SquadMaps is a website to display all the maps and layers in Squad. Optimized the sky textures, which previously could cause system hitching on older hardware. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed the issue with modded custom factions causing an infinite loading screen. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. We will keep you informed if this happens. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. 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. 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. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Removed most artificial colour-grading. MEA now has 2x Ural Logi instead of Simir Logi. That helps us get an overview. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. etc.) Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. The new map is set on the southern coastline of Finland. 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. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. The recommended solution, for now, is to run Squad in the Borderless mode. This is intended for very old systems for which Low settings are still not sufficient. 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. Currently, this primarily affects the complexity of the Landscape. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. !vote cancelauto - Cancel scheduled automatic start of vote. 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. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This draws focus to the action and enhances the look of visual effects. Fixed some areas where foliage bushes was clipping into houses. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. 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. RAAS v08. Added various mini POIs across the map to fill in areas that were a bit barren. 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. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. RAAS v09. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. We have updated the capture speed to scale with the number of players. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed the Scots Pine tree texture so it is less bright. 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. 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 only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Adjusted the grass materials to better match the landscape. Fixed some floating grass at grid F5-5-8. 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. Improved and optimized texture quality scaling. AAS . Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. !vote restart - Restarts voting with 6 random maps and modes. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. 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. This allows a 120s AAS flag to be captured in as little as 80s. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). This led to issues with flag distances and fairness, so it was changed to a lane system. RAAS v10. Most night layers are now brighter in general. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Reduced the hollow tube effect. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. With improved shadows and lighting also comes updates to the Graphics Settings Menu. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. In 2 . This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a minor issue with a floating rock at grid D13-8-9. Fixed a minor issue with floating grass in the Tunnel. The fix attempt. Capture speed will be shortened if one team has significantly more players in the point than the other team. 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 Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed an issue with vehicles sometimes floating when they first spawn. Skirmish v1. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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. Occasional Player (Client) crashes in various circumstances. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Adjusted the corn and wheat fields to remove the short grass. Fixed an issue with a rock having collision problems at grid F4-7-4. The collision should now better match the visual mesh. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. All UGL / Frags now use a new light impact sound. We have completely reworked the games handling of dynamic shadows. Improved the visibility of muzzle flashes. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. All armor piercing projectiles use another set of piercing more destructive sounds. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed an issue with foliage popup at close distance. Fixed smoothing groups, fixed dark baked in shadows in windows &. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Fixed an issue with small ground clutter/rocks having too short of a culling range. To halt their advance, a NATO carrier group has been . For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. 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. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. 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. Fixed an audio issue where double hit sounds would play for soldiers. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. 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! Those who know about it anticipate and destroy maps. Updated Shadows now render out to 1km at all graphics settings. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Only the admin cam has special caster features. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. 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. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Fixed multiple piles of incorrectly textured boulders. This was a legacy issue that has been tough to isolate. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Fixed a z-fighting column at the warehouse. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Those who know about it anticipate and destroy maps. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. a UGL impact getting perceived the same as a Tandem rocket). Fixed floating rocks at grid G6-8-8, F8-8-9. Adjusted grass heights to create less excessively high grass. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. !vote end - Gently ends the current vote and announces the winner layer. Also adjusted the volume of 50cal hit sounds against a Minsk. All tank rounds are using the existing sounds that youve heard. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Added a new experimental Tire Fire deployable for Insurgents. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed a sidewalk using an incorrect material. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! At higher quality, textures remain at full resolution further into the distance. Also. Updated the minimap with intent to make height more readable, minimap also now features trees. Goose Bay Fixed various floating grass. 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. Updated binoculars with new zoom in/ zoom out sounds. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. 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. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Fixed an issue with tall buildings culling inapporpriately. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Pros: Large amount of hit points and good viewing angles, with a protected entry way. RAAS v06. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated map to use new grass & adjusted the scale of the grass. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Adjusted the building in grid F8-4-9 to now have an open access point. turret was disabled and therefore stabilisation was disabled.