Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed an issue with a static shovel floating at grid D7-8-5. 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. Capturing the center flag does not cause any ticket loss or ticket bleed. Adjusted all SL Rifles to now show + Tracer on their HUD names. 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. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Setting it to Low will disable the effect altogether. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. 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. Skirmish v1. Hawks layer pack, the next generation of squad gameplay. 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). Capture speed will be shortened if one team has significantly more players in the point than the other team. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Complete overhaul of the technical and artistic approach to lighting. Stamina cost for these actions has also been increased. This can be changed in Settings -> Graphics. 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 a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. This patch adds the new Harju Map to the game. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Added a new landscape shader and new landscape textures. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Potential Fix for a client crash related to network messages when joining a squad. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. USA now has 2x M939. 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. This is an inherent problem, and the solution is currently in long-term development. Adjusted river grass and cattail foliage to better match the rest of the autumn look. 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. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. 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. This was a legacy issue that has been tough to isolate. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. 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. Tessellation itself has also been significantly optimized. Added various mini POIs across the map to fill in areas that were a bit barren. Squad Lanes has destroyed RAAS layer. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. We have updated the capture speed to scale with the number of players. 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. This will be addressed in a future update. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue at the Old Hospital POI with wall alignment. TC v1. 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. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. 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. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Added a road connection between Niva Upper and Train Bridge. Expanded the road network northwest of Mogiliovo POI. Currently, this primarily affects the complexity of the Landscape. Updated Mestia Skirmish v1 to now use Overcast Lighting. Soldier stamina regeneration will be paused until these actions complete. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Fixed an issue with a floating Road grid J10-2-1. SquadMaps: All maps and layers in Squad. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed floating rocks at grid G6-8-8, F8-8-9. This draws focus to the action and enhances the look of visual effects. Skirmish v1. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed floating foliage at various locations. Textures do not become excessively blobby at lower settings. Adjusted grass heights to create less excessively high grass. This led to issues with flag distances and fairness, so it was changed to a lane system. Squad Masters Vanilla are the normal maps with normal settings. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. It is the third update of the year (not counting Hotfixes). Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Players who are experiencing issues after the update, be sure to go to Settings ->. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. The audio module for Squad is initialized at the game start. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. This will be addressed in a future update. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. before taking any other troubleshooting steps. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Squad Lanes has destroyed RAAS layer. 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. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Only the admin cam has special caster features. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. The collision should now better match the visual mesh. Fixed a common Server crash related to SQMapMarkerManager. Adjusted the corn and wheat fields to remove the short grass. The fix attempt. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. 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. Fixed a sidewalk using an incorrect material. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Increased intensity of peripheral vision blur when using zoom optics. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Others can still hear them when they talk. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. The update also brings an overhaul of how the game handles lighting. RAAS v06. Updated Anvil loading screen music to use its own unique theme. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. 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). Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue with dithered temporal AA glass shaders. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. If you experience any issues with the latest update please contact our Support Team (Link URL). 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. Mention the demotion if you are no longer the FTL. . Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed incorrect shading on several landscapes. Fixed the issues with the backdrop mountains texture. Fixed an issue with a rock having collision problems at grid F4-7-4. AAS . Updated flag capture rate scaling values. GB FV510 IFV was particularly susceptible to this issue. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. 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. Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). RAAS v05. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Fallujah Fixed a few locations in sewers that still allowed. 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. (APFSDS rounds etc.). Updated all muzzle flashes to be larger, brighter, and more consistent. Those who know about it anticipate and destroy maps. 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. 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Design Intention: Give GB team better odds to and take and hold the first objective. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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. 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. My suggestion? Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. 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. All armor piercing projectiles use another set of piercing more destructive sounds. This may not provide a benefit on all computers. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed a minor issue with floating grass in the Tunnel. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed an issue with the Castle POI walls culling too soon. For example lets take Mutaha. . garding exported NetGUIDs and Seamless Travel. This new revised landscape should appear more natural, with a minor increase in micro terrain. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. 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. 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 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. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. 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 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. Added various types of additional cover to various central locations. Fixed an issue with various foliage clipping through buildings. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. RAAS v04. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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 some floating grass at grid F5-5-8. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed a potentially exploitable issue with server fire projectile IDs. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. This is also intended to increase chances of Attacker success on first Capture Points. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Reply 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. 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 v02. 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. Updated landscape to be rockier across the entire landscape. Also adjusted the volume of 50cal hit sounds against a Minsk. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Note: autocannon are unchanged and still use a 50cm kill zone radius. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Capture Speed Scaling was added in v2.14. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). This allows a 120s AAS flag to be captured in as little as 80s. Adjusted the faction vehicle layout on Tallil RAAS v1. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). 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. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Squad Lanes has destroyed RAAS layer.