Added a road connection between Niva Upper and Train Bridge. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Admin Commands. Switched to more physically accurate parameters for outdoor lighting. RAAS v03. 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. Squad Lanes has destroyed RAAS layer. This addressed a number of visual bugs. Mention the demotion if you are no longer the FTL. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. AAS v1. It is the third update of the year (not counting Hotfixes). Fixed a potentially exploitable issue with server fire projectile IDs. 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). 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. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Updated binoculars with new zoom in/ zoom out sounds. 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. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed a minor issue with floating grass in the Tunnel. 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 Belaya to use a new landscape renderer. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. 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. 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. 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. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Fixed a sidewalk using an incorrect material. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. !vote cancel - Cancels current round of voting. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Also. Squad's RAAS system was originally based only on depth. . Harju. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Please note that the associated quality and performance tradeoffs have similarly changed. Chora RAAS v3 features old school F88 Rifles. 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. Adjusted the CAF C9A2 LMG front sight to a more accurate model. And it accomplishes this. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. 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. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed an issue with vehicles sometimes floating when they first spawn. optimized the LODs on the Coal Tipple Building. Fixed hundreds of foliage visual issues. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Adjusted the grass materials to better match the landscape. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. RAAS v06. This may not provide a benefit on all computers. Increased the turret health to match the INS T62. RAAS v10. It should no longer crash, but we will be monitoring client logs. This is also intended to increase chances of Attacker success on first Capture Points. 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 a minor issue with the GB helmet scrim appearing too dark at longer ranges. 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 v09. Improved the way texture resolution scales down at distance. Expanded the road network northwest of Mogiliovo POI. Updated CAF weapon text description in the role loadout screen. Fixed an exploitable non-enterable room to prevent radio placement. Updated HUD notifications to cap the maximum number of notifications to 4. We are continuously working to improve server performance and optimization. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. The collision should now better match the visual mesh. RAAS v01. RAAS v11. This was a legacy issue that has been tough to isolate. Updated Mutaha RAAS v1 to include new CPs and new routes. Complete overhaul of the technical and artistic approach to lighting. (APFSDS rounds etc.). Updated minimap with intent to make height more readable, also now features trees. A complete dictionary of Squad Maps and layers available in-game. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. RAAS v09. This. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. 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. 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). Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. We have updated the capture speed to scale with the number of players. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Added a small amount of new mini POIs throughout the map. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. 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. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. 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. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. RAAS v11. 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. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. This allows a 120s AAS flag to be captured in as little as 80s. 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). All armor piercing projectiles use another set of piercing more destructive sounds. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed a collision clipping issue with the rusty railing material and decal. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. 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 potential FOB deployment exploit on the 2nd floor inside the Warehouse. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . USA now has 2x M939. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. 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. more than 100 rounds if they respawn with an empty kit. TC v2. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. 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. We now achieve the desired look using lighting alone, which preserves detail. 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. Updated the HAB ghost placement mesh to include exit point indicators. Fixed some road intersections that were not blending correctly. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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.