Added new explosive splash damage against infantry upon vehicle destruction. For example lets take Mutaha. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. It should no longer crash, but we will be monitoring client logs. SquadMaps is a website to display all the maps and layers in Squad. Easily installed this mod works to correct debilitating Raas layers. 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. Currently, this primarily affects the complexity of the Landscape. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. This is intended for very old systems for which Low settings are still not sufficient. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. Fixed an issue with various buildings and foliage culling too quickly. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. AAS v1. 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. 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. Squad Lanes has destroyed RAAS layer. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. RAAS v12. 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. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. RAAS v06. Fixed an issue with vehicles sometimes floating when they first spawn. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Fixed a wall segment having a missing face at grid I7-8-9. Fixed an issue at the Old Hospital POI with wall alignment. 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. 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. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. 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. This draws focus to the action and enhances the look of visual effects. RAAS v03. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Removed most artificial colour-grading. Fixed a minor issue with a floating rock at grid D13-8-9. 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. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Pros: Large amount of hit points and good viewing angles, with a protected entry way. This new revised landscape should appear more natural, with a minor increase in micro terrain. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Fixed an issue with a tree growing in train tracks at grid G9-4-8. 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). Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Updated CAF arid uniforms textures to look more authentic. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. 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. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. This was a legacy issue that has been tough to isolate. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Updated Shadows now render out to 1km at all graphics settings. Tunnels are now darker in general, to better represent these CQB areas. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Fixed a sidewalk using an incorrect material. Hopefully, this issue should be resolved now. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Vehicle Reset Feature does not currently work with Helicopters. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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). Adjusted and replaced some ambient sounds. Fixed the issue with modded custom factions causing an infinite loading screen. We will keep you informed if this happens. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Ticket loss from losing the flag is still the same (-10 tickets). This means it will not be possible to destroy these vehicles by hitting only their turret. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. This can be changed in Settings -> Graphics. proportions on the CAF and MEA static flags. More details below: Removed the force which previously prevented infantry from standing on each others heads. To halt their advance, a NATO carrier group has been . The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. No ticket gain from capturing flags (normally +60). Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Initial Neutral flags have an additional 1.3x speed multiplier. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Adjusted the CAF C9A2 LMG front sight to a more accurate model. RAAS v05. We now achieve the desired look using lighting alone, which preserves detail. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Textures do not become excessively blobby at lower settings. Fixed an issue with dithered temporal AA glass shaders. !vote start - Starts a vote with 6 layers, random modes. 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. This is intended to give low-end hardware more performance options. Adjusted all SL Rifles to now show + Tracer on their HUD names. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed the Scots Pine tree texture so it is less bright. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. a UGL impact getting perceived the same as a Tandem rocket). Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. Those who know about it anticipate and destroy maps. RAAS v10. 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. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Some layers will continue to receive tweaks and improvements in the future. 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. Goose Bay Fixed various floating grass. RAAS works for the first 5 to 20 mins into the game. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. This patch adds the new Harju Map to the game. Updated flag capture rate scaling values. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). We have managed to make the new system up to ten times more efficient than the old Far Shadows system. 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. Admin Commands. #5. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Harju. This addressed a number of visual bugs. Fixed some road intersections that were not blending correctly. Updated ragdoll motors to create a more realistic death with the pose being maintained. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Adjusted the corn and wheat fields to remove the short grass. Potential Fix for a client crash related to audio and gun sounds. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. !vote restart - Restarts voting with 6 random maps and modes. Also. A "lock" icon will appear over a capture zone when a team . Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. This is an inherent problem, and the solution is currently in long-term development. Deployment Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. 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! Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Added a new landscape shader and new landscape textures. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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 different projectiles having non-muffled vehicle impact sounds while inside the vehicle. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Updated HUD notifications to cap the maximum number of notifications to 4. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). RAAS v10. Updated Mestia Invasion v1 to now use Mid Day Lighting. Clarified the requirement for Combat Engineer explosives. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Reduced the hollow tube effect. Now they should block traces with the visibility channel. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed an issue with a floating Road grid J10-2-1. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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 small ground clutter/rocks having too short of a culling range. At higher quality, textures remain at full resolution further into the distance. 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). 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. 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. 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. Adjusted GB FV107s HAT damage modifier. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. This is a long-time legacy bug that has been difficult to reproduce reliably. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Hawks layer pack, the next generation of squad gameplay. RAAS v04. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Expanded the road network northwest of Mogiliovo POI. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Added a Tessellation graphics toggle. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. RAAS v02. Mention the demotion if you are no longer the FTL. Stamina cost for these actions has also been increased. Fixed issue with shiny roads on several maps. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. And it accomplishes this. Both locations will now use the IFV icon. Tessellation itself has also been significantly optimized. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed an audio issue where double hit sounds would play for soldiers. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. 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. Fixed an issue with tall buildings culling inapporpriately. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. (APFSDS rounds etc.). That helps us get an overview. 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. RAAS v08. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane.