Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed an issue with vehicles sometimes floating when they first spawn. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Occasionally a player does not spawn at a Rally Point. Increased intensity of peripheral vision blur when using zoom optics. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. . Fallujah Fixed a detached wall segment at grid G5-3-2. SquadMaps is a website to display all the maps and layers in Squad. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Steam Community :: Guide :: RAAS Meta Explained Stamina cost for these actions has also been increased. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. 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. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed an issue with road/railroad culling distances being very low. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. 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. before taking any other troubleshooting steps. RAAS v04. 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. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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! 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. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. The effect now smoothly fades in and out. !vote cancelauto - Cancel scheduled automatic start of vote. Currently, this primarily affects the complexity of the Landscape. OWI need to nerf Squad lanes : r/joinsquad - reddit This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Squad is again way too infantry-based, almost all AAS/RAAS layers lack Improved and optimized texture quality scaling. This. RAAS v07. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). To halt their advance, a NATO carrier group has been . Afterwards it becomes AAS,(assuming if you remember the next objective location). Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Also. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. 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). 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. 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. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. 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. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. 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 an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. SquadMaps: All maps and layers in Squad. 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. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. 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. Updated the water material to better match the new lighting. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. The Wrench - Freedom Edition (July) - Squad Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Improved the way texture resolution scales down at distance. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. We will keep you informed if this happens. 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. Fixed an issue with a wall sticking through a building at grid C4-2-4. This new revised landscape should appear more natural, with a minor increase in micro terrain. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. AAS . RAAS v07. This is intended to make deployable fortifications more resilient. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Updated the minimap with intent to make height more readable, minimap also now features trees. This means it will not be possible to destroy these vehicles by hitting only their turret. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Squad: New Harju Map Added in Update v3.4 | Player.One Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Adjusted the building in grid F8-4-9 to now have an open access point. Random Advance and Secure - Official Squad Wiki V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Local/Offline issues currently have a lower priority. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. In the future, restriction zone functionality may be extended to some of our larger maps as well. 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. 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. TC v1. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Updated a few maps to use new grass. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. 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 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. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. This is intended to give low-end hardware more performance options. 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. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. This will be addressed in a future update. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Adjusted the CAF C9A2 LMG front sight to a more accurate model. Optimized the sky textures, which previously could cause system hitching on older hardware. Updated minimap with intent to make height more readable, also now features trees. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Updated CAF weapon text description in the role loadout screen. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed floating rocks at grid G6-8-8, F8-8-9. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. For example lets take Mutaha. Fixed an issue with the waterfall missing its VFX. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed some road intersections that were not blending correctly. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. 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. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. We have completely reworked the games handling of dynamic shadows. 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. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast.