Textures do not become excessively blobby at lower settings. 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. Setting it to Low will disable the effect altogether. RAAS v12. Occasional Player (Client) crashes in various circumstances. Fixed an issue with the Castle POI walls culling too soon. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. 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. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Fixed a minor issue with dirty toilet water seeping through the wall. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Updated ragdoll motors to create a more realistic death with the pose being maintained. 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. 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 bad texture assignment on certain brick walls. We have not been able to reproduce this issue since the fix was implemented. Admin Commands. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. 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. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Fixed LODs before imposter on Beech/Oak trees. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. All UGL / Frags now use a new light impact sound. Squad Lanes has destroyed RAAS layer. Also added more opacity at further LODs. AAS v1. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. RAAS v04. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. garding exported NetGUIDs and Seamless Travel. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. RAAS v06. If you experience any issues with the latest update please contact our Support Team (Link URL). Usage To use SquadMaps, head to https://squadmaps.com and begin! Both locations will now use the IFV icon. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Fixed an issue with foliage popup at close distance. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Adjusted and replaced some ambient sounds. MEA now has 2x Ural Logi instead of Simir Logi. 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. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. WoodenQuality5099 25 days ago However it's not truly random. Easily installed this mod works to correct debilitating Raas layers. Stamina cost for these actions has also been increased. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed a z-fighting column at the warehouse. 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. Removed most artificial colour-grading. 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). Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. 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. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Server performance may periodically dip when a server has a high population and high load. 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 HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Expanded the road network around Kropy and Zolata POIs. a UGL impact getting perceived the same as a Tandem rocket). The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Occasionally a player does not spawn at a Rally Point. Updated CAF Commander CAS to now use CF-18 rocket strike. Some of the changes since you last saw me on the wrench: Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Adjusted several CPs capture areas to better match the POI layouts. Squad's v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! 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. This led to issues with flag distances and fairness, so it was changed to a lane system. This will be addressed in a future update. Adjusted the Goose Bay map camera location. Increased the update rate of particles at all quality levels. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Switched to more physically accurate parameters for outdoor lighting. 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). Harju. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. Fixed floating shovel and no water sfx sound on inlet. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. These are 100 round box mags. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. RAAS v03. A complete dictionary of Squad Maps and layers available in-game. Squad Lanes has destroyed RAAS layer. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed a sidewalk using an incorrect material. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. This is intended for very old systems for which Low settings are still not sufficient. 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. TC v1. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Adjusted the building in grid F8-4-9 to now have an open access point. Others can still hear them when they talk. 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. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. 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. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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 an issue with Kornet Emplacement, which was not taking HAT damage properly. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. This can be changed in Settings -> Graphics. Fixed smoothing groups, fixed dark baked in shadows in windows &. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Added a road connection between Niva Upper and Train Bridge. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. 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. Improved the visibility of muzzle flashes. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Only the admin cam has special caster features. 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 Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Skirmish v1. Improved and optimized texture quality scaling. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Adjusted grass heights to create less excessively high grass. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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 (. Capture Speed Scaling was added in v2.14. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. 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. Fixed an issue with tall buildings culling inapporpriately. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Reduced the hollow tube effect. Local/Offline issues currently have a lower priority. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. 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. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Some layers will continue to receive tweaks and improvements in the future. This also helps reduce the perceived smudgyness of anti-aliasing. This has increased both the visual quality and performance cost of particles. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Adjusted Sumari AAS v2 vehicle layout to not include APCs. 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). 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! The oldest notifications will be removed to make room for new ones. Goose Bay Fixed various floating grass. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. The update also brings an overhaul of how the game handles lighting. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Optimization: Blur shader no longer costs performance when not in ADS. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Updated a few maps to use new grass. 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's RAAS system was originally based only on depth. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr).