Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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 a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. TC v2. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Potential Fix for a client crash related to network messages when joining a squad. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. RAAS v06. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. more than 100 rounds if they respawn with an empty kit. Fixed issue with shiny roads on several maps. Those who know about it anticipate and destroy maps. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. 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. 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. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. . Pros: Relatively small footprint with superior viewing angles for observation and fire support. 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. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Mention the demotion if you are no longer the FTL. Updated ragdoll motors to create a more realistic death with the pose being maintained. RAAS v10. Skirmish v1. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. This is also intended to increase chances of Attacker success on first Capture Points. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Improved the visibility of muzzle flashes. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed a sidewalk using an incorrect material. Fixed an issue with some fences culling at too short-range at grid H10-3-5. We will keep you informed if this happens. Harju. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Expanded the road network northwest of Mogiliovo POI. 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. Fixed some road intersections that were not blending correctly. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. 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. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed hundreds of foliage visual issues. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Setting it to Low will disable the effect altogether. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Switched to more physically accurate parameters for outdoor lighting. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Currently, this primarily affects the complexity of the Landscape. WoodenQuality5099 25 days ago However it's not truly random. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. RAAS v10. 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 long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Added a Tessellation graphics toggle. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. We are continuously working to improve server performance and optimization. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). RAAS works for the first 5 to 20 mins into the game. This allows a 120s AAS flag to be captured in as little as 80s. Updated the way armor meshes react to damage traces from explosions. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. 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. This also helps reduce the perceived smudgyness of anti-aliasing. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Updated Belaya to use a new landscape renderer. 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. This addressed a number of visual bugs. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Added a new deployable fortified HASCO Observation Tower for all conventional factions. 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. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Players who are experiencing issues after the update, be sure to go to Settings ->. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. 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). Improved and optimized texture quality scaling. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Soldier stamina regeneration will be paused until these actions complete. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. (APFSDS rounds etc.). Updated Yehorivka to use a new road material. before taking any other troubleshooting steps. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed an issue with a static shovel floating at grid D7-8-5. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. 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. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Updated Anvil loading screen music to use its own unique theme. Adjusted all SL Rifles to now show + Tracer on their HUD names. In 2 . The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. 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). Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Reduced the hollow tube effect. turret was disabled and therefore stabilisation was disabled. Fixed a common Server crash related to SQMapMarkerManager. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. 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! Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. AAS . 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. Potential Fix for a client crash related to audio and gun sounds. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. 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 a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. RAAS v03. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Updated map to use new grass & adjusted the scale of the grass. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Local/Offline Bug with Commander CAS does not do damage in local. Occasional Player (Client) crashes in various circumstances. We have updated the capture speed to scale with the number of players. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Updated minimap with the intent to make height more readable, minimap now also features trees. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. GB FV510 IFV was particularly susceptible to this issue. AAS . 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. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Complete rework of Squads approach to dynamic shadows. 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. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. TC v1. This. A complete dictionary of Squad Maps and layers available in-game. Ticket loss from losing the flag is still the same (-10 tickets). Improved the way texture resolution scales down at distance. Fixed the issues with the backdrop mountains texture. Most night layers are now brighter in general. 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 MEA now has 2x Ural Logi instead of Simir Logi. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Increased the turret health to match the INS T62. A complete dictionary of Squad Maps and layers available in-game. 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. This can be changed in Settings -> Graphics. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. This, Player kit role icons are sometimes not being displayed on certain menu screens. RAAS v11. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. 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. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. !vote cancelauto - Cancel scheduled automatic start of vote. #5. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. At higher quality, textures remain at full resolution further into the distance. The audio module for Squad is initialized at the game start. This means it will not be possible to destroy these vehicles by hitting only their turret. 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. 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). RAAS v12. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Tunnels are now darker in general, to better represent these CQB areas. Steam Community :: Guide :: RAAS Meta Explained Kamdesh RAAS v6 new layout with 1 pre-captured flag. Adjusted the corn and wheat fields to remove the short grass. All tank rounds are using the existing sounds that youve heard. 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. Hopefully, this issue should be resolved now. 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. 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. Updated HUD notifications to cap the maximum number of notifications to 4. Initial Neutral flags have an additional 1.3x speed multiplier. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion OWI need to nerf Squad lanes : r/joinsquad - reddit Admin Commands. Hawks layer pack, the next generation of squad gameplay. Skorpo - Official Squad Wiki So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. RAAS v04. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Upgrade package for defensive deployables. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Added a new landscape shader and new landscape textures. 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. Squad Lanes has destroyed RAAS layer. This draws focus to the action and enhances the look of visual effects. Squadlanes (Squad v4.0) Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed an issue with a bad texture assignment on certain brick walls. We have not been able to reproduce this issue since the fix was implemented. Fixed an issue with the Castle POI walls culling too soon. 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. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Updated the HAB ghost placement mesh to include exit point indicators. That helps us get an overview. 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. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed a wall segment having a missing face at grid I7-8-9. RAAS v11. Capture Speed Scaling was added in v2.14. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Only the admin cam has special caster features. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Community's opinion on RAAS vs AAS? : r/joinsquad - reddit Reply Fixed an issue with various buildings and foliage culling too quickly. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Now they should block traces with the visibility channel. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting.