V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. The quality and performance cost of this effect are controlled by Post Process Quality. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. 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. 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. 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 the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. 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. Updated Terrain shadows to now render out to 8km. Skorpo is a map featured in Squad. Added a new road connection between the Bunker and Train Bridge OP. . This led to issues with flag distances and fairness, so it was changed to a lane system. Upgrade package for defensive deployables. 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. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. . Usage To use SquadMaps, head to https://squadmaps.com and begin! 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. Also adjusted the volume of 50cal hit sounds against a Minsk. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. SquadMaps: All maps and layers in Squad. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. You may want to raise or lower your graphics settings from what you used before this update. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Adjusted and replaced some ambient sounds. Expanded the road network northwest of Mogiliovo POI. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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 . 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 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. Fixed an issue with foliage popup at close distance. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Potential Fix for a client crash related to audio and gun sounds. These are 100 round box mags. Fixed an issue with vehicles sometimes floating when they first spawn. TC v2. Updated CAF arid uniforms textures to look more authentic. 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 at the NW Main with an unintended burning fire sound in the area. Occasionally a player does not spawn at a Rally Point. Expanded the road network around Kropy and Zolata POIs. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Others can still hear them when they talk. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. 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. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed a collision clipping issue with the rusty railing material and decal. To halt their advance, a NATO carrier group has been . We have updated the capture speed to scale with the number of players. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Deployment Adjusted Sumari AAS v2 vehicle layout to not include APCs. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fixed an issue with a bad texture assignment on certain brick walls. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. !vote start - Starts a vote with 6 layers, random modes. Updated Mestia Invasion v1 to now use Mid Day Lighting. . Adjusted the Goose Bay map camera location. Updated brick tower at grid O13-4-6, interior ladders have been removed. For example lets take Mutaha. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Fixed the long standing FOB Double teleport bug. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Also added more opacity at further LODs. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). This is intended for very old systems for which Low settings are still not sufficient. Updated the HAB ghost placement mesh to include exit point indicators. before taking any other troubleshooting steps. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. We have not been able to reproduce this issue since the fix was implemented. Increased intensity of peripheral vision blur when using zoom optics. Fixed an issue with a rock having collision problems at grid F4-7-4. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. This was a legacy issue that has been tough to isolate. garding exported NetGUIDs and Seamless Travel. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. This usually resulted in putting a soldier up in the air, followed by a fall to their death. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed a minor issue with floating grass in the Tunnel. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. 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. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Adjusted the building in grid F8-4-9 to now have an open access point. All armor piercing projectiles use another set of piercing more destructive sounds. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. 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. Fixed the Scots Pine tree texture so it is less bright. GB FV510 IFV was particularly susceptible to this issue. Fixed an issue at the Old Hospital POI with wall alignment. 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a sidewalk using an incorrect material. 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. Fixed a potentially exploitable issue with server fire projectile IDs. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. If you experience any issues with the latest update please contact our Support Team (Link URL). Tessellation itself has also been significantly optimized. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. At higher quality, textures remain at full resolution further into the distance. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Tunnels are now darker in general, to better represent these CQB areas. This will be addressed in a future update. Capture Speed Scaling was added in v2.14. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. 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. Updated a few maps to use new grass. 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. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Improved the micro terrain across the entire landscape. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Adjusted the CAF C9A2 LMG front sight to a more accurate model. Updated Mutaha RAAS v1 to include new CPs and new routes. 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 landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. The map was added into the game in the Alpha 14 (June 6, 2019) update. Squad Lanes has destroyed RAAS layer. optimized the LODs on the Coal Tipple Building. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually.