Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Note: autocannon are unchanged and still use a 50cm kill zone radius. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fallujah Fixed a few locations in sewers that still allowed. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Community's opinion on RAAS vs AAS? : r/joinsquad - reddit This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Updated Mestia Invasion v1 to now use Mid Day Lighting. This led to issues with flag distances and fairness, so it was changed to a lane system. 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. Fixed an issue with a bad texture assignment on certain brick walls. 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). This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. If you experience any issues with the latest update please contact our Support Team (Link URL). This crash is currently not reproducible. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Updated Mutaha RAAS v1 to include new CPs and new routes. before taking any other troubleshooting steps. Adjusted the faction vehicle layout on Tallil RAAS v1. This draws focus to the action and enhances the look of visual effects. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. 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 open holes in rock meshes at the waterfall grid H3-9-4. Fixed incorrect shading on several landscapes. 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! optimized the LODs on the Coal Tipple Building. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Adjusted the building in grid F8-4-9 to now have an open access point. Fixed a minor issue with dirty toilet water seeping through the wall. Added a small amount of new mini POIs throughout the map. Updated map to use new grass & adjusted the scale of the grass. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Squad is again way too infantry-based, almost all AAS/RAAS layers lack Please play Squad on a system that meets or exceeds our min spec. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed exploitable cliffs near Russian Outpost POI. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Currently, this primarily affects the complexity of the Landscape. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. We are continuously working to improve server performance and optimization. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Hopefully, this issue should be resolved now. 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. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. 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. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. RAAS v08. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. TC v2. 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 should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Updated the HAB ghost placement mesh to include exit point indicators. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Capture speed will be shortened if one team has significantly more players in the point than the other team. 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. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. GB FV510 IFV was particularly susceptible to this issue. Fixed the issue with modded custom factions causing an infinite loading screen. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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). 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. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. A "lock" icon will appear over a capture zone when a team . RAAS v06. 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. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Local/Offline issues currently have a lower priority. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. It should no longer crash, but we will be monitoring client logs. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. This also helps reduce the perceived smudgyness of anti-aliasing. 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. RAAS v05. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. 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. Fixed a z-fighting column at the warehouse. SquadMaps is a website to display all the maps and layers in Squad. Improved the way texture resolution scales down at distance. Fixed an issue with various foliage clipping through buildings. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Is Squad Lanes cheating? : r/joinsquad - reddit.com Fixed an issue with various buildings and foliage culling too quickly. Now they should block traces with the visibility channel. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. 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. Fixed an issue with road/railroad culling distances being very low. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Usage To use SquadMaps, head to https://squadmaps.com and begin! This is intended for very old systems for which Low settings are still not sufficient. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. 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. RAAS v04. !vote start - Starts a vote with 6 layers, random modes. Others can still hear them when they talk. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. This is a long-time legacy bug that has been difficult to reproduce reliably. Localization for most language translations is currently out of date. This addressed a number of visual bugs. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Added a new experimental Tire Fire deployable for Insurgents. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). This will be addressed in a future update. Fixed the issues with the backdrop mountains texture. 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 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 Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Adjusted grass heights to create less excessively high grass. TC v1. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. Local/Offline Bug with Commander CAS does not do damage in local. Updated the landscape terrain shader to a new and improved version. Fixed an exploitable non-enterable room to prevent radio placement. 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. 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. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed an issue with terrain clipping into a building at grid D3-3-6. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. 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. RAAS v07. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Adjusted GB FV107s HAT damage modifier. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. OWI need to nerf Squad lanes : r/joinsquad - reddit 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. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Occasionally a player does not spawn at a Rally Point. The Most Underrated Mod Since The Start Of Open Modding Fixed an issue with foliage popup at close distance. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Increased the update rate of particles at all quality levels. Updated the way armor meshes react to damage traces from explosions. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. 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. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. RAAS v12. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Updated flag capture rate scaling values. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated Yehorivka to use a new road material. 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. Fixed an issue with a static shovel floating at grid D7-8-5. That helps us get an overview. Added new landscape shader & landscape textures. At higher quality, textures remain at full resolution further into the distance. The root cause of this issue was addressed by a change to the way penetration is handled. This is intended to give low-end hardware more performance options. You may want to raise or lower your graphics settings from what you used before this update. 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. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Updated ragdoll motors to create a more realistic death with the pose being maintained. RAAS v09. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. 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. 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. Soldier stamina regeneration will be paused until these actions complete. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. For example lets take Mutaha. Updated a few maps to use new grass. 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. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Added various mini POIs across the map to fill in areas that were a bit barren. 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. 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 landscape to be rockier across the entire landscape. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. 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. Fixed an issue with the Castle POI walls culling too soon. 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. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. 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. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. RAAS v10. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Skorpo is a map featured in Squad. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Added a new road connection between the Bunker and Train Bridge OP. Fixed an issue with vehicles sometimes floating when they first spawn. 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. Fixed an issue with some fences culling at too short-range at grid H10-3-5. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Updated CAF arid uniforms textures to look more authentic. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Those who know about it anticipate and destroy maps. Fixed a collision clipping issue with the rusty railing material and decal. Squad Lanes has destroyed RAAS layer. #5. 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. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. a UGL impact getting perceived the same as a Tandem rocket). If you spot any specific errors, please open an issue! 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. Both locations will now use the IFV icon. Updated Terrain shadows to now render out to 8km. All UGL / Frags now use a new light impact sound. Updated all muzzle flashes to be larger, brighter, and more consistent. Updated minimap with the intent to make height more readable, minimap now also features trees. Skorpo - Official Squad Wiki Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fallujah Fixed a detached wall segment at grid G5-3-2. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Some of the changes since you last saw me on the wrench: Squad Update v3.0 Release Notes Adjusted the Goose Bay map camera location. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). MEA now has 2x Ural Logi instead of Simir Logi. Complete overhaul of the technical and artistic approach to lighting. 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.