Fixed an issue with terrain clipping into a building at grid D3-3-6. RAAS v11. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Updated Yehorivka to use a new road material. Goose Bay Fixed various floating grass. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). This also helps reduce the perceived smudgyness of anti-aliasing. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Upgrade package for defensive deployables. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. This issue is a high priority to fix and. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue at the Old Hospital POI with wall alignment. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed exploitable cliffs near Russian Outpost POI. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Fixed an issue with a bad texture assignment on certain brick walls. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. more than 100 rounds if they respawn with an empty kit. Tessellation itself has also been significantly optimized. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed the issue with modded custom factions causing an infinite loading screen. Fixed some floating grass at grid F5-5-8. Occasional Player (Client) crashes in various circumstances. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. Fixed an issue with vehicles sometimes floating when they first spawn. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Easily installed this mod works to correct debilitating Raas layers. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. This, Player kit role icons are sometimes not being displayed on certain menu screens. Skirmish v1. RAAS works for the first 5 to 20 mins into the game. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed an issue with a tree growing in train tracks at grid G9-4-8. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! The effect now smoothly fades in and out. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. GB FV510 IFV was particularly susceptible to this issue. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Fallujah Fixed a few locations in sewers that still allowed. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Capture speed will be shortened if one team has significantly more players in the point than the other team. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Hawks layer pack, the next generation of squad gameplay. . The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Afterwards it becomes AAS,(assuming if you remember the next objective location). Please play Squad on a system that meets or exceeds our min spec. Squad Masters Vanilla are the normal maps with normal settings. RAAS v08. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. This has increased both the visual quality and performance cost of particles. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Adjusted the building in grid F8-4-9 to now have an open access point. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Added a Material Quality graphics setting. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed an issue with dithered temporal AA glass shaders. This should hopefully remove an annoying issue that some users have with our in-game mod browser. The quality and performance cost of this effect are controlled by Post Process Quality. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. This will be addressed in a future update. A complete dictionary of Squad Maps and layers available in-game. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). This is intended to make deployable fortifications more resilient. Squad's RAAS system was originally based only on depth. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Those who know about it anticipate and destroy maps. If you spot any specific errors, please open an issue! AAS . Updated a few maps to use new grass. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. RAAS v06. Fixed incorrect shading on several landscapes. This will be addressed in a future update. Fixed an issue with the corn crops so that their LOD transition is not as obvious. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. This led to issues with flag distances and fairness, so it was changed to a lane system. Updated the HAB ghost placement mesh to include exit point indicators. RAAS v06. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Deployment Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Those who know about it anticipate and destroy maps. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. These are the 200 round box mags. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Updated all muzzle flashes to now kick up much more dust after sustained firing. This new revised landscape should appear more natural, with a minor increase in micro terrain. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated map to use new grass & adjusted the scale of the grass. #5 killertowfoo Mar 7, 2021 @ 8:33am Usage To use SquadMaps, head to https://squadmaps.com and begin! Updated the water material to better match the new lighting. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Updated the landscape terrain shader to a new and improved version. My suggestion? In the future, restriction zone functionality may be extended to some of our larger maps as well. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. . Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated flag capture rate scaling values. Updated binoculars with new zoom in/ zoom out sounds. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Fixed issue with shiny roads on several maps. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed an issue with various buildings and foliage culling too quickly. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. etc.) Fixed a common Server crash related to SQMapMarkerManager. Tunnels are now darker in general, to better represent these CQB areas. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Adjusted grass heights to create less excessively high grass. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. All armor piercing projectiles use another set of piercing more destructive sounds. Added various types of additional cover to various central locations. We have not been able to reproduce this issue since the fix was implemented. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Improved the micro terrain across the entire landscape. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Updated Anvil loading screen music to use its own unique theme. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Improved the visibility of muzzle flashes. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Fallujah Fixed a detached wall segment at grid G5-3-2. Some layers will continue to receive tweaks and improvements in the future. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Fixed floating rocks at grid G6-8-8, F8-8-9. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. SquadMaps: All maps and layers in Squad. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. RAAS v04. Fixed an issue with a static shovel floating at grid D7-8-5. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. TC v1. And it accomplishes this. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Note: autocannon are unchanged and still use a 50cm kill zone radius. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Squad Lanes has destroyed RAAS layer. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. The map was added into the game in the Alpha 14 (June 6, 2019) update. The oldest notifications will be removed to make room for new ones. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. In 2 . !vote restart - Restarts voting with 6 random maps and modes. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. The update also brings an overhaul of how the game handles lighting. optimized the LODs on the Coal Tipple Building. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed some areas where foliage bushes was clipping into houses. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. RAAS v03. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Potential Fix for a client crash related to audio and gun sounds. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed an issue with small ground clutter/rocks having too short of a culling range. Adjusted all SL Rifles to now show + Tracer on their HUD names. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed floating shovel and no water sfx sound on inlet. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Increased the update rate of particles at all quality levels. Both locations will now use the IFV icon. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Others can still hear them when they talk. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Updated CAF arid uniforms textures to look more authentic. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. We are continuously working to improve server performance and optimization. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. This crash is currently not reproducible. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Updated all muzzle flashes to be larger, brighter, and more consistent. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. This is an inherent problem, and the solution is currently in long-term development. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Reduced the hollow tube effect. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. The root cause of this issue was addressed by a change to the way penetration is handled. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Those who know about it anticipate and destroy maps. If you experience any issues with the latest update please contact our Support Team (Link URL). This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Updated brick tower at grid O13-4-6, interior ladders have been removed. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Fixed LODs before imposter on Beech/Oak trees. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. All UGL / Frags now use a new light impact sound. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Initial Neutral flags have an additional 1.3x speed multiplier. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. deployables to be placed intention is to disallow all deployables in the sewers. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed a collision clipping issue with the rusty railing material and decal. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu.