Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. This crash is currently not reproducible. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. RAAS v03. Fixed an issue with vehicles sometimes floating when they first spawn. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. 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. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Also added more opacity at further LODs. This means it will not be possible to destroy these vehicles by hitting only their turret. We have updated the capture speed to scale with the number of players. Updated HUD notifications to cap the maximum number of notifications to 4. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed an issue at the NW Main with an unintended burning fire sound in the area. These are the 200 round box mags. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. The new map is set on the southern coastline of Finland. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed a minor issue with dirty toilet water seeping through the wall. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). RAAS v01. . Fixed the long standing FOB Double teleport bug. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. 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. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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 point capture speed to scale by the number of players. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). A complete dictionary of Squad Maps and layers available in-game. Admin Commands. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Fixed floating shovel and no water sfx sound on inlet. deployables to be placed intention is to disallow all deployables in the sewers. 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. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. AAS v1. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed an issue with z-fighting decals on hangars. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. This will be addressed in a future update. Potential Fix for a client crash related to audio and gun sounds. before taking any other troubleshooting steps. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Increased the turret health to match the INS T62. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Localization for most language translations is currently out of date. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. !vote cancel - Cancels current round of voting. Design Intention: Give GB team better odds to and take and hold the first objective. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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. RAAS v12. Fixed an issue with untextured rubble walls at multiple locations. 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. 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. If you spot any specific errors, please open an issue! Fixed an issue with dithered temporal AA glass shaders. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. This is also intended to increase chances of Attacker success on first Capture Points. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. 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! RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. 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. 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 a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. RAAS v02. 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. The update also brings an overhaul of how the game handles lighting. All armor piercing projectiles use another set of piercing more destructive sounds. 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. Fixed some floating grass at grid F5-5-8. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. The oldest notifications will be removed to make room for new ones. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Improved and optimized texture quality scaling. 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. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. RAAS v04. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed floating foliage at various locations. 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. Squad Masters Vanilla are the normal maps with normal settings. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. 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). #5 killertowfoo Mar 7, 2021 @ 8:33am Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Soldier stamina regeneration will be paused until these actions complete. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Skorpo is a map featured in Squad. Skirmish v1. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. RAAS v06. Fixed an issue with small ground clutter/rocks having too short of a culling range. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Updated Terrain shadows to now render out to 8km. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed smoothing groups, fixed dark baked in shadows in windows &. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Squad Lanes has destroyed RAAS layer. 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. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. 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. 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. 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. Fixed some minor visual issues with the Scots Pine bush LODs and normals. RAAS v02. It is the third update of the year (not counting Hotfixes). Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Capturing the center flag does not cause any ticket loss or ticket bleed. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed a z-fighting column at the warehouse. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. These are 100 round box mags. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Clarified the requirement for Combat Engineer explosives. 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. 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. Hawks layer pack, the next generation of squad gameplay. Updated a few maps to use new grass.