Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Updated map to use new grass & adjusted the scale of the grass. Added a new road connection between the Bunker and Train Bridge OP. Fixed a sidewalk using an incorrect material. Fixed exploitable cliffs near Russian Outpost POI. Those who know about it anticipate and destroy maps. garding exported NetGUIDs and Seamless Travel. Adjusted the building in grid F8-4-9 to now have an open access point. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). 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 Material Quality graphics setting. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Updated landscape to be rockier across the entire landscape. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Create Infographic with the information below: Added a Depth of Field (DoF) effect. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Capturing the center flag does not cause any ticket loss or ticket bleed. 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! Cons: Very exposed / prominent position which is easy to target with area effect weapons. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! 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. 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. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed an issue with small ground clutter/rocks having too short of a culling range. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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. WoodenQuality5099 25 days ago However it's not truly random. Added a road connection between Niva Upper and Train Bridge. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. The root cause of this issue was addressed by a change to the way penetration is handled. 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. Setting it to Low will disable the effect altogether. 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. Improved and optimized texture quality scaling. Also updated is the Buddy Boost feature, with a focus on making it easier to use. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Adjusted the Goose Bay map camera location. Those who know about it anticipate and destroy maps. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed an issue with z-fighting decals on hangars. 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. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. This can be changed in Settings -> Graphics. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Server performance may periodically dip when a server has a high population and high load. All UGL / Frags now use a new light impact sound. RAAS v08. 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. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Fixed a collision clipping issue with the rusty railing material and decal. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Updated CAF Commander CAS to now use CF-18 rocket strike. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Alt-tabbing out of Squad during a loading screen freezes the Player (client). . If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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 an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). This usually resulted in putting a soldier up in the air, followed by a fall to their death. Improved the visibility of muzzle flashes. Textures do not become excessively blobby at lower settings. This will be addressed in a future update. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. 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). Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. TC v2. We now achieve the desired look using lighting alone, which preserves detail. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. AAS v1. This will be addressed in a future update. 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. TC v1. Updated minimap with the intent to make height more readable, minimap now also features trees. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. In the future, restriction zone functionality may be extended to some of our larger maps as well. 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. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Squad Lanes has destroyed RAAS layer. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. 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). Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. 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. Updated the landscape terrain shader to a new and improved version. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). 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. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Squad's 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! ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed an issue with a floating Road grid J10-2-1. Also. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Capture speed will be shortened if one team has significantly more players in the point than the other team. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Complete overhaul of the technical and artistic approach to lighting. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. 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. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. 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. Occasionally a player does not spawn at a Rally Point. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. 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 The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. 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. Harju. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. If you spot any specific errors, please open an issue! 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 an issue with various foliage clipping through buildings. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Fixed multiple piles of incorrectly textured boulders. RAAS v07. And it accomplishes this. GB FV510 IFV was particularly susceptible to this issue. 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. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. At higher quality, textures remain at full resolution further into the distance. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated the MEA G3 Rifle series firing sounds. Local/Offline Bug with Commander CAS does not do damage in local. 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. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. 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. 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. Adjusted river grass and cattail foliage to better match the rest of the autumn look. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. !vote end - Gently ends the current vote and announces the winner layer. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Tunnels are now darker in general, to better represent these CQB areas. 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. 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. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Only the admin cam has special caster features. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Easily installed this mod works to correct debilitating Raas layers. 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. Added new explosive splash damage against infantry upon vehicle destruction. 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. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed an issue with a bad texture assignment on certain brick walls. Added a new experimental Tire Fire deployable for Insurgents. !vote restart - Restarts voting with 6 random maps and modes. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Hawks layer pack, the next generation of squad gameplay. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. 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. MEA now has 2x Ural Logi instead of Simir Logi. Fixed a wall segment having a missing face at grid I7-8-9. RAAS v10. 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. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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. Added various mini POIs across the map to fill in areas that were a bit barren. Fixed a minor issue with a floating rock at grid D13-8-9. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Fixed issue with shiny roads on several maps. This may not provide a benefit on all computers. This addressed a number of visual bugs. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed a z-fighting column at the warehouse. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Updated Mestia Invasion v1 to now use Mid Day Lighting. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Initial Neutral flags have an additional 1.3x speed multiplier. Increased the turret health to match the INS T62. The recommended solution, for now, is to run Squad in the Borderless mode. !vote cancelauto - Cancel scheduled automatic start of vote. Occasional Player (Client) crashes in various circumstances. Added a new landscape shader and new landscape textures. Squad Masters Vanilla are the normal maps with normal settings. Fixed an issue with various buildings and foliage culling too quickly. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Updated a few maps to use new grass. #5. Potential Fix for a client crash related to audio and gun sounds. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. 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. Improved the way texture resolution scales down at distance. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. 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). Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated point capture speed to scale by the number of players. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Note: autocannon are unchanged and still use a 50cm kill zone radius. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. It is the third update of the year (not counting Hotfixes). Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Updated minimap with intent to make height more readable, also now features trees. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Those who know about it anticipate and destroy maps. Complete rework of Squads approach to dynamic shadows. 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. Increased intensity of peripheral vision blur when using zoom optics. Updated the way armor meshes react to damage traces from explosions. This has increased both the visual quality and performance cost of particles. 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. 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. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. In 2 . Squad Lanes has destroyed RAAS layer. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). RAAS v09. That helps us get an overview. 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. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Rocks and grass should blend much better. 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 v09. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout.