Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed a collision clipping issue with the rusty railing material and decal. . Fixed a sidewalk using an incorrect material. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially.
Others can still hear them when they talk. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Tessellation itself has also been significantly optimized. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. This addressed a number of visual bugs. 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. Only the admin cam has special caster features. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Updated point capture speed to scale by the number of players. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. 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. 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. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. 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 an issue at the Old Hospital POI with wall alignment. Please play Squad on a system that meets or exceeds our min spec. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Added various mini POIs across the map to fill in areas that were a bit barren. 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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). SquadMaps: All maps and layers in Squad. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver.
Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Updated Yehorivka to use a new road material. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Adjusted the building in grid F8-4-9 to now have an open access point. 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. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. This new revised landscape should appear more natural, with a minor increase in micro terrain. All UGL / Frags now use a new light impact sound.
Squad: New Harju Map Added in Update v3.4 | Player.One Also adjusted the reticles to be more readable with higher Anti Aliasing settings. !vote cancelauto - Cancel scheduled automatic start of vote. Added a Material Quality graphics setting. Fixed a minor issue with a floating rock at grid D13-8-9. Also added more opacity at further LODs. 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). Fixed an issue with some fences culling at too short-range at grid H10-3-5. Squad Lanes has destroyed RAAS layer. Fixed some road intersections that were not blending correctly.
Squad Update v3.0 Release Notes 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. We will keep you informed if this happens. AAS v1. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. It should no longer crash, but we will be monitoring client logs. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Occasionally a player does not spawn at a Rally Point. RAAS v04. RAAS v01. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. 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). Adjusted all SL Rifles to now show + Tracer on their HUD names. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. The fix attempt. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2.
Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. This can be changed in Settings -> Graphics. 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 where unintended high altitude wind SFX was playing across nearly the entire map. TC v2. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. RAAS v06. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m.
Squad is again way too infantry-based, almost all AAS/RAAS layers lack Fixed exploitable cliffs near Russian Outpost POI. Fixed smoothing groups, fixed dark baked in shadows in windows &. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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. 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. Improved the micro terrain across the entire landscape. 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. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Skirmish v1. RAAS v04. Adjusted the grass materials to better match the landscape. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Harju. !vote cancel - Cancels current round of voting. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug).
SQUAD UPDATE V2.15 RELEASE NOTES : Squad - joinsquad.com Fixed a minor issue with dirty toilet water seeping through the wall. Updated the way armor meshes react to damage traces from explosions. Fixed the issue with modded custom factions causing an infinite loading screen. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. This issue is a high priority to fix and. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed some floating grass at grid F5-5-8.
The Wrench - Freedom Edition (July) - Squad 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. !vote restart - Restarts voting with 6 random maps and modes. Updated map to use new grass & adjusted the scale of the grass. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. 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). Squad Lanes has destroyed RAAS layer. 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. Fixed an issue with various foliage clipping through buildings. To halt their advance, a NATO carrier group has been . 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. Fixed an issue with a static shovel floating at grid D7-8-5. Also adjusted the volume of 50cal hit sounds against a Minsk. 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. Updated and optimised deployable sandbag destruction FX. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Please note that the associated quality and performance tradeoffs have similarly changed. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. A "lock" icon will appear over a capture zone when a team . Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Note: autocannon are unchanged and still use a 50cm kill zone radius. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Squad Lanes has destroyed RAAS layer. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. This also helps reduce the perceived smudgyness of anti-aliasing. Fixed an issue with a floating Road grid J10-2-1. 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. 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. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed an issue with a wall sticking through a building at grid C4-2-4. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Adjusted the CAF C9A2 LMG front sight to a more accurate model. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! That helps us get an overview. We have updated the capture speed to scale with the number of players. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Adjusted and replaced some ambient sounds. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. 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. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Some of the changes since you last saw me on the wrench:
GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS Updated HUD notifications to cap the maximum number of notifications to 4. Adjusted Sumari AAS v2 vehicle layout to not include APCs. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Improved the way texture resolution scales down at distance. 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. 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. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1.
A look at the new layers (Squad Lanes dev) : r/joinsquad Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. These are 100 round box mags. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed a minor issue with floating grass in the Tunnel. Fixed incorrect shading on several landscapes. Currently, this primarily affects the complexity of the Landscape. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated the MEA G3 Rifle series firing sounds. Some layers will continue to receive tweaks and improvements in the future. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1.
Steam Workshop::Squad Masters - Mod [SQ v4.2] Goose Bay Fixed various floating grass. You may want to raise or lower your graphics settings from what you used before this update.
Squad Update v2.12 Release Notes : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350).
The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. 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. Reply RAAS v11. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Removed most artificial colour-grading. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. The recommended solution, for now, is to run Squad in the Borderless mode. Harju. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed an issue with a rock having collision problems at grid F4-7-4. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Predict Squad RAAS lanes and learn map layouts with Squadlanes!
Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Updated Mestia Skirmish v1 to now use Overcast Lighting.
Is Squad Lanes cheating? : r/joinsquad - reddit.com 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. Updated the water material to better match the new lighting. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. This has increased both the visual quality and performance cost of particles. Updated ragdoll motors to create a more realistic death with the pose being maintained. RAAS v09. The collision should now better match the visual mesh. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Updated CAF Commander CAS to now use CF-18 rocket strike. Those who know about it anticipate and destroy maps. We have completely reworked the games handling of dynamic shadows. AAS v1. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with z-fighting decals on hangars. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings.