A new update for the Star Wars Galactic Contention mod for Squad has been released and we’ve got the patch notes. It has been a several weeks since the gigantic total Star Wars conversion got its biggest update yet with a move to Unreal Engine 5. We previously wrote about what fans could expect ahead of launch and since then players have been thoroughly enjoying immersive Clone Wars battles like never before.
The development team behind the mod have moved quickly to fix bugs and make gameplay tweak and put out update 9.2 last month. This week, the group updated the game again with a beefy change log. Titled Instant Blowout 9.3, it brings a selection of map and class balance changes. The full patch notes from the Discord can be found below.
Map Changes
Coruscant
- Fixed GC_Coruscant_TDM_V1 incorrectly having “Skirmish” as its gamemode
- Added more AudioVolume reverb work to structures — Indoor Club Bar now has Cantina Band music + indoor reverb setup
- Container reverb tweaks

Venator
- Renamed _SKMSEED layer to _SKM_V3
Bespin
- Fixed GC_BespinPlatforms_Seed having “Skirmish” gamemode and no layer version, which caused it to be auto-named identically to an already-existing layer
- Deleted the redundant Bespin Seed layer/GLD entry
Felucia
- Fixed RAAS V1 having no spawn protection for Team 1
Geonosis
- Attempted RAAS spawn fix
General/Multi-map
- Easter egg update
Sesid
- Fixed droid protection zone radius on SKM V1 and V2 (was 75, now 7500)
Tatooine
- Fixed missing collision in the Bazaar area
- Continued work on the slave trader area across several sessions, including new Wookiee wall assets
- Fixed a bipod teleport issue on stronghold
Gameplay Changes

AV6 Balance Pass
- AV6 Balance Pass
- AV6 removed from both teams on Bespin RINV for balance/testing purposes
- AV6 deployment cost finalized at 1200 supplies; rearm cost finalized at 150 ammo (after an earlier bump to 250, up from the original 100)
Faction Vehicle Setups
- Trade Federation’s 4-AAT setup fixed to use the standard setup going forward
- Fixed 6 N99s appearing on Large Defence Special Forces; Trade Federation Large Defence Special Forces previously had 6 N99s and 6 AATs — now correctly set to 6 AATs only
Vehicles (handling/stats) Small, general vehicle adjustments (minor tuning pass)
- TX-130: stabilization restored (players missed it; helps hit-and-run playstyle); lock-up issue still present SAAT: engine braking and slope braking (gravity) set to 0.7, appearing to fix a turning/push issue; small torque fix at the end (previous value incorrectly went to 0)
- All vehicles: slope braking set to 1 across the board, intended to let vehicles turn downhill (previous assumption that it affected uphill braking was incorrect); still using slope-boost angle, to be revisited N99: driving model overhauled — transport/logi now use the old
- N99 wheels with TX-60-like stats as a base; armed/APC variants get faster acceleration and slightly higher top speed (from increased friction); old driving model kept temporarily for reference before cleanup
- TX-60: attenuation distance reduced by 50% (audio, see below); earlier turn-out bug on GE logi variant fixed (an update hadn’t propagated correctly)

Class/Player Systems
- Clone soldier “tired” threshold changed from 20% to 65%, since sway is no longer a mechanic
- Standard player revive time increased from 6.2s to 8s (medic revive unchanged at 5s)
- Mag-empty voiceline trigger probability reduced
Bug Fixes/Technical
- General HUD fix
- Audio Balance
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