Added various mini POIs across the map to fill in areas that were a bit barren. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed an exploitable non-enterable room to prevent radio placement. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. More details below: Removed the force which previously prevented infantry from standing on each others heads. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Updated CAF weapon text description in the role loadout screen. Fixed an issue with a floating Road grid J10-2-1. The map was added into the game in the Alpha 14 (June 6, 2019) update. Adjusted grass heights to create less excessively high grass. Fixed an issue with a tree growing in train tracks at grid G9-4-8. 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. Easily installed this mod works to correct debilitating Raas layers. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed an issue with some fences culling at too short-range at grid H10-3-5. All armor piercing projectiles use another set of piercing more destructive sounds. 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. 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. 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). Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed the issue with modded custom factions causing an infinite loading screen. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Squadlanes (Squad v4.0) Some layers will continue to receive tweaks and improvements in the future. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. A complete dictionary of Squad Maps and layers available in-game. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Fixed an issue with road/railroad culling distances being very low. Updated all muzzle flashes to be larger, brighter, and more consistent. Squad Lanes has destroyed RAAS layer. Others can still hear them when they talk. 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 Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Squad Maps Squad is again way too infantry-based, almost all AAS/RAAS layers lack Updated the landscape terrain shader to a new and improved version. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. 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. RAAS v03. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed an issue with the Castle POI walls culling too soon. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Squad Lanes has destroyed RAAS layer. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed some road intersections that were not blending correctly. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. 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. 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. The audio module for Squad is initialized at the game start. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. Textures do not become excessively blobby at lower settings. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. more than 100 rounds if they respawn with an empty kit. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This was a legacy issue that has been tough to isolate. . 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. Fixed an issue with a bad texture assignment on certain brick walls. 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. 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Removed most artificial colour-grading. Fixed smoothing groups, fixed dark baked in shadows in windows &. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. 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. Localization for most language translations is currently out of date. Adjusted the corn and wheat fields to remove the short grass. 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. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Added a new experimental Tire Fire deployable for Insurgents. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. 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. This is intended for very old systems for which Low settings are still not sufficient. This usually resulted in putting a soldier up in the air, followed by a fall to their death. 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. Fixed an issue at the Old Hospital POI with wall alignment. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Adjusted several CPs capture areas to better match the POI layouts. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. This draws focus to the action and enhances the look of visual effects. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed issue with shiny roads on several maps. #5. Stamina cost for these actions has also been increased. If you experience any issues with the latest update please contact our Support Team (Link URL). (APFSDS rounds etc.). The new map is set on the southern coastline of Finland. 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. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad 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. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Admin Commands. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. RAAS v12. Skirmish v1. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Optimization: Blur shader no longer costs performance when not in ADS. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). !vote restart - Restarts voting with 6 random maps and modes. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] My suggestion? Updated CAF Commander CAS to now use CF-18 rocket strike. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed an audio issue where double hit sounds would play for soldiers. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. RAAS v08. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. 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). To halt their advance, a NATO carrier group has been . Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Chora RAAS v3 features old school F88 Rifles. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. OWI need to nerf Squad lanes : r/joinsquad - reddit 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). 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. Deployment 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. The fix attempt. This will be addressed in a future update. Harju. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Updated Mestia Skirmish v1 to now use Overcast Lighting. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. The update also brings an overhaul of how the game handles lighting. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Vehicle Reset Feature does not currently work with Helicopters. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Alt-tabbing out of Squad during a loading screen freezes the Player (client). 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. . Fixed floating shovel and no water sfx sound on inlet. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed an issue with the waterfall missing its VFX. RAAS v11. Skorpo - Official Squad Wiki Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Added a new road connection between the Bunker and Train Bridge OP. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Setting it to Low will disable the effect altogether. Please note that the associated quality and performance tradeoffs have similarly changed. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Hopefully, this issue should be resolved now. Reduced the hollow tube effect. Added a Tessellation graphics toggle. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. SFX bug while Firing in full auto. MEA now has 2x Ural Logi instead of Simir Logi. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Added a Material Quality graphics setting. Those who know about it anticipate and destroy maps. This means it will not be possible to destroy these vehicles by hitting only their turret. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. Updated Shadows now render out to 1km at all graphics settings. Fixed some minor visual issues with the Scots Pine bush LODs and normals. 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. 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. These are the 200 round box mags. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated ragdoll motors to create a more realistic death with the pose being maintained. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. RAAS v01. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. 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. a UGL impact getting perceived the same as a Tandem rocket). Design Intention: Give GB team better odds to and take and hold the first objective. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. 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. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. We will keep you informed if this happens. Fixed a minor issue with dirty toilet water seeping through the wall. Fixed an issue with tall buildings culling inapporpriately. proportions on the CAF and MEA static flags. Updated map to use new grass & adjusted the scale of the grass. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. This may not provide a benefit on all computers. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. 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. Fallujah Fixed a few locations in sewers that still allowed. Updated minimap with intent to make height more readable, also now features trees. 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. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. RAAS v05. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. This, Player kit role icons are sometimes not being displayed on certain menu screens. 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. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). We are continuously working to improve server performance and optimization. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. RAAS v06. For example lets take Mutaha. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Usage To use SquadMaps, head to https://squadmaps.com and begin! Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. 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 Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Updated all muzzle flashes to now kick up much more dust after sustained firing. Now they should block traces with the visibility channel. Steam Workshop::Squad Masters - Mod [SQ v4.2] 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. Squad Update v2.12 Release Notes 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. AAS . However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. TC v1. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. GitHub - fantinodavide/squad-js-map-vote Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed a z-fighting column at the warehouse. 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. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Updated Belaya to use a new landscape renderer. RAAS v02. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. 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. This issue is a high priority to fix and. Capture Speed Scaling was added in v2.14. 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. garding exported NetGUIDs and Seamless Travel. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted the Goose Bay map camera location. Fixed an issue with various foliage clipping through buildings. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Updated binoculars with new zoom in/ zoom out sounds. Players who are experiencing issues after the update, be sure to go to Settings ->. before taking any other troubleshooting steps. A look at the new layers (Squad Lanes dev) : r/joinsquad This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Squad Update v3.0 Release Notes 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.