Optimized the sky textures, which previously could cause system hitching on older hardware. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Random Advance and Secure - Official Squad Wiki Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. This has increased both the visual quality and performance cost of particles. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Squadlanes (Squad v4.0) Updated CAF arid uniforms textures to look more authentic. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. 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. 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. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. 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. Create Infographic with the information below: Added a Depth of Field (DoF) effect. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. 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. 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 a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Those who know about it anticipate and destroy maps. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. . AAS . This addressed a number of visual bugs. 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. 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. Adjusted all SL Rifles to now show + Tracer on their HUD names. Squad is again way too infantry-based, almost all AAS/RAAS layers lack Reddit - Dive into anything The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed issue with shiny roads on several maps. 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. Fixed an issue with a static shovel floating at grid D7-8-5. 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. This crash is currently not reproducible. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Adjusted the corn and wheat fields to remove the short grass. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Reduced the hollow tube effect. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Updated Mutaha RAAS v1 to include new CPs and new routes. This was a legacy issue that has been tough to isolate. Updated map to use new grass & adjusted the scale of the grass. RAAS v05. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed smoothing groups, fixed dark baked in shadows in windows &. Complete overhaul of the technical and artistic approach to lighting. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Tessellation itself has also been significantly optimized. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Most night layers are now brighter in general. Fixed an issue with tall buildings culling inapporpriately. This draws focus to the action and enhances the look of visual effects. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. more than 100 rounds if they respawn with an empty kit. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. . Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Adjusted Sumari AAS v2 vehicle layout to not include APCs. This led to issues with flag distances and fairness, so it was changed to a lane system. Squad Lanes has destroyed RAAS layer. That helps us get an overview. Fixed an audio issue where double hit sounds would play for soldiers. Optimization: Blur shader no longer costs performance when not in ADS. This may not provide a benefit on all computers. Squad Lanes has destroyed RAAS layer. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Updated the landscape terrain shader to a new and improved version. Adjusted the grass materials to better match the landscape. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. 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. 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. TC v2. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Deployment Squad Maps This is an inherent problem, and the solution is currently in long-term development. 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. 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 the MEA G3 Rifle series firing sounds. Added a new deployable rickety wooden watchtower with camo nets for Militia. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). RAAS v12. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. And it accomplishes this. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Added new landscape shader & landscape textures. It is the third update of the year (not counting Hotfixes). My suggestion? Fixed the issues with the backdrop mountains texture. The oldest notifications will be removed to make room for new ones. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Some layers will continue to receive tweaks and improvements in the future. In 2 . Updated Anvil loading screen music to use its own unique theme. All tank rounds are using the existing sounds that youve heard. This will be addressed in a future update. Capturing the center flag does not cause any ticket loss or ticket bleed. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed a wall segment having a missing face at grid I7-8-9. #5. Occasional Player (Client) crashes in various circumstances. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. 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. 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. 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 a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. 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. 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. Potential Fix for a client crash related to network messages when joining a squad. Predict Squad RAAS lanes and learn map layouts with Squadlanes! 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. optimized the LODs on the Coal Tipple Building. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. RAAS v02. SQUAD UPDATE V2.15 RELEASE NOTES : Squad - joinsquad.com This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Improved the micro terrain across the entire landscape. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Now they should block traces with the visibility channel. 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. Updated minimap with intent to make height more readable, also now features trees. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Reply Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated and optimised deployable sandbag destruction FX. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed an issue with vehicles sometimes floating when they first spawn. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. 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. The root cause of this issue was addressed by a change to the way penetration is handled. Added new explosive splash damage against infantry upon vehicle destruction. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] This is a long-time legacy bug that has been difficult to reproduce reliably. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. A complete dictionary of Squad Maps and layers available in-game. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Please play Squad on a system that meets or exceeds our min spec. 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. This can be changed in Settings -> Graphics. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. AAS . Stamina cost for these actions has also been increased. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Harju. 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 large Geo hole where a pipe should be located at grid K4-4-7. Fallujah Fixed a few locations in sewers that still allowed. 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 Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. We have not been able to reproduce this issue since the fix was implemented. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). 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 (. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Squad Masters Vanilla are the normal maps with normal settings. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. 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). Fixed some minor visual issues with the Scots Pine bush LODs and normals. WoodenQuality5099 25 days ago However it's not truly random. !vote end - Gently ends the current vote and announces the winner layer. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Squad: New Harju Map Added in Update v3.4 | Player.One For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. The Wrench - Freedom Edition (July) - Squad Occasionally a player does not spawn at a Rally Point. TC v1. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Fixed an issue with various buildings and foliage culling too quickly. proportions on the CAF and MEA static flags. These are the 200 round box mags. Fixed some road intersections that were not blending correctly. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. 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. This is intended for very old systems for which Low settings are still not sufficient. Tunnels are now darker in general, to better represent these CQB areas. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Removed most artificial colour-grading. Textures do not become excessively blobby at lower settings. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Skorpo - Official Squad Wiki This usually resulted in putting a soldier up in the air, followed by a fall to their death. This means it will not be possible to destroy these vehicles by hitting only their turret. Rocks and grass should blend much better. Hopefully, this issue should be resolved now. Fixed an issue with dithered temporal AA glass shaders. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location.