The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. RAAS works for the first 5 to 20 mins into the game. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. If you experience any issues with the latest update please contact our Support Team (Link URL). Updated flag capture rate scaling values. 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. 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. RAAS v02. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. 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 This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. 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. Updated point capture speed to scale by the number of players. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Adjusted the building in grid F8-4-9 to now have an open access point. Improved the visibility of muzzle flashes. Updated the water material to better match the new lighting. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Complete overhaul of the technical and artistic approach to lighting. 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. This also helps reduce the perceived smudgyness of anti-aliasing. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. 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. RAAS v07. 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. more than 100 rounds if they respawn with an empty kit. Skirmish v1. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. 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. 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. Clarified the requirement for Combat Engineer explosives. Switched to more physically accurate parameters for outdoor lighting. 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). The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Textures do not become excessively blobby at lower settings. Vehicle Reset Feature does not currently work with Helicopters. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. This will be addressed in a future update. 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. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. We have not been able to reproduce this issue since the fix was implemented. 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Updated Anvil loading screen music to use its own unique theme. Server performance may periodically dip when a server has a high population and high load. It is the third update of the year (not counting Hotfixes). However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Adjusted and replaced some ambient sounds. Fixed an issue with terrain clipping into a building at grid D3-3-6. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. 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. 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. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Occasionally a player does not spawn at a Rally Point. Fixed an issue with a floating Road grid J10-2-1. Optimization: Blur shader no longer costs performance when not in ADS. This will be addressed in a future update. Skorpo is a map featured in Squad. This is intended for very old systems for which Low settings are still not sufficient. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. WoodenQuality5099 25 days ago However it's not truly random. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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. 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. etc.) Fixed the RUS MTLB VMK not spawning on Jensens Range v2. This should hopefully remove an annoying issue that some users have with our in-game mod browser. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. 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 Mestia Skirmish v1 to now use Overcast Lighting. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed an issue with vehicles sometimes floating when they first spawn. Updated Terrain shadows to now render out to 8km. 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. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. The oldest notifications will be removed to make room for new ones. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. Fixed hundreds of foliage visual issues. RAAS v08. RAAS v04. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. RAAS v09. Reduced the hollow tube effect. Fixed an issue with tall buildings culling inapporpriately. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Squad Masters Vanilla are the normal maps with normal settings. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Chora RAAS v3 features old school F88 Rifles. Removed most artificial colour-grading. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Added a small amount of new mini POIs throughout the map. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed some floating grass at grid F5-5-8. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Updated Mutaha RAAS v1 to include new CPs and new routes. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Hawks layer pack, the next generation of squad gameplay. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. turret was disabled and therefore stabilisation was disabled. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. This draws focus to the action and enhances the look of visual effects. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed some areas where foliage bushes was clipping into houses. This can be changed in Settings -> Graphics. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Tessellation itself has also been significantly optimized. Local/Offline issues currently have a lower priority. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Reply If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. 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. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Adjusted the grass materials to better match the landscape. 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. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed smoothing groups, fixed dark baked in shadows in windows &. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. a UGL impact getting perceived the same as a Tandem rocket). Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. MEA now has 2x Ural Logi instead of Simir Logi. 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. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Updated the MEA G3 Rifle series firing sounds. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. 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 vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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. Fixed LODs before imposter on Beech/Oak trees. Skirmish v1. You may want to raise or lower your graphics settings from what you used before this update. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Deployment This, Player kit role icons are sometimes not being displayed on certain menu screens. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. 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). Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Fixed issue with shiny roads on several maps. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Updated minimap with the intent to make height more readable, minimap now also features trees. Improved the micro terrain across the entire landscape. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. 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. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Updated Shadows now render out to 1km at all graphics settings. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. This is also intended to increase chances of Attacker success on first Capture Points. Updated landscape to be rockier across the entire landscape. Fixed exploitable cliffs near Russian Outpost POI. Complete rework of Squads approach to dynamic shadows. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. . Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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 the Scots Pine tree texture so it is less bright. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Admin Commands. RAAS v05. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Fixed an issue with the waterfall missing its VFX. proportions on the CAF and MEA static flags. 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). Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Added a new landscape shader and new landscape textures. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. 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. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Usage To use SquadMaps, head to https://squadmaps.com and begin! Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed the long standing FOB Double teleport bug. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. 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. 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. 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. Added a Tessellation graphics toggle. . Increased the update rate of particles at all quality levels. 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. The effect now smoothly fades in and out. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Added a new experimental Tire Fire deployable for Insurgents. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. The quality and performance cost of this effect are controlled by Post Process Quality. 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. TC v1. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. 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 a minor issue with the GB helmet scrim appearing too dark at longer ranges. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Also added more opacity at further LODs. Fixed an issue with z-fighting decals on hangars. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Updated brick tower at grid O13-4-6, interior ladders have been removed. With improved shadows and lighting also comes updates to the Graphics Settings Menu. We have completely reworked the games handling of dynamic shadows. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed a collision clipping issue with the rusty railing material and decal. MEA Protection zones no-deploy zone was reduced from 150m to 80m. The recommended solution, for now, is to run Squad in the Borderless mode. Some layers will continue to receive tweaks and improvements in the future. Also. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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 detached wall segment at grid G5-3-2. Adjusted the Goose Bay map camera location. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Added various types of additional cover to various central locations. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed a wall segment having a missing face at grid I7-8-9. RAAS v10. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. This was a legacy issue that has been tough to isolate. optimized the LODs on the Coal Tipple Building. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed a minor issue with floating grass in the Tunnel. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Updated the minimap with intent to make height more readable, minimap also now features trees. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Potential Fix for a client crash related to audio and gun sounds. Soldier stamina regeneration will be paused until these actions complete. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). RAAS v01. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. deployables to be placed intention is to disallow all deployables in the sewers.

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