Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fallujah Fixed a few locations in sewers that still allowed. Optimized the sky textures, which previously could cause system hitching on older hardware. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Fixed the long standing FOB Double teleport bug. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Updated minimap with the intent to make height more readable, minimap now also features trees. The recommended solution, for now, is to run Squad in the Borderless mode. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Removed most artificial colour-grading. RAAS v02. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Complete rework of Squads approach to dynamic shadows. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. 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. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Updated point capture speed to scale by the number of players. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Updated a few maps to use new grass. 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 armor piercing projectiles use another set of piercing more destructive sounds. This will be addressed in a future update. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Some layers will continue to receive tweaks and improvements in the future. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. 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. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Added a Material Quality graphics setting. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. TC v2. . Fixed floating shovel and no water sfx sound on inlet. RAAS v05. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. The root cause of this issue was addressed by a change to the way penetration is handled. 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. 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. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. AAS v1. GB FV510 IFV was particularly susceptible to this issue. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Potential Fix for a client crash related to network messages when joining a squad. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed an issue with dithered temporal AA glass shaders. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an exploitable non-enterable room to prevent radio placement. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Afterwards it becomes AAS,(assuming if you remember the next objective location). Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. To halt their advance, a NATO carrier group has been . 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. AAS . Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. This means it will not be possible to destroy these vehicles by hitting only their turret. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. 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. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. My suggestion? Fixed a collision clipping issue with the rusty railing material and decal. This was a legacy issue that has been tough to isolate. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. #5. #5 killertowfoo Mar 7, 2021 @ 8:33am Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Added various mini POIs across the map to fill in areas that were a bit barren. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Stamina cost for these actions has also been increased. Complete overhaul of the technical and artistic approach to lighting. Adjusted the building in grid F8-4-9 to now have an open access point. Fixed exploitable cliffs near Russian Outpost POI. Updated and optimised deployable sandbag destruction FX. This is also intended to increase chances of Attacker success on first Capture Points. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. This draws focus to the action and enhances the look of visual effects. It is the third update of the year (not counting Hotfixes). 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. A "lock" icon will appear over a capture zone when a team . Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed an issue with the Castle POI walls culling too soon. 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). Updated the way armor meshes react to damage traces from explosions. The collision should now better match the visual mesh. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Server performance may periodically dip when a server has a high population and high load. . Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. RAAS v09. This issue is a high priority to fix and. 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. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed smoothing groups, fixed dark baked in shadows in windows &. Fixed an issue with foliage popup at close distance. Skirmish v1. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. RAAS v09. Clarified the requirement for Combat Engineer explosives. Occasionally a player does not spawn at a Rally Point. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Those who know about it anticipate and destroy maps. Updated Anvil loading screen music to use its own unique theme. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Updated CAF Commander CAS to now use CF-18 rocket strike. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Potential Fix for a client crash related to audio and gun sounds. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed a sidewalk using an incorrect material. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Alt-tabbing out of Squad during a loading screen freezes the Player (client). It should no longer crash, but we will be monitoring client logs. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. A complete dictionary of Squad Maps and layers available in-game. !vote cancel - Cancels current round of voting. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Also updated is the Buddy Boost feature, with a focus on making it easier to use. garding exported NetGUIDs and Seamless Travel. Added a new deployable fortified HASCO Observation Tower for all conventional factions. This is intended to give low-end hardware more performance options. Expanded the road network around Kropy and Zolata POIs. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. All UGL / Frags now use a new light impact sound. Added a Tessellation graphics toggle. SquadMaps is a website to display all the maps and layers in Squad. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Those who know about it anticipate and destroy maps. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Added new explosive splash damage against infantry upon vehicle destruction. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. This also helps reduce the perceived smudgyness of anti-aliasing. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Rocks and grass should blend much better. 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. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed some floating grass at grid F5-5-8. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. 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. Updated landscape to be rockier across the entire landscape. SquadMaps: All maps and layers in Squad. Updated all muzzle flashes to now kick up much more dust after sustained firing. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. This may not provide a benefit on all computers. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. No ticket gain from capturing flags (normally +60). That helps us get an overview. . Fixed some minor visual issues with the Scots Pine bush LODs and normals. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Updated Terrain shadows to now render out to 8km. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). 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 multiple piles of incorrectly textured boulders. 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. RAAS v10. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Adjusted all SL Rifles to now show + Tracer on their HUD names. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Updated Belaya to use a new landscape renderer. Fixed an issue with terrain clipping into a building at grid D3-3-6. RAAS v07. Both locations will now use the IFV icon. And it accomplishes this. Squad's RAAS system was originally based only on depth. Fixed a z-fighting column at the warehouse. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. This is an inherent problem, and the solution is currently in long-term development. Adjusted the corn and wheat fields to remove the short grass. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed an issue with a static shovel floating at grid D7-8-5. More details below: Removed the force which previously prevented infantry from standing on each others heads. We are continuously working to improve server performance and optimization. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). RAAS v05. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. 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. This led to issues with flag distances and fairness, so it was changed to a lane system. 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. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). This usually resulted in putting a soldier up in the air, followed by a fall to their death. !vote restart - Restarts voting with 6 random maps and modes. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. 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. RAAS v07. Updated Mutaha RAAS v1 to include new CPs and new routes. This, Player kit role icons are sometimes not being displayed on certain menu screens. Fixed the Scots Pine tree texture so it is less bright. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Updated Yehorivka to use a new road material. !vote end - Gently ends the current vote and announces the winner layer. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Improved the micro terrain across the entire landscape. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. 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). Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC.