Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. 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. 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! Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Adjusted the building in grid F8-4-9 to now have an open access point. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Now they should block traces with the visibility channel. RAAS v04. SquadMaps is a website to display all the maps and layers in Squad. 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. Complete overhaul of the technical and artistic approach to lighting. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). !vote end - Gently ends the current vote and announces the winner layer. RAAS v11. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. before taking any other troubleshooting steps. Updated a few maps to use new grass. TC v1. The fix attempt. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. . 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. Skorpo is a map featured in Squad. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Squad's RAAS system was originally based only on depth. Fixed an issue with small ground clutter/rocks having too short of a culling range. Tunnels are now darker in general, to better represent these CQB areas. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. 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. Removed most artificial colour-grading. Fixed a minor issue with floating grass in the Tunnel. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Squad Lanes has destroyed RAAS layer. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. The root cause of this issue was addressed by a change to the way penetration is handled. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. 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. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. 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. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed issue with shiny roads on several maps. Updated brick tower at grid O13-4-6, interior ladders have been removed. 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. It should no longer crash, but we will be monitoring client logs. (APFSDS rounds etc.). Updated map to use new grass & adjusted the scale of the grass. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Others can still hear them when they talk. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Updated binoculars with new zoom in/ zoom out sounds. Local/Offline issues currently have a lower priority. This can be changed in Settings -> Graphics. More details below: Removed the force which previously prevented infantry from standing on each others heads. Please note that the associated quality and performance tradeoffs have similarly changed. Textures do not become excessively blobby at lower settings. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. This is a long-time legacy bug that has been difficult to reproduce reliably. No change in all vanilla settings. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Localization for most language translations is currently out of date. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Also. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Harju. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Skirmish v1. A complete dictionary of Squad Maps and layers available in-game. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. RAAS v11. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. RAAS v07. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. 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. RAAS v09. Fixed an issue with the waterfall missing its VFX. Those who know about it anticipate and destroy maps. This is intended for very old systems for which Low settings are still not sufficient. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Updated point capture speed to scale by the number of players. 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 the vehicle driver smoke generator, where the smoke was invisible to the driver. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. Both locations will now use the IFV icon. RAAS v02. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Occasional Player (Client) crashes in various circumstances. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Added new explosive splash damage against infantry upon vehicle destruction. Fixed an issue with terrain clipping into a building at grid D3-3-6. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. 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. Improved the micro terrain across the entire landscape. Most night layers are now brighter in general. This will be addressed in a future update. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. 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. Fixed multiple piles of incorrectly textured boulders. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Some layers will continue to receive tweaks and improvements in the future. 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. Fixed exploitable cliffs near Russian Outpost POI. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Improved and optimized texture quality scaling. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed an issue with vehicles sometimes floating when they first spawn. Updated Mutaha RAAS v1 to include new CPs and new routes. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. 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. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. This addressed a number of visual bugs. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fallujah Fixed a detached wall segment at grid G5-3-2. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Switched to more physically accurate parameters for outdoor lighting. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. RAAS v05. The new map is set on the southern coastline of Finland. 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. 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. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. To halt their advance, a NATO carrier group has been . Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. That helps us get an overview. 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. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Updated CAF Commander CAS to now use CF-18 rocket strike. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Improved the visibility of muzzle flashes. RAAS v08. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Hopefully, this issue should be resolved now. Fixed a minor issue with a floating rock at grid D13-8-9. 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. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a collision clipping issue with the rusty railing material and decal. 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. RAAS works for the first 5 to 20 mins into the game. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Afterwards it becomes AAS,(assuming if you remember the next objective location). Updated the HAB ghost placement mesh to include exit point indicators. 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). Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Expanded the road network around Kropy and Zolata POIs. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. 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 This will be addressed in a future update. 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. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. We now achieve the desired look using lighting alone, which preserves detail. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. 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). This. 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. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. 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. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest.