Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Most night layers are now brighter in general. 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. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Updated point capture speed to scale by the number of players. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Expanded the road network northwest of Mogiliovo POI. Adjusted GB FV107s HAT damage modifier. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Added various mini POIs across the map to fill in areas that were a bit barren. 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. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. turret was disabled and therefore stabilisation was disabled. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. AAS v1. RAAS v11. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. 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 (. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. The quality and performance cost of this effect are controlled by Post Process Quality. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. This is intended to give low-end hardware more performance options. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Deployment 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 Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Both locations will now use the IFV icon. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). SquadMaps: All maps and layers in Squad. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Reduced the hollow tube effect. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. 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 an issue on Jensens Range v2 with a Minsk spawning for the RUS team. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a minor issue with floating grass in the Tunnel. Fixed a minor issue with dirty toilet water seeping through the wall. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed hundreds of foliage visual issues. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Added a new experimental Tire Fire deployable for Insurgents. And it accomplishes this. TC v1. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. etc.) 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 CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Reply Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Occasionally a player does not spawn at a Rally Point. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. All UGL / Frags now use a new light impact sound. 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. Adjusted the corn and wheat fields to remove the short grass. 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. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Fixed the issues with the backdrop mountains texture. This has increased both the visual quality and performance cost of particles. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed a z-fighting column at the warehouse. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. 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. . As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. 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). 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. Note: autocannon are unchanged and still use a 50cm kill zone radius. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. Updated Mestia Invasion v1 to now use Mid Day Lighting. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Updated Terrain shadows to now render out to 8km. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. 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). The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. 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! ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. The update also brings an overhaul of how the game handles lighting. A "lock" icon will appear over a capture zone when a team . Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. USA now has 2x M939. Squad Lanes has destroyed RAAS layer. RAAS v01. Optimization: Blur shader no longer costs performance when not in ADS. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. !vote end - Gently ends the current vote and announces the winner layer. It should no longer crash, but we will be monitoring client logs. Afterwards it becomes AAS,(assuming if you remember the next objective location). Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Adjusted the grass materials to better match the landscape. 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 patch adds the new Harju Map to the game. This crash is currently not reproducible. Updated the landscape terrain shader to a new and improved version. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. The oldest notifications will be removed to make room for new ones. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. . Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. RAAS v11. Updated binoculars with new zoom in/ zoom out sounds. 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. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Added a new deployable fortified HASCO Observation Tower for all conventional factions. If you experience any issues with the latest update please contact our Support Team (Link URL). Updated Shadows now render out to 1km at all graphics settings. 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. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. RAAS v02. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Skirmish v1. Added a new landscape shader and new landscape textures. Fixed an issue with tall buildings culling inapporpriately. This also helps reduce the perceived smudgyness of anti-aliasing. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Fixed a wall segment having a missing face at grid I7-8-9. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. 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. This. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Updated flag capture rate scaling values. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Updated all muzzle flashes to now kick up much more dust after sustained firing. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. 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. Fixed an issue with dithered temporal AA glass shaders. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. 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. Updated Mutaha RAAS v1 to include new CPs and new routes. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Fixed an issue with road/railroad culling distances being very low. Textures do not become excessively blobby at lower settings. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. 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). 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. #5 killertowfoo Mar 7, 2021 @ 8:33am 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. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Fixed smoothing groups, fixed dark baked in shadows in windows &. Adjusted the Goose Bay map camera location. 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. Only the admin cam has special caster features. 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 on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Capturing the center flag does not cause any ticket loss or ticket bleed. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. The collision should now better match the visual mesh. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. 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. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. A complete dictionary of Squad Maps and layers available in-game. Fixed a common Server crash related to SQMapMarkerManager. Updated the MEA G3 Rifle series firing sounds. Fixed floating foliage at various locations. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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). RAAS v09. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Low is now much lower, and High/Epic is much higher. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. 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 an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. more than 100 rounds if they respawn with an empty kit. Skirmish v1. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Localization for most language translations is currently out of date. Some layers will continue to receive tweaks and improvements in the future. Fixed an issue with the Castle POI walls culling too soon. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Adjusted Sumari AAS v2 vehicle layout to not include APCs. 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. This should hopefully remove an annoying issue that some users have with our in-game mod browser. TC v1. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. TC v2. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Local/Offline Bug with Commander CAS does not do damage in local. 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 an issue with some fences culling at too short-range at grid H10-3-5. Improved and optimized texture quality scaling. Squad's 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 with the USA HAT MAAWS having a slight gap in the reticle. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Admin Commands. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. This, Player kit role icons are sometimes not being displayed on certain menu screens. RAAS v08. 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. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Soldier stamina regeneration will be paused until these actions complete. This is intended for very old systems for which Low settings are still not sufficient. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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 a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. RAAS v12. Fixed an issue with the waterfall missing its VFX. We are continuously working to improve server performance and optimization. Clarified the requirement for Combat Engineer explosives. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. 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. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Upgrade package for defensive deployables. 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 the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed an issue with z-fighting decals on hangars. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. This can be changed in Settings -> Graphics. 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). Expanded the road network around Kropy and Zolata POIs. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). TC v2. Fixed some road intersections that were not blending correctly. 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. 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. Fixed a material LOD issue on the large garage at USA Main and the village houses. Updated and optimised deployable sandbag destruction FX. Added various types of additional cover to various central 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.
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