2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. This was a legacy issue that has been tough to isolate. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Updated landscape to be rockier across the entire landscape. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Deployment RAAS v03. Switched to more physically accurate parameters for outdoor lighting. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. AAS v1. . 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. Fixed an issue at the Old Hospital POI with wall alignment. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Expanded the road network northwest of Mogiliovo POI. Local/Offline Bug with Commander CAS does not do damage in local. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Updated ragdoll motors to create a more realistic death with the pose being maintained. Reduced the hollow tube effect. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Harju. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. A complete dictionary of Squad Maps and layers available in-game. Added a new experimental Tire Fire deployable for Insurgents. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. 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. Also added more opacity at further LODs. In 2 . Design Intention: Give GB team better odds to and take and hold the first objective. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. The audio module for Squad is initialized at the game start. This is intended for very old systems for which Low settings are still not sufficient. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. 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. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. 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. 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. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. 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). Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. !vote start - Starts a vote with 6 layers, random modes. This may not provide a benefit on all computers. Potential Fix for a client crash related to network messages when joining a squad. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Fixed floating rocks at grid G6-8-8, F8-8-9. Skirmish v1. 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. 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. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Added various types of additional cover to various central locations. 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. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. We now achieve the desired look using lighting alone, which preserves detail. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. That helps us get an overview. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Updated the way armor meshes react to damage traces from explosions. Local/Offline issues currently have a lower priority. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Easily installed this mod works to correct debilitating Raas layers. 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. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated the HAB ghost placement mesh to include exit point indicators. 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! This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed a common Server crash related to SQMapMarkerManager. Fixed an issue with z-fighting decals on hangars. Fixed a potentially exploitable issue with server fire projectile IDs. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. RAAS v04. This has increased both the visual quality and performance cost of particles. If you spot any specific errors, please open an issue! Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Adjusted the corn and wheat fields to remove the short grass. These are 100 round box mags. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. We have updated the capture speed to scale with the number of players. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Updated minimap with intent to make height more readable, also now features trees. Fixed an issue with a floating Road grid J10-2-1. SFX bug while Firing in full auto. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. The root cause of this issue was addressed by a change to the way penetration is handled. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. 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. We have completely reworked the games handling of dynamic shadows. RAAS v01. Fixed an issue with the waterfall missing its VFX. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Added a new road connection between the Bunker and Train Bridge OP. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. This is intended to make deployable fortifications more resilient. A complete dictionary of Squad Maps and layers available in-game. Fixed incorrect shading on several landscapes. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Squad's RAAS system was originally based only on depth. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. . My suggestion? Fixed an issue at the NW Main with an unintended burning fire sound in the area. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. 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. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Ticket loss from losing the flag is still the same (-10 tickets). Adjusted all SL Rifles to now show + Tracer on their HUD names. RAAS v05. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. The recommended solution, for now, is to run Squad in the Borderless mode. Adjusted grass heights to create less excessively high grass. Added various mini POIs across the map to fill in areas that were a bit barren. The update also brings an overhaul of how the game handles lighting. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed an issue with the Castle POI walls culling too soon. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed an issue with a rock having collision problems at grid F4-7-4. A "lock" icon will appear over a capture zone when a team . Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Fallujah Fixed a detached wall segment at grid G5-3-2. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. 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. Added a new deployable rickety wooden watchtower with camo nets for Militia. 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. Updated a few maps to use new grass. Improved the micro terrain across the entire landscape. 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. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. 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. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Updated Anvil loading screen music to use its own unique theme. 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. Fixed LODs before imposter on Beech/Oak trees. RAAS v03. Rocks and grass should blend much better. 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. This will be addressed in a future update. 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 v06. Hawks layer pack, the next generation of squad gameplay. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. GB FV510 IFV was particularly susceptible to this issue. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Upgrade package for defensive deployables. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. Added a Material Quality graphics setting. Afterwards it becomes AAS,(assuming if you remember the next objective location). 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. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Currently, this primarily affects the complexity of the Landscape. This patch adds the new Harju Map to the game. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. 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.