News

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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