Others can still hear them when they talk. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. This will be addressed in a future update. Both locations will now use the IFV icon. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. RAAS v04. Fixed an issue with road/railroad culling distances being very low. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Updated flag capture rate scaling values. Some of the changes since you last saw me on the wrench: Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Potential Fix for a client crash related to network messages when joining a squad. The root cause of this issue was addressed by a change to the way penetration is handled. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. RAAS v01. Updated CAF arid uniforms textures to look more authentic. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Those who know about it anticipate and destroy maps. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. 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. That helps us get an overview. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Tunnels are now darker in general, to better represent these CQB areas. This allows a 120s AAS flag to be captured in as little as 80s. 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). All tank rounds are using the existing sounds that youve heard. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. !vote restart - Restarts voting with 6 random maps and modes. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a wall segment having a missing face at grid I7-8-9. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed an issue at the Old Hospital POI with wall alignment. Fixed a minor issue with floating grass in the Tunnel. 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. 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. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Updated Mestia Invasion v1 to now use Mid Day Lighting. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. RAAS v11. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Improved and optimized texture quality scaling. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. These are 100 round box mags. 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. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. TC v1. Squad Lanes has destroyed RAAS layer. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. optimized the LODs on the Coal Tipple Building. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. 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. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Adjusted the corn and wheat fields to remove the short grass. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Updated map to use new grass & adjusted the scale of the grass. 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. RAAS v03. The effect now smoothly fades in and out. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. 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. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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 issue with the INS Hab lacking bullet collision on the backfaces. 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. AAS . 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. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). RAAS v02. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. 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. Fallujah Fixed a few locations in sewers that still allowed. Low is now much lower, and High/Epic is much higher. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. AAS v1. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. SquadMaps is a website to display all the maps and layers in Squad. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Harju. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with a static shovel floating at grid D7-8-5. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Updated the minimap with intent to make height more readable, minimap also now features trees. This has increased both the visual quality and performance cost of particles. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Updated and optimised deployable sandbag destruction FX. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Occasionally a player does not spawn at a Rally Point. This addressed a number of visual bugs. 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. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Removed most artificial colour-grading. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Increased intensity of peripheral vision blur when using zoom optics. 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. Improved the way texture resolution scales down at distance. 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 Kohat Poppy fields flickering in a white/black color. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. 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. 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 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). 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. 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. Fixed an issue with a floating Road grid J10-2-1. This is intended to give low-end hardware more performance options. Fixed a minor issue with dirty toilet water seeping through the wall. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed issue with shiny roads on several maps. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Potential Fix for a client crash related to audio and gun sounds. If you spot any specific errors, please open an issue! !vote cancel - Cancels current round of voting. Fixed floating foliage at various locations. 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Initial Neutral flags have an additional 1.3x speed multiplier. 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. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. 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. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. The audio module for Squad is initialized at the game start. Reply 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Textures do not become excessively blobby at lower settings. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Updated all muzzle flashes to be larger, brighter, and more consistent. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. TC v2. Fixed multiple piles of incorrectly textured boulders. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. 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. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. 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. 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). Fixed an issue with small ground clutter/rocks having too short of a culling range. Those who know about it anticipate and destroy maps. 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. This will be addressed in a future update. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. This is intended for very old systems for which Low settings are still not sufficient. Updated brick tower at grid O13-4-6, interior ladders have been removed. Kamdesh RAAS v6 new layout with 1 pre-captured flag. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). 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. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Complete overhaul of the technical and artistic approach to lighting. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Updated the landscape terrain shader to a new and improved version. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Upgrade package for defensive deployables. 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. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Also adjusted the volume of 50cal hit sounds against a Minsk. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed an issue with a bad texture assignment on certain brick walls. Fixed an issue with z-fighting decals on hangars. Fixed an issue at the NW Main with an unintended burning fire sound in the area. 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. The quality and performance cost of this effect are controlled by Post Process Quality. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. A "lock" icon will appear over a capture zone when a team . 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. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. 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! 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. Please play Squad on a system that meets or exceeds our min spec. 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. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. This is an inherent problem, and the solution is currently in long-term development. RAAS v03. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Updated Belaya to use a new landscape renderer.