The audio module for Squad is initialized at the game start. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Added new landscape shader & landscape textures. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. Added a new road connection between the Bunker and Train Bridge OP. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. In 2 . Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. more than 100 rounds if they respawn with an empty kit. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed exploitable cliffs near Russian Outpost POI. Predict Squad RAAS lanes and learn map layouts with Squadlanes! 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. turret was disabled and therefore stabilisation was disabled. Potential Fix for a client crash related to network messages when joining a squad. Updated Belaya to use a new landscape renderer. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. This is intended for very old systems for which Low settings are still not sufficient. Updated Mestia Skirmish v1 to now use Overcast Lighting. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Usage To use SquadMaps, head to https://squadmaps.com and begin! RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). Adjusted all SL Rifles to now show + Tracer on their HUD names. Only the admin cam has special caster features. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. garding exported NetGUIDs and Seamless Travel. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. RAAS v06. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. 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. (APFSDS rounds etc.). Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed an issue with a wall sticking through a building at grid C4-2-4. 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. Fixed an issue with various foliage clipping through buildings. 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). Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Occasional Player (Client) crashes in various circumstances. AAS v1. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Fixed an issue with a bad texture assignment on certain brick walls. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Updated map to use new grass & adjusted the scale of the grass. Adjusted the CAF C9A2 LMG front sight to a more accurate model. RAAS v01. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. 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). To halt their advance, a NATO carrier group has been . before taking any other troubleshooting steps. 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. RAAS v02. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated the way armor meshes react to damage traces from explosions. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Capturing the center flag does not cause any ticket loss or ticket bleed. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. 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. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. My suggestion? SFX bug while Firing in full auto. Vehicle Reset Feature does not currently work with Helicopters. . Fixed a potentially exploitable issue with server fire projectile IDs. Capture Speed Scaling was added in v2.14. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). RAAS v08. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Please play Squad on a system that meets or exceeds our min spec. Capture speed will be shortened if one team has significantly more players in the point than the other team. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Optimized the sky textures, which previously could cause system hitching on older hardware. 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. This has increased both the visual quality and performance cost of particles. 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. 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. This also helps reduce the perceived smudgyness of anti-aliasing. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. This is an inherent problem, and the solution is currently in long-term development. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. This draws focus to the action and enhances the look of visual effects. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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! Local/Offline issues currently have a lower priority. Fixed an exploitable non-enterable room to prevent radio placement. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Some layers will continue to receive tweaks and improvements in the future. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Fixed some road intersections that were not blending correctly. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Removed most artificial colour-grading. The effect now smoothly fades in and out. This will be addressed in a future update. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. We have updated the capture speed to scale with the number of players. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Fixed an issue with a floating Road grid J10-2-1. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. 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. Admin Commands. Updated Mestia Invasion v1 to now use Mid Day Lighting. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Localization for most language translations is currently out of date. 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. Updated flag capture rate scaling values. RAAS works for the first 5 to 20 mins into the game. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. 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. 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! Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Mention the demotion if you are no longer the FTL. Squad Lanes has destroyed RAAS layer. Updated all muzzle flashes to be larger, brighter, and more consistent. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. SquadMaps: All maps and layers in Squad. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Expanded the road network around Kropy and Zolata POIs. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. 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). 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. RAAS v03. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted several CPs capture areas to better match the POI layouts. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Those who know about it anticipate and destroy maps. Fixed issue with shiny roads on several maps. Fixed a material LOD issue on the large garage at USA Main and the village houses. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. 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. 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. Fixed floating foliage at various locations. Fixed a minor issue with floating grass in the Tunnel. Note: autocannon are unchanged and still use a 50cm kill zone radius. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed an audio issue where double hit sounds would play for soldiers. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. 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. 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 (. !vote cancel - Cancels current round of voting. RAAS v04. 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! 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. 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. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. 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. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. deployables to be placed intention is to disallow all deployables in the sewers. TC v2. 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. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Server performance may periodically dip when a server has a high population and high load. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed some floating grass at grid F5-5-8. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. 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. 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). SquadMaps is a website to display all the maps and layers in Squad. Adjusted the faction vehicle layout on Tallil RAAS v1. Adjusted grass heights to create less excessively high grass. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Local/Offline Bug with Commander CAS does not do damage in local. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Now they should block traces with the visibility channel. TC v2. Updated HUD notifications to cap the maximum number of notifications to 4. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Deployment Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. It is the third update of the year (not counting Hotfixes). Goose Bay Fixed various floating grass. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. RAAS v04. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. No ticket gain from capturing flags (normally +60). Increased the turret health to match the INS T62. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Those who know about it anticipate and destroy maps. 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 a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed an issue with a rock having collision problems at grid F4-7-4. 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 Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed an issue with terrain clipping into a building at grid D3-3-6. 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). Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Fixed LODs before imposter on Beech/Oak trees. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. a UGL impact getting perceived the same as a Tandem rocket). If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure.