SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am Fixed some floating grass at grid F5-5-8. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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 (. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. RAAS works for the first 5 to 20 mins into the game. Capture speed will be shortened if one team has significantly more players in the point than the other team. 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. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Switched to more physically accurate parameters for outdoor lighting. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. RAAS v06. RAAS v12. 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. RAAS v11. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Adjusted and replaced some ambient sounds. AAS v1. 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 the corn and wheat fields to remove the short grass. Adjusted GB FV107s HAT damage modifier. The recommended solution, for now, is to run Squad in the Borderless mode. 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 hundreds of foliage visual issues. Tessellation itself has also been significantly optimized. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. MEA Protection zones no-deploy zone was reduced from 150m to 80m. 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 static shovel floating at grid D7-8-5. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Textures do not become excessively blobby at lower settings. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Expanded the road network northwest of Mogiliovo POI. 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. Skirmish v1. 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. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. !vote end - Gently ends the current vote and announces the winner layer. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. Skorpo is a map featured in Squad. Updated flag capture rate scaling values. Updated the minimap with intent to make height more readable, minimap also now features trees. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. 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). 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. In the future, restriction zone functionality may be extended to some of our larger maps as well. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. 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. Updated Shadows now render out to 1km at all graphics settings. RAAS v08. 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 floating foliage at various locations. It is the third update of the year (not counting Hotfixes). Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Chora RAAS v3 features old school F88 Rifles. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Server performance may periodically dip when a server has a high population and high load. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. 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. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Vehicle Reset Feature does not currently work with Helicopters. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Clarified the requirement for Combat Engineer explosives. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. 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. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. For example lets take Mutaha. Updated Mutaha RAAS v1 to include new CPs and new routes. 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. 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. Added new landscape shader & landscape textures. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Potential Fix for a client crash related to audio and gun sounds. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. This will be addressed in a future update. 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. 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). Fixed an issue with road/railroad culling distances being very low. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Harju. Hopefully, this issue should be resolved now. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. 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. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fallujah Fixed a few locations in sewers that still allowed. The audio module for Squad is initialized at the game start. Local/Offline issues currently have a lower priority. RAAS v05. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. RAAS v09. Updated CAF Commander CAS to now use CF-18 rocket strike. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. 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. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed an issue with small ground clutter/rocks having too short of a culling range. RAAS v06. RAAS v02. 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. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. 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. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed floating rocks at grid G6-8-8, F8-8-9. Ticket loss from losing the flag is still the same (-10 tickets). Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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. Added various types of additional cover to various central locations. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). 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. This has increased both the visual quality and performance cost of particles. AAS . etc.) Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). . The update also brings an overhaul of how the game handles lighting. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Soldier stamina regeneration will be paused until these actions complete. Updated CAF weapon text description in the role loadout screen. !vote start - Starts a vote with 6 layers, random modes. Increased the update rate of particles at all quality levels. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed an issue with z-fighting decals on hangars. 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 means it will not be possible to destroy these vehicles by hitting only their turret. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Fixed an issue with untextured rubble walls at multiple locations. 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. Players who are experiencing issues after the update, be sure to go to Settings ->. 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. Occasional Player (Client) crashes in various circumstances. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. 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. RAAS v01. The new map is set on the southern coastline of Finland. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed a minor issue with floating grass in the Tunnel. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. It should no longer crash, but we will be monitoring client logs. Both locations will now use the IFV icon. 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. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Adjusted all SL Rifles to now show + Tracer on their HUD names. 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. Deployment Updated Mestia Skirmish v1 to now use Overcast Lighting. Updated point capture speed to scale by the number of players. Adjusted the building in grid F8-4-9 to now have an open access point. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue with the corn crops so that their LOD transition is not as obvious. This is a long-time legacy bug that has been difficult to reproduce reliably. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed multiple piles of incorrectly textured boulders. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. 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. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. All UGL / Frags now use a new light impact sound. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports.