Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed a common Server crash related to SQMapMarkerManager. RAAS v02. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. #5. Those who know about it anticipate and destroy maps. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. 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. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. 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. Please note that the associated quality and performance tradeoffs have similarly changed. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. more than 100 rounds if they respawn with an empty kit. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Fixed an issue at the Old Hospital POI with wall alignment. Updated CAF weapon text description in the role loadout screen. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. 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. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. !vote end - Gently ends the current vote and announces the winner layer. Reduced the hollow tube effect. If you experience any issues with the latest update please contact our Support Team (Link URL). If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Adjusted several CPs capture areas to better match the POI layouts. USA now has 2x M939. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Updated HUD notifications to cap the maximum number of notifications to 4. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed an issue with a wall sticking through a building at grid C4-2-4. Added a Material Quality graphics setting. Capture Speed Scaling was added in v2.14. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. At higher quality, textures remain at full resolution further into the distance. 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 a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. etc.) 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. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Adjusted grass heights to create less excessively high grass. Stamina cost for these actions has also been increased. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Others can still hear them when they talk. Tessellation itself has also been significantly optimized. RAAS v10. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. RAAS v10. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Improved the way texture resolution scales down at distance. Goose Bay Fixed various floating grass. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. 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. This usually resulted in putting a soldier up in the air, followed by a fall to their death. RAAS v03. The update also brings an overhaul of how the game handles lighting. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. 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. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Fixed the Scots Pine tree texture so it is less bright. 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. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. 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! Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. For example lets take Mutaha. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). 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. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Squad Masters Vanilla are the normal maps with normal settings. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. RAAS v12. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. The quality and performance cost of this effect are controlled by Post Process Quality. Reply Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. 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. 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 issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed smoothing groups, fixed dark baked in shadows in windows &. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Updated the MEA G3 Rifle series firing sounds. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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 CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). . This crash is currently not reproducible. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. These are 100 round box mags. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Initial Neutral flags have an additional 1.3x speed multiplier. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Only the admin cam has special caster features. Currently, this primarily affects the complexity of the Landscape. Improved and optimized texture quality scaling. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. Updated binoculars with new zoom in/ zoom out sounds. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. RAAS v08. . Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. We have updated the capture speed to scale with the number of players. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Hawks layer pack, the next generation of squad gameplay. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed an issue with foliage popup at close distance. We have not been able to reproduce this issue since the fix was implemented. This can be changed in Settings -> Graphics. Added a new deployable rickety wooden watchtower with camo nets for Militia. 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 floating shovel and no water sfx sound on inlet. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. 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. Updated Mestia Skirmish v1 to now use Overcast Lighting. Added a Tessellation graphics toggle. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Updated point capture speed to scale by the number of players. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. . Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fallujah Fixed a few locations in sewers that still allowed. 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 Mestia Invasion v1 to now use Mid Day Lighting. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Potential Fix for a client crash related to audio and gun sounds. SFX bug while Firing in full auto. Updated brick tower at grid O13-4-6, interior ladders have been removed. 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. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed an issue with the Castle POI walls culling too soon. optimized the LODs on the Coal Tipple Building. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Added a new experimental Tire Fire deployable for Insurgents. This is intended to make deployable fortifications more resilient. Complete overhaul of the technical and artistic approach to lighting. Players who are experiencing issues after the update, be sure to go to Settings ->. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Added new explosive splash damage against infantry upon vehicle destruction. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Updated landscape to be rockier across the entire landscape. A complete dictionary of Squad Maps and layers available in-game. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Squad Lanes has destroyed RAAS layer. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. RAAS v08. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. AAS . Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed an issue with z-fighting decals on hangars. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed LODs before imposter on Beech/Oak trees. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed incorrect shading on several landscapes. Also adjusted the volume of 50cal hit sounds against a Minsk. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. In 2 . Fixed an issue at the NW Main with an unintended burning fire sound in the area. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Increased the update rate of particles at all quality levels. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. 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 gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. 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 a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. This addressed a number of visual bugs. 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. AAS v1. Chora RAAS v3 features old school F88 Rifles. Fixed an issue with a static shovel floating at grid D7-8-5. The effect now smoothly fades in and out. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. TC v1. Fixed an issue with untextured rubble walls at multiple locations. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. 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. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Fixed multiple piles of incorrectly textured boulders. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). RAAS v07. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. 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.