Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. These are the 200 round box mags. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed an issue with a wall sticking through a building at grid C4-2-4. Improved the visibility of muzzle flashes. Added a new landscape shader and new landscape textures. Fixed an issue with vehicles sometimes floating when they first spawn. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Updated CAF arid uniforms textures to look more authentic. 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. Added various mini POIs across the map to fill in areas that were a bit barren. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Capture speed will be shortened if one team has significantly more players in the point than the other team. We are continuously working to improve server performance and optimization. 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. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. 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). And it accomplishes this. 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. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. This issue is a high priority to fix and. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Updated ragdoll motors to create a more realistic death with the pose being maintained. Occasionally a player does not spawn at a Rally Point. All UGL / Frags now use a new light impact sound. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. We will keep you informed if this happens. If you experience any issues with the latest update please contact our Support Team (Link URL). Squad Update v2.12 Release Notes Note: autocannon are unchanged and still use a 50cm kill zone radius. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. This patch adds the new Harju Map to the game. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed an issue with tall buildings culling inapporpriately. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. 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 smoothing groups, fixed dark baked in shadows in windows &. Fixed issue with shiny roads on several maps. Also. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Rocks and grass should blend much better. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Also added more opacity at further LODs. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed an issue with the corn crops so that their LOD transition is not as obvious. In 2 . A look at the new layers (Squad Lanes dev) : r/joinsquad This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. This is also intended to increase chances of Attacker success on first Capture Points. We have updated the capture speed to scale with the number of players. 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 common Server crash related to SQMapMarkerManager. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. The Wrench - Freedom Edition (July) - Squad The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. This. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. The quality and performance cost of this effect are controlled by Post Process Quality. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Occasional Player (Client) crashes in various circumstances. Removed most artificial colour-grading. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. RAAS v09. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Updated Mestia Skirmish v1 to now use Overcast Lighting. 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 CAF Commander CAS to now use CF-18 rocket strike. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Updated Anvil loading screen music to use its own unique theme. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. 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. Adjusted GB FV107s HAT damage modifier. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. This crash is currently not reproducible. This may not provide a benefit on all computers. RAAS v07. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. The Most Underrated Mod Since The Start Of Open Modding Fixed the long standing FOB Double teleport bug. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Complete rework of Squads approach to dynamic shadows. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. 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 visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers . 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. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Reduced the hollow tube effect. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Skirmish v1. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Ticket loss from losing the flag is still the same (-10 tickets). Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. This will be addressed in a future update. RAAS v05. A complete dictionary of Squad Maps and layers available in-game. Updated binoculars with new zoom in/ zoom out sounds. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). 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. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. RAAS v01. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed a collision clipping issue with the rusty railing material and decal. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. We have not been able to reproduce this issue since the fix was implemented. Adjusted the grass materials to better match the landscape. This also helps reduce the perceived smudgyness of anti-aliasing. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed some areas where foliage bushes was clipping into houses. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. RAAS v08. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Added a Material Quality graphics setting. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. It should no longer crash, but we will be monitoring client logs. Squad Lanes has destroyed RAAS layer. This will be addressed in a future update. Most night layers are now brighter in general. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Others can still hear them when they talk. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. This is intended for very old systems for which Low settings are still not sufficient. My suggestion? Adjusted river grass and cattail foliage to better match the rest of the autumn look. WoodenQuality5099 25 days ago However it's not truly random. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). RAAS v11. Those who know about it anticipate and destroy maps. garding exported NetGUIDs and Seamless Travel. . Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. The effect now smoothly fades in and out. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Mention the demotion if you are no longer the FTL. RAAS v12. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. This has increased both the visual quality and performance cost of particles. These are 100 round box mags. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. a UGL impact getting perceived the same as a Tandem rocket). Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Steam Workshop::Squad Masters - Mod [SQ v4.2] Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed a minor issue with dirty toilet water seeping through the wall. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Updated the minimap with intent to make height more readable, minimap also now features trees. before taking any other troubleshooting steps. Fixed an issue with foliage popup at close distance. Harju. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. MEA now has 2x Ural Logi instead of Simir Logi. Fixed an issue with road/railroad culling distances being very low. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. RAAS v03. Updated Belaya to use a new landscape renderer. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. RAAS v02. At higher quality, textures remain at full resolution further into the distance. Updated all muzzle flashes to be larger, brighter, and more consistent. Setting it to Low will disable the effect altogether. Soldier stamina regeneration will be paused until these actions complete. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. 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. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS This is a long-time legacy bug that has been difficult to reproduce reliably. 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. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Improved the micro terrain across the entire landscape. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). This can be changed in Settings -> Graphics. In the future, restriction zone functionality may be extended to some of our larger maps as well. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). This allows a 120s AAS flag to be captured in as little as 80s. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed hundreds of foliage visual issues. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fallujah Fixed a few locations in sewers that still allowed. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fixed some minor visual issues with the Scots Pine bush LODs and normals. 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. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). This is intended to give low-end hardware more performance options. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Please play Squad on a system that meets or exceeds our min spec. 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. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Updated all muzzle flashes to now kick up much more dust after sustained firing. RAAS v04. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. This is an inherent problem, and the solution is currently in long-term development. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. #5 killertowfoo Mar 7, 2021 @ 8:33am Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Potential Fix for a client crash related to network messages when joining a squad. Fixed an exploitable non-enterable room to prevent radio placement. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Vehicle Reset Feature does not currently work with Helicopters. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. Fixed a sidewalk using an incorrect material. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. To halt their advance, a NATO carrier group has been . Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Potential Fix for a client crash related to audio and gun sounds.