We have managed to make the new system up to ten times more efficient than the old Far Shadows system. RAAS v11. Also added more opacity at further LODs. We will keep you informed if this happens. To halt their advance, a NATO carrier group has been . Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Capture Speed Scaling was added in v2.14. Now they should block traces with the visibility channel. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Increased intensity of peripheral vision blur when using zoom optics. Fixed some floating grass at grid F5-5-8. 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. Tunnels are now darker in general, to better represent these CQB areas. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed an issue with vehicles sometimes floating when they first spawn. This new revised landscape should appear more natural, with a minor increase in micro terrain. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. 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 an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Cons: Very exposed / prominent position which is easy to target with area effect weapons. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. No ticket gain from capturing flags (normally +60). Pros: Large amount of hit points and good viewing angles, with a protected entry way. Adjusted grass heights to create less excessively high grass. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Fixed some areas where foliage bushes was clipping into houses. The audio module for Squad is initialized at the game start. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. This crash is currently not reproducible. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Adjusted the Goose Bay map camera location. #5. 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. Setting it to Low will disable the effect altogether. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). A look at the new layers (Squad Lanes dev) : r/joinsquad Fixed floating foliage at various locations. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. 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. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. 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. Fixed a z-fighting column at the warehouse. 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 a minor issue with the GB helmet scrim appearing too dark at longer ranges. Vehicle Reset Feature does not currently work with Helicopters. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Only the admin cam has special caster features. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. All UGL / Frags now use a new light impact sound. Soldier stamina regeneration will be paused until these actions complete. A complete dictionary of Squad Maps and layers available in-game. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. This also helps reduce the perceived smudgyness of anti-aliasing. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Squad Lanes has destroyed RAAS layer. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. RAAS v07. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed the Scots Pine tree texture so it is less bright. Complete rework of Squads approach to dynamic shadows. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. This has increased both the visual quality and performance cost of particles. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. 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. 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. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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. Adjusted the grass materials to better match the landscape. RAAS v12. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Expanded the road network around Kropy and Zolata POIs. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. RAAS v10. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. This is intended for very old systems for which Low settings are still not sufficient. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. 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. This addressed a number of visual bugs. We are continuously working to improve server performance and optimization. Fixed floating rocks at grid G6-8-8, F8-8-9. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Fixed an issue with foliage popup at close distance. Those who know about it anticipate and destroy maps. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). RAAS v04. Optimization: Blur shader no longer costs performance when not in ADS. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. This patch adds the new Harju Map to the game. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed exploitable cliffs near Russian Outpost POI. 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. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Deployment When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). 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. Switched to more physically accurate parameters for outdoor lighting. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. These are 100 round box mags. 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. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Optimized the sky textures, which previously could cause system hitching on older hardware. (APFSDS rounds etc.). Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed an issue with z-fighting decals on hangars. This, Player kit role icons are sometimes not being displayed on certain menu screens. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Fixed an exploitable non-enterable room to prevent radio placement. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Expanded the road network northwest of Mogiliovo POI. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. 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. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Initial Neutral flags have an additional 1.3x speed multiplier. 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. Fixed an issue with a rock having collision problems at grid F4-7-4. Added a new road connection between the Bunker and Train Bridge OP. Some of the changes since you last saw me on the wrench: This is also intended to increase chances of Attacker success on first Capture Points. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Skirmish v1. Occasionally a player does not spawn at a Rally Point. More details below: Removed the force which previously prevented infantry from standing on each others heads. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. In 2 . Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed some road intersections that were not blending correctly. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. Squad: New Harju Map Added in Update v3.4 | Player.One Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. All tank rounds are using the existing sounds that youve heard. Clarified the requirement for Combat Engineer explosives. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. RAAS v07. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion 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). Updated HUD notifications to cap the maximum number of notifications to 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 an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. No change in all vanilla settings. This was a legacy issue that has been tough to isolate. Some layers will continue to receive tweaks and improvements in the future. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. 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. 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. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. 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. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. RAAS v04. My suggestion? Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Fixed a material LOD issue on the large garage at USA Main and the village houses. GB FV510 IFV was particularly susceptible to this issue. Updated Belaya to use a new landscape renderer. 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). OWI need to nerf Squad lanes : r/joinsquad - reddit The quality and performance cost of this effect are controlled by Post Process Quality. Fixed the issues with the backdrop mountains texture. Random Advance and Secure - Official Squad Wiki Fixed an issue with various foliage clipping through buildings. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. 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. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. This will be addressed in a future update. MEA now has 2x Ural Logi instead of Simir Logi. RAAS v08. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). 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. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. For example lets take Mutaha. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. 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. 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. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. 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 variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit.