In 2 . Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Added a Tessellation graphics toggle. Fixed an issue with z-fighting decals on hangars. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. RAAS v03. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. RAAS v11. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. This also helps reduce the perceived smudgyness of anti-aliasing. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. RAAS v08. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed a minor issue with a floating rock at grid D13-8-9. Those who know about it anticipate and destroy maps. This will be addressed in a future update. Removed most artificial colour-grading. 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 the issue with modded custom factions causing an infinite loading screen. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Added various mini POIs across the map to fill in areas that were a bit barren. Server performance may periodically dip when a server has a high population and high load. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. etc.) The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Mention the demotion if you are no longer the FTL. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. 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. This means it will not be possible to destroy these vehicles by hitting only their turret.
Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. . Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. 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. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. RAAS v07. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps.
Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. 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. At higher quality, textures remain at full resolution further into the distance. RAAS v11. 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. That helps us get an overview. AAS v1. Occasionally a player does not spawn at a Rally Point. Fixed floating foliage at various locations. Chora RAAS v3 features old school F88 Rifles. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Updated Mestia Invasion v1 to now use Mid Day Lighting. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue with a static shovel floating at grid D7-8-5. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. This is intended for very old systems for which Low settings are still not sufficient. Potential Fix for a client crash related to network messages when joining a squad. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces We now achieve the desired look using lighting alone, which preserves detail. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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. 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. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Updated the way armor meshes react to damage traces from explosions. Updated CAF arid uniforms textures to look more authentic. 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. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. turret was disabled and therefore stabilisation was disabled. This will be addressed in a future update. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. 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. Tessellation itself has also been significantly optimized. . 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. This will be addressed in a future update. Updated ragdoll motors to create a more realistic death with the pose being maintained. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. 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. Updated Shadows now render out to 1km at all graphics settings. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Squad Lanes has destroyed RAAS layer. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Squad Lanes has destroyed RAAS layer. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. GB FV510 IFV was particularly susceptible to this issue. 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 (. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed issue with shiny roads on several maps. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Added a new experimental Tire Fire deployable for Insurgents. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. RAAS v01. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. This crash is currently not reproducible. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. This is a long-time legacy bug that has been difficult to reproduce reliably. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Added a Material Quality graphics setting. 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. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Deployment Please play Squad on a system that meets or exceeds our min spec. Updated Terrain shadows to now render out to 8km. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Setting it to Low will disable the effect altogether. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). 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. Tunnels are now darker in general, to better represent these CQB areas. You may want to raise or lower your graphics settings from what you used before this update. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed an issue with vehicles sometimes floating when they first spawn. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes.
Community's opinion on RAAS vs AAS? : r/joinsquad - reddit We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion.
GitHub - fantinodavide/squad-js-map-vote Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. This issue is a high priority to fix and. 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 on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed floating shovel and no water sfx sound on inlet. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. 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 may not provide a benefit on all computers. 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. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Updated the MEA G3 Rifle series firing sounds.
Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Adjusted grass heights to create less excessively high grass. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. 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. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Switched to more physically accurate parameters for outdoor lighting. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. This patch adds the new Harju Map to the game. To halt their advance, a NATO carrier group has been . Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Adjusted the corn and wheat fields to remove the short grass.
Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting.
A look at the new layers (Squad Lanes dev) : r/joinsquad Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. We will keep you informed if this happens. Adjusted several CPs capture areas to better match the POI layouts. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed some road intersections that were not blending correctly. Updated the landscape terrain shader to a new and improved version. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Afterwards it becomes AAS,(assuming if you remember the next objective location). Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). 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. Localization for most language translations is currently out of date.