Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. This is intended to make deployable fortifications more resilient. RAAS v06. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Fixed the issue with modded custom factions causing an infinite loading screen. TC v2. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. This will be addressed in a future update. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. garding exported NetGUIDs and Seamless Travel. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Squad's RAAS system was originally based only on depth. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. RAAS v09. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Updated Terrain shadows to now render out to 8km. Improved the visibility of muzzle flashes. Updated map to use new grass & adjusted the scale of the grass. Admin Commands. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. 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 typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. 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. AAS . Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. 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! Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fallujah Fixed a detached wall segment at grid G5-3-2. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. . The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. The oldest notifications will be removed to make room for new ones. Fixed smoothing groups, fixed dark baked in shadows in windows &. Rocks and grass should blend much better. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Only the admin cam has special caster features. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Fixed the Scots Pine tree texture so it is less bright. Mention the demotion if you are no longer the FTL. Increased the turret health to match the INS T62. USA now has 2x M939. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Hawks layer pack, the next generation of squad gameplay. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. 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. RAAS v07. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. 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. Updated ragdoll motors to create a more realistic death with the pose being maintained. 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. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. The collision should now better match the visual mesh. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. RAAS v02. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Harju. Fallujah Fixed a few locations in sewers that still allowed. Low is now much lower, and High/Epic is much higher. 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 A "lock" icon will appear over a capture zone when a team . This is an inherent problem, and the solution is currently in long-term development. 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. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. All armor piercing projectiles use another set of piercing more destructive sounds. Added a new landscape shader and new landscape textures. We are continuously working to improve server performance and optimization. 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. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Kamdesh RAAS v6 new layout with 1 pre-captured flag. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed hundreds of foliage visual issues. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. RAAS v01. Updated Mutaha RAAS v1 to include new CPs and new routes. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. 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 for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Added a road connection between Niva Upper and Train Bridge. 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. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Setting it to Low will disable the effect altogether. Fixed a sidewalk using an incorrect material. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Optimization: Blur shader no longer costs performance when not in ADS. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Adjusted all SL Rifles to now show + Tracer on their HUD names. optimized the LODs on the Coal Tipple Building. 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). And it accomplishes this. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Updated the HAB ghost placement mesh to include exit point indicators. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. 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. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Updated point capture speed to scale by the number of players. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Reply SquadMaps: All maps and layers in Squad. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. This allows a 120s AAS flag to be captured in as little as 80s. Local/Offline issues currently have a lower priority. Updated flag capture rate scaling values. !vote end - Gently ends the current vote and announces the winner layer. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Squad Lanes has destroyed RAAS layer. Adjusted the corn and wheat fields to remove the short grass. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. The fix attempt. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Adjusted grass heights to create less excessively high grass. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Capture Speed Scaling was added in v2.14. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Capturing the center flag does not cause any ticket loss or ticket bleed. Adjusted GB FV107s HAT damage modifier. Skirmish v1. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Occasionally a player does not spawn at a Rally Point. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. AAS v1. !vote start - Starts a vote with 6 layers, random modes. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Squad Lanes has destroyed RAAS layer. Predict Squad RAAS lanes and learn map layouts with Squadlanes! This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Now they should block traces with the visibility channel. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue with foliage popup at close distance. Afterwards it becomes AAS,(assuming if you remember the next objective location). 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! Adjusted river grass and cattail foliage to better match the rest of the autumn look. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Added new landscape shader & landscape textures. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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. 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. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Note: autocannon are unchanged and still use a 50cm kill zone radius. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Most night layers are now brighter in general. Updated the minimap with intent to make height more readable, minimap also now features trees. This addressed a number of visual bugs. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fixed some floating grass at grid F5-5-8. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Capture speed will be shortened if one team has significantly more players in the point than the other team. Squad Lanes has destroyed RAAS layer. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. 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. If you spot any specific errors, please open an issue! Updated CAF arid uniforms textures to look more authentic. Fixed a collision clipping issue with the rusty railing material and decal. If you experience any issues with the latest update please contact our Support Team (Link URL). RAAS v12. 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 stone wall clipping into a corrugated metal fence around a western edge homestead. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. This was a legacy issue that has been tough to isolate. Fixed an issue with various buildings and foliage culling too quickly. Clarified the requirement for Combat Engineer explosives. This led to issues with flag distances and fairness, so it was changed to a lane system. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. With improved shadows and lighting also comes updates to the Graphics Settings Menu. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. a UGL impact getting perceived the same as a Tandem rocket). We will keep you informed if this happens. Occasional Player (Client) crashes in various circumstances. Fixed the long standing FOB Double teleport bug. 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. 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. Complete overhaul of the technical and artistic approach to lighting. The new map is set on the southern coastline of Finland. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. My suggestion? This is intended to give low-end hardware more performance options. 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. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. RAAS v11. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed an issue with a rock having collision problems at grid F4-7-4. Expanded the road network northwest of Mogiliovo POI. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. This also helps reduce the perceived smudgyness of anti-aliasing. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. 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. 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. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). 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 the grass materials to better match the landscape. This is also intended to increase chances of Attacker success on first Capture Points.