Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Design Intention: Give GB team better odds to and take and hold the first objective. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Updated CAF Commander CAS to now use CF-18 rocket strike. Squad Maps Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. 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. 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. optimized the LODs on the Coal Tipple Building. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. 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. 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. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. proportions on the CAF and MEA static flags. 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. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Note: autocannon are unchanged and still use a 50cm kill zone radius. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Hawks layer pack, the next generation of squad gameplay. 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. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. 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). Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Local/Offline Bug with Commander CAS does not do damage in local. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed an issue with road/railroad culling distances being very low. Updated the HAB ghost placement mesh to include exit point indicators. RAAS v10. Squad Masters Vanilla are the normal maps with normal settings. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks 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. At higher quality, textures remain at full resolution further into the distance. 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. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Some of the changes since you last saw me on the wrench: !vote restart - Restarts voting with 6 random maps and modes. 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 issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed an issue with a static shovel floating at grid D7-8-5. RAAS v08. Tessellation itself has also been significantly optimized. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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. 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). Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. 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. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Added a Material Quality graphics setting. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. 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. This usually resulted in putting a soldier up in the air, followed by a fall to their death. RAAS v11. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Added a new road connection between the Bunker and Train Bridge OP. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Fixed floating shovel and no water sfx sound on inlet. Harju. These are 100 round box mags. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. 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). This will be addressed in a future update. The root cause of this issue was addressed by a change to the way penetration is handled. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed an issue with terrain clipping into a building at grid D3-3-6. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. 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. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Tunnels are now darker in general, to better represent these CQB areas. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. This is an inherent problem, and the solution is currently in long-term development. Squad Maps Fixed hundreds of foliage visual issues. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Vehicle Reset Feature does not currently work with Helicopters. 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. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. RAAS v10. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Updated CAF arid uniforms textures to look more authentic. RAAS v07. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. 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.