Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This may not provide a benefit on all computers. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Usage To use SquadMaps, head to https://squadmaps.com and begin! Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. RAAS v04. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 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). RAAS v04. a UGL impact getting perceived the same as a Tandem rocket). Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. 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). Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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. Fixed some road intersections that were not blending correctly. 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. 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. 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. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Updated point capture speed to scale by the number of players. 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. 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. Those who know about it anticipate and destroy maps. WoodenQuality5099 25 days ago However it's not truly random. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Now they should block traces with the visibility channel. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. 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. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Fixed an issue with a static shovel floating at grid D7-8-5. Most night layers are now brighter in general. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). 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). Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. The audio module for Squad is initialized at the game start. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Squad Masters Vanilla are the normal maps with normal settings. Vehicle Reset Feature does not currently work with Helicopters. 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. 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! Updated CAF arid uniforms textures to look more authentic. Mention the demotion if you are no longer the FTL. Increased the update rate of particles at all quality levels. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). This is an inherent problem, and the solution is currently in long-term development. Fixed floating foliage at various locations. 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! I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . It is the third update of the year (not counting Hotfixes). Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. before taking any other troubleshooting steps. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated the minimap with intent to make height more readable, minimap also now features trees. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. 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 with a rock having collision problems at grid F4-7-4. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. You may want to raise or lower your graphics settings from what you used before this update. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. !vote cancel - Cancels current round of voting. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. 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. 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. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Fixed floating shovel and no water sfx sound on inlet. 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. A complete dictionary of Squad Maps and layers available in-game. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. This issue is a high priority to fix and. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. 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 vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. 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). RAAS v10. 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. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed some floating grass at grid F5-5-8. That helps us get an overview. 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. 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. This crash is currently not reproducible. The oldest notifications will be removed to make room for new ones. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Also adjusted the volume of 50cal hit sounds against a Minsk. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. AAS . RAAS v12. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Potential Fix for a client crash related to network messages when joining a squad. Fixed an issue with a floating Road grid J10-2-1. Server performance may periodically dip when a server has a high population and high load. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Added a new deployable fortified HASCO Observation Tower for all conventional factions. RAAS v05. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. 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. 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. Added a new experimental Tire Fire deployable for Insurgents. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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. Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. 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. 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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! So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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 an issue with a bad texture assignment on certain brick walls. Adjusted the corn and wheat fields to remove the short grass. Fixed an issue with a wall sticking through a building at grid C4-2-4. Updated HUD notifications to cap the maximum number of notifications to 4. Reply Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Updated the way armor meshes react to damage traces from explosions. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed a z-fighting column at the warehouse. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Please note that the associated quality and performance tradeoffs have similarly changed. 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. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. All tank rounds are using the existing sounds that youve heard. This can be changed in Settings -> Graphics. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. Added new landscape shader & landscape textures. 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. We have not been able to reproduce this issue since the fix was implemented. RAAS v11. Updated Belaya to use a new landscape renderer. Fixed multiple piles of incorrectly textured boulders. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Skorpo is a map featured in Squad. Adjusted the faction vehicle layout on Tallil RAAS v1. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. 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. Some layers will continue to receive tweaks and improvements in the future. The quality and performance cost of this effect are controlled by Post Process Quality. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. 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. Fixed a wall segment having a missing face at grid I7-8-9. Squad Lanes has destroyed RAAS layer. Fixed an issue at the NW Main with an unintended burning fire sound in the area.