Afterwards it becomes AAS,(assuming if you remember the next objective location). We now achieve the desired look using lighting alone, which preserves detail. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed an issue with a bad texture assignment on certain brick walls. Clarified the requirement for Combat Engineer explosives. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. Vehicle Reset Feature does not currently work with Helicopters. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Fixed an issue with dithered temporal AA glass shaders. Squad Masters Vanilla are the normal maps with normal settings. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . 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. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Players who are experiencing issues after the update, be sure to go to Settings ->. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Design Intention: Give GB team better odds to and take and hold the first objective. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Tessellation itself has also been significantly optimized. AAS v1. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Capture speed will be shortened if one team has significantly more players in the point than the other team. Skorpo is a map featured in Squad. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed a minor issue with dirty toilet water seeping through the wall. 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. Updated binoculars with new zoom in/ zoom out sounds. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. This is intended for very old systems for which Low settings are still not sufficient. Fixed a sidewalk using an incorrect material. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. For example lets take Mutaha. To halt their advance, a NATO carrier group has been . Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Adjusted grass heights to create less excessively high grass. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fallujah Fixed a few locations in sewers that still allowed. Squad Lanes has destroyed RAAS layer. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. 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). This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Fixed the issues with the backdrop mountains texture. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. 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). RAAS v12. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Deployment Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. 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. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. TC v2. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. This will be addressed in a future update. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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. Updated CAF weapon text description in the role loadout screen. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. RAAS v07. !vote cancelauto - Cancel scheduled automatic start of vote. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. We are continuously working to improve server performance and optimization. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Chora RAAS v3 features old school F88 Rifles. It is the third update of the year (not counting Hotfixes). To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Complete rework of Squads approach to dynamic shadows. Usage To use SquadMaps, head to https://squadmaps.com and begin! Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Initial Neutral flags have an additional 1.3x speed multiplier. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. AAS . Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Fixed an issue with a static shovel floating at grid D7-8-5. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Updated Terrain shadows to now render out to 8km. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. 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. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Local/Offline issues currently have a lower priority. We will keep you informed if this happens. Optimization: Blur shader no longer costs performance when not in ADS. Updated brick tower at grid O13-4-6, interior ladders have been removed. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. 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! Those who know about it anticipate and destroy maps. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. This can be changed in Settings -> Graphics. 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! 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. RAAS v08. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Expanded the road network northwest of Mogiliovo POI. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Updated Belaya to use a new landscape renderer. The audio module for Squad is initialized at the game start. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Updated the way armor meshes react to damage traces from explosions. 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). RAAS v07. Potential Fix for a client crash related to audio and gun sounds. We have completely reworked the games handling of dynamic shadows. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. 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 a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Updated ragdoll motors to create a more realistic death with the pose being maintained. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed an issue with the Castle POI walls culling too soon. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. In the future, restriction zone functionality may be extended to some of our larger maps as well. Added a road connection between Niva Upper and Train Bridge. TC v1. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. A "lock" icon will appear over a capture zone when a team . Updated the landscape terrain shader to a new and improved version. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. This is intended to give low-end hardware more performance options. This is an inherent problem, and the solution is currently in long-term development. 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. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. a UGL impact getting perceived the same as a Tandem rocket). Occasional Player (Client) crashes in various circumstances. 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 effect now smoothly fades in and out. RAAS v10. We have not been able to reproduce this issue since the fix was implemented. Fixed an issue with various foliage clipping through buildings. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. No change in all vanilla settings. Fixed a collision clipping issue with the rusty railing material and decal. This also helps reduce the perceived smudgyness of anti-aliasing. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed an issue with various buildings and foliage culling too quickly. Increased the turret health to match the INS T62. Those who know about it anticipate and destroy maps. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Updated flag capture rate scaling values. Increased the update rate of particles at all quality levels. 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 an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Adjusted the Goose Bay map camera location. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Switched to more physically accurate parameters for outdoor lighting. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. RAAS v09. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Updated Anvil loading screen music to use its own unique theme. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Expanded the road network around Kropy and Zolata POIs. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Updated minimap with the intent to make height more readable, minimap now also features trees. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. This is a long-time legacy bug that has been difficult to reproduce reliably. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. 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 an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. At higher quality, textures remain at full resolution further into the distance. 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. Fixed some floating grass at grid F5-5-8. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. This has increased both the visual quality and performance cost of particles. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. 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 LODs before imposter on Beech/Oak trees. 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. Added a new deployable rickety wooden watchtower with camo nets for Militia. Adjusted several CPs capture areas to better match the POI layouts. RAAS v05. 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). SquadMaps is a website to display all the maps and layers in Squad. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. RAAS v09. SFX bug while Firing in full auto. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. This new revised landscape should appear more natural, with a minor increase in micro terrain. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed smoothing groups, fixed dark baked in shadows in windows &. Please play Squad on a system that meets or exceeds our min spec. optimized the LODs on the Coal Tipple Building. 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. 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 a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Harju. Fixed an issue with z-fighting decals on hangars. 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. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. 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. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand.