Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. This may not provide a benefit on all computers. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. RAAS v12. Potential Fix for a client crash related to network messages when joining a squad. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. RAAS v09. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Squad's RAAS system was originally based only on depth. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed an issue with dithered temporal AA glass shaders. Steam Community :: Guide :: RAAS Meta Explained Adjusted the grass materials to better match the landscape. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. optimized the LODs on the Coal Tipple Building. Fixed an issue with untextured rubble walls at multiple locations. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. Most night layers are now brighter in general. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. RAAS v11. This issue is a high priority to fix and. 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. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Hawks layer pack, the next generation of squad gameplay. RAAS v05. It is the third update of the year (not counting Hotfixes). Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Added a new experimental Tire Fire deployable for Insurgents. Local/Offline issues currently have a lower priority. Fixed smoothing groups, fixed dark baked in shadows in windows &. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. SquadMaps is a website to display all the maps and layers in Squad. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Vehicle Reset Feature does not currently work with Helicopters. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. 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. Fixed an issue with road/railroad culling distances being very low. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed some areas where foliage bushes was clipping into houses. This. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Admin Commands. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. 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). The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Squad is again way too infantry-based, almost all AAS/RAAS layers lack Updated soldier stamina to no longer regenerate during vaulting and climbing. 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. Adjusted the CAF C9A2 LMG front sight to a more accurate model. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Updated the minimap with intent to make height more readable, minimap also now features trees. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. The collision should now better match the visual mesh. Fixed floating shovel and no water sfx sound on inlet. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. before taking any other troubleshooting steps. 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. Updated Yehorivka to use a new road material. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Both locations will now use the IFV icon. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Initial Neutral flags have an additional 1.3x speed multiplier. Squad Maps 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. Currently, this primarily affects the complexity of the Landscape. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Also. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed a material LOD issue on the large garage at USA Main and the village houses. 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. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. AAS v1. RAAS v07. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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 open holes in rock meshes at the waterfall grid H3-9-4. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Reply Some of the changes since you last saw me on the wrench: Updated point capture speed to scale by the number of players. This is intended to make deployable fortifications more resilient. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This is intended to give low-end hardware more performance options. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. 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. Fixed the issues with the backdrop mountains texture. 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. Skorpo - Official Squad Wiki This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. AAS . Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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 . Added a road connection between Niva Upper and Train Bridge. Expanded the road network northwest of Mogiliovo POI. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. 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). Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. 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. RAAS v06. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed an issue with a floating Road grid J10-2-1. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Tessellation itself has also been significantly optimized. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). This patch adds the new Harju Map to the game. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed an issue with a wall sticking through a building at grid C4-2-4. 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. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. 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. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. . Fixed floating foliage at various locations. 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 an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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.