a shot can miss and still deliver suppression.
  • Camera Effects can run multiple Unreal Post Process Effect Stacks with separate blend values through the Additional Effects array.
  • Mods can opt into experimental flinch on first shot (Mutable Soldier) and pinhole-style suppression blur (Suppression Preset configs and M_SuppressionBlur).

Sway and suppression bugs fixed this update: suppression sway no longer resets on weapon switch; passby suppression sway can be disabled; sway respects Closeness Factor scaling curves; a projectile with lower maximum suppression no longer resets sway after a higher-maximum shot; passby suppression respects the Closeness Factor scaling curve for close-range hitscan; and effects scale correctly when a power-to-distance curve is used. Bots now deliver the correct suppression amount. Post-process effects render correctly and can be modified outside the Suppression Camera Effect handler; Suppression Preset configs have been reworked, so custom configs must be updated.

The full breakdown is in the Suppression Blog. Join the Squad Community Discord for discussion.

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Squad's Update 10.5.2 reworks suppression and arrives tomorrow

Squad's long-debated weapon suppression system is getting reworked in Update 10.5.2, which drops tomorrow, Aug. 12. The new version shifts suppression away from debuffing your senses and toward pressure on your aim, with faster decay and tighter triggering.

The team says the goal is to make being suppressed feel fairer, reduce its dominance in close-quarters combat, and keep it effective at range when used with intent and coordination. The changes follow multiple internal playtests and player feedback sessions, and are also meant to fit the refined gunplay introduced in v10.4.

What changes in 10.5.2

  • Suppression decays faster when you're not actively being shot at.
  • The suppression radius is smaller, with smarter triggering: errant rounds that aren't a real threat no longer suppress you.
  • Weapon types are rebalanced. A lone rifleman is less effective at suppressing, but coordinated fireteams can still be very effective, and squads will lean more on machine guns and automatic rifles to pin enemies down.

How suppression feels now

  • The old fullscreen blur is replaced with a vignette that creates tunnel vision without obscuring the center of the screen or hurting visual quality. Explosives get their own distinct suppression visual.
  • Weapon sway is more noticeable while suppressed.
  • Hold breath can no longer cancel out sway while suppressed. To compensate, Focus Zoom is now usable indefinitely while aiming down sights; Hold Breath still times out, but you stay zoomed while holding the input.
  • Bullet snap and crack audio have been updated to signal when a shot is close enough to apply suppression.

Weapon roles get more distinct

  • MGs and heavy weapons now have a wider suppression radius, letting them saturate large areas more effectively.
  • Marksman rifles, sniper rifles, battle rifles, and light support weapons like the RPK deal exponentially more suppression on near misses, making them effective point-suppression weapons.

The rework is meant to be less punishing and to reward squad coordination, but the design team says it isn't final. It will keep gathering feedback ahead of Update 10.6 in September.

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=D!E= Die Irre Einheit is a German multigaming clan since 2005.

We play Squad, World of Tanks, ARK, Palworld, DayZ, 7 Days to Die and other games. Our Squad server is a GER/ENG community server with Discord connection, teamplay, live stats and round archive.

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=D!E= Die Irre Einheit is a German multigaming clan since 2005.

We play Squad, World of Tanks, ARK, Palworld, DayZ, 7 Days to Die and other games. Our Squad server is a GER/ENG community server with Discord connection, teamplay, live stats and round archive.

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blacky
Original language: German

=D!E= Die Irre Einheit is a German multigaming clan since 2005.

We play Squad, World of Tanks, ARK, Palworld, DayZ, 7 Days to Die and other games. Our Squad server is a GER/ENG community server with Discord connection, teamplay, live stats and round archive.

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derambo

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