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. . GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. The Most Underrated Mod Since The Start Of Open Modding The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Squad Lanes has destroyed RAAS layer. . Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. 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. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. This may not provide a benefit on all computers. 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. Random Advance and Secure - Official Squad Wiki Stamina cost for these actions has also been increased. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. 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. Local/Offline issues currently have a lower priority. All tank rounds are using the existing sounds that youve heard. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. This usually resulted in putting a soldier up in the air, followed by a fall to their death. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Note: autocannon are unchanged and still use a 50cm kill zone radius. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. A complete dictionary of Squad Maps and layers available in-game. The effect now smoothly fades in and out. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. 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 an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. 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. Admin Commands. This addressed a number of visual bugs. Harju. Added a new experimental Tire Fire deployable for Insurgents. Mention the demotion if you are no longer the FTL. 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 on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed a minor issue with a floating rock at grid D13-8-9. Players who are experiencing issues after the update, be sure to go to Settings ->. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Skorpo - Official Squad Wiki optimized the LODs on the Coal Tipple Building. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Squad Maps The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Initial Neutral flags have an additional 1.3x speed multiplier. 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 client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed a potentially exploitable issue with server fire projectile IDs. You may want to raise or lower your graphics settings from what you used before this update. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Capture Speed Scaling was added in v2.14. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed a collision clipping issue with the rusty railing material and decal. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. (APFSDS rounds etc.). Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). The root cause of this issue was addressed by a change to the way penetration is handled. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Fixed a sidewalk using an incorrect material. 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. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. garding exported NetGUIDs and Seamless Travel. 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. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. !vote end - Gently ends the current vote and announces the winner layer. Updated Shadows now render out to 1km at all graphics settings. USA now has 2x M939. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Fixed LODs before imposter on Beech/Oak trees. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. 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). Added a new road connection between the Bunker and Train Bridge OP. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed issue with shiny roads on several maps. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Added new landscape shader & landscape textures. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. The fix attempt. These are 100 round box mags. All armor piercing projectiles use another set of piercing more destructive sounds. 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! Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Goose Bay Fixed various floating grass. before taking any other troubleshooting steps. Some layers will continue to receive tweaks and improvements in the future. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. 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. 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). Fixed a z-fighting column at the warehouse. 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. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. The collision should now better match the visual mesh. !vote start - Starts a vote with 6 layers, random modes. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed the long standing FOB Double teleport bug. 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 grass heights to create less excessively high grass. The audio module for Squad is initialized at the game start. RAAS v09. Improved and optimized texture quality scaling. 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. 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). Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Occasionally a player does not spawn at a Rally Point. Fixed an issue with a rock having collision problems at grid F4-7-4. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed floating rocks at grid G6-8-8, F8-8-9. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Improved the micro terrain across the entire landscape. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Easily installed this mod works to correct debilitating Raas layers. This was a legacy issue that has been tough to isolate. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Removed most artificial colour-grading. 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. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed an issue with z-fighting decals on hangars. Adjusted and replaced some ambient sounds. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. To halt their advance, a NATO carrier group has been . Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. 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. 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. 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 a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed a wall segment having a missing face at grid I7-8-9. Ticket loss from losing the flag is still the same (-10 tickets). 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. RAAS v02. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Added a road connection between Niva Upper and Train Bridge. RAAS v06. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed some floating grass at grid F5-5-8. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Squad's RAAS system was originally based only on depth. !vote cancelauto - Cancel scheduled automatic start of vote. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. !vote cancel - Cancels current round of voting. 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. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Squadlanes (Squad v4.0) Updated flag capture rate scaling values. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. This will be addressed in a future update. 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. Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed a material LOD issue on the large garage at USA Main and the village houses. This is also intended to increase chances of Attacker success on first Capture Points.