Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. To halt their advance, a NATO carrier group has been . Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. SquadMaps: All maps and layers in Squad. 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. 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. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Adjusted river grass and cattail foliage to better match the rest of the autumn look. 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 Vehicle Reset Feature does not currently work with Helicopters. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed an issue with a rock having collision problems at grid F4-7-4. Updated minimap with intent to make height more readable, also now features trees. 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 issue is a high priority to fix and. Improved the visibility of muzzle flashes. Most night layers are now brighter in general. 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 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. This draws focus to the action and enhances the look of visual effects. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Added a new road connection between the Bunker and Train Bridge OP. The map was added into the game in the Alpha 14 (June 6, 2019) update. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. 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). Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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 deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. RAAS works for the first 5 to 20 mins into the game. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Adjusted the building in grid F8-4-9 to now have an open access point. A complete dictionary of Squad Maps and layers available in-game. Added various types of additional cover to various central locations. 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. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Updated Mutaha RAAS v1 to include new CPs and new routes. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. This crash is currently not reproducible. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. All armor piercing projectiles use another set of piercing more destructive sounds. Fixed the issues with the backdrop mountains texture. Improved the way texture resolution scales down at distance. Fixed an issue with some fences culling at too short-range at grid H10-3-5. All tank rounds are using the existing sounds that youve heard. Reply While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed some minor visual issues with the Scots Pine bush LODs and normals. . We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. RAAS v12. Goose Bay Fixed various floating grass. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed floating foliage at various locations. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. 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. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Updated binoculars with new zoom in/ zoom out sounds. Improved and optimized texture quality scaling. Some layers will continue to receive tweaks and improvements in the future. 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. RAAS v10. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed an issue with a floating Road grid J10-2-1. Reduced the hollow tube effect. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Updated brick tower at grid O13-4-6, interior ladders have been removed. #5 killertowfoo Mar 7, 2021 @ 8:33am 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. Players who are experiencing issues after the update, be sure to go to Settings ->. Also added more opacity at further LODs. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. My suggestion? Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. 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). Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed an issue at the Old Hospital POI with wall alignment. Currently, this primarily affects the complexity of the Landscape. 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. Some of the changes since you last saw me on the wrench: Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Please play Squad on a system that meets or exceeds our min spec. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. This will be addressed in a future update. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. 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). 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 for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles.