Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. RAAS v02. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Adjusted grass heights to create less excessively high grass. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Squad Update v2.12 Release Notes 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 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. Fallujah Fixed a few locations in sewers that still allowed. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). . Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. 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. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed incorrect shading on several landscapes. 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 M240 Helicopter Door Guns muzzle flash not moving with the gun. Also updated is the Buddy Boost feature, with a focus on making it easier to use. RAAS v12. RAAS v01. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Skirmish v1. 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. Updated map to use new grass & adjusted the scale of the grass. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. TC v1. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Squad Lanes has destroyed RAAS layer. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. SquadMaps: All maps and layers in Squad. 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. Admin Commands. Low is now much lower, and High/Epic is much higher. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed an issue with various foliage clipping through buildings. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. These are the 200 round box mags. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed a common Server crash related to SQMapMarkerManager. Is Squad Lanes cheating? : r/joinsquad - reddit.com 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed an issue with a floating Road grid J10-2-1. 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. 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. 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. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. more than 100 rounds if they respawn with an empty kit. Updated the landscape terrain shader to a new and improved version. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Localization for most language translations is currently out of date. 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. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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 occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. . Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. 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. Rocks and grass should blend much better. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Upgrade package for defensive deployables. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Those who know about it anticipate and destroy maps. Updated CAF Commander CAS to now use CF-18 rocket strike. RAAS v04. Chora RAAS v3 features old school F88 Rifles. Currently, this primarily affects the complexity of the Landscape. 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. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Increased the turret health to match the INS T62. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated the MEA G3 Rifle series firing sounds. USA now has 2x M939. 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. TC v2. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. 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. 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. Updated flag capture rate scaling values. 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 v03. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Potential Fix for a client crash related to audio and gun sounds. 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. SFX bug while Firing in full auto. Reply This can be changed in Settings -> Graphics. !vote start - Starts a vote with 6 layers, random modes. This usually resulted in putting a soldier up in the air, followed by a fall to their death. 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. RAAS v09. 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. MEA now has 2x Ural Logi instead of Simir Logi. 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). Fixed an issue with a bad texture assignment on certain brick walls. Random Advance and Secure - Official Squad Wiki 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. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Fixed an audio issue where double hit sounds would play for soldiers. Community's opinion on RAAS vs AAS? : r/joinsquad - reddit Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Added a Material Quality graphics setting. RAAS v04. 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. Textures do not become excessively blobby at lower settings. Improved the way texture resolution scales down at distance. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with a static shovel floating at grid D7-8-5. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a sidewalk using an incorrect material. Updated all muzzle flashes to now kick up much more dust after sustained firing. Added new landscape shader & landscape textures. AAS . Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Hawks layer pack, the next generation of squad gameplay. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. This new revised landscape should appear more natural, with a minor increase in micro terrain. !vote restart - Restarts voting with 6 random maps and modes. This was a legacy issue that has been tough to isolate. 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. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed an issue at the Old Hospital POI with wall alignment. 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). Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Fixed the Scots Pine tree texture so it is less bright. 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. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Cooldown does not affect markers placed through the map. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Adjusted several CPs capture areas to better match the POI layouts. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. The fix attempt. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Fixed an issue with vehicles sometimes floating when they first spawn. Expanded the road network around Kropy and Zolata POIs. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Vehicle Reset Feature does not currently work with Helicopters. 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. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Added a Tessellation graphics toggle. All tank rounds are using the existing sounds that youve heard. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. The oldest notifications will be removed to make room for new ones. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. RAAS v11. Updated a few maps to use new grass. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Those who know about it anticipate and destroy maps. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Improved the visibility of muzzle flashes. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. RAAS v02. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. 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. Added a small amount of new mini POIs throughout the map. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Updated Yehorivka to use a new road material. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Soldier stamina regeneration will be paused until these actions complete. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Design Intention: Give GB team better odds to and take and hold the first objective. Updated the HAB ghost placement mesh to include exit point indicators. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. Reddit - Dive into anything This should hopefully remove an annoying issue that some users have with our in-game mod browser. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Squad Update v3.0 Release Notes Squadlanes (Squad v4.0) A look at the new layers (Squad Lanes dev) : r/joinsquad 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. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. The Wrench - Freedom Edition (July) - Squad AAS v1. RAAS v10. This crash is currently not reproducible. Fixed an issue with the Castle POI walls culling too soon. Updated Terrain shadows to now render out to 8km. Skirmish v1. RAAS v07. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. RAAS v08. This may not provide a benefit on all computers. Capture Speed Scaling was added in v2.14. Squad's RAAS system was originally based only on depth. This. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Occasional Player (Client) crashes in various circumstances. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. 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. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. 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. Some layers will continue to receive tweaks and improvements in the future. Fixed an issue with a rock having collision problems at grid F4-7-4. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed a potentially exploitable issue with server fire projectile IDs. Updated the water material to better match the new lighting. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. This means it will not be possible to destroy these vehicles by hitting only their turret.