Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Tunnels are now darker in general, to better represent these CQB areas. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Updated Mestia Invasion v1 to now use Mid Day Lighting. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. Skorpo is a map featured in Squad. Fixed an issue with a tree growing in train tracks at grid G9-4-8. 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 an issue where players occasionally would have very thick fog after switching to a new map layer. 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. Admin Commands. RAAS v04. Fixed the issues with the backdrop mountains texture. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Textures do not become excessively blobby at lower settings. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Added a new deployable rickety wooden watchtower with camo nets for Militia. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. AAS v1. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). 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! 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. RAAS v05. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Added various mini POIs across the map to fill in areas that were a bit barren. This is a long-time legacy bug that has been difficult to reproduce reliably. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Local/Offline issues currently have a lower priority. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. The recommended solution, for now, is to run Squad in the Borderless mode. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Please note that the associated quality and performance tradeoffs have similarly changed. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Capturing the center flag does not cause any ticket loss or ticket bleed. Fixed a potentially exploitable issue with server fire projectile IDs. 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 a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. RAAS v06. Others can still hear them when they talk. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. This patch adds the new Harju Map to the game. RAAS v05. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Added a Tessellation graphics toggle. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Updated CAF weapon text description in the role loadout screen. Increased the update rate of particles at all quality levels. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Reduced the hollow tube effect. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. 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. Fixed smoothing groups, fixed dark baked in shadows in windows &. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. For example lets take Mutaha. Added a small amount of new mini POIs throughout the map. 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. 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. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Adjusted the Goose Bay map camera 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. This addressed a number of visual bugs. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. etc.) 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 ragdoll motors to create a more realistic death with the pose being maintained. This led to issues with flag distances and fairness, so it was changed to a lane system. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Fixed the issue with modded custom factions causing an infinite loading screen. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. 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. Skirmish v1. Increased the turret health to match the INS T62. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. This crash is currently not reproducible. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. 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 floating shovel and no water sfx sound on inlet. Fixed an issue with a static shovel floating at grid D7-8-5. SquadMaps is a website to display all the maps and layers in Squad. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. The effect now smoothly fades in and out. Hopefully, this issue should be resolved now. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Potential Fix for a client crash related to network messages when joining a squad. This new revised landscape should appear more natural, with a minor increase in micro terrain. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. SquadMaps: All maps and layers in Squad. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Updated HUD notifications to cap the maximum number of notifications to 4. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Updated a few maps to use new grass. Fixed a sidewalk using an incorrect material. Updated the water material to better match the new lighting. SFX bug while Firing in full auto. Fixed an issue with a rock having collision problems at grid F4-7-4. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. The audio module for Squad is initialized at the game start. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Localization for most language translations is currently out of date. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Complete overhaul of the technical and artistic approach to lighting. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. This is an inherent problem, and the solution is currently in long-term development. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed an issue with terrain clipping into a building at grid D3-3-6. We will keep you informed if this happens. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Squad Lanes has destroyed RAAS layer. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. Capture speed will be shortened if one team has significantly more players in the point than the other team. Adjusted the building in grid F8-4-9 to now have an open access point. 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. 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. 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. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. Fixed an issue with z-fighting decals on hangars. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. 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. !vote cancel - Cancels current round of voting. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a z-fighting column at the warehouse. Fixed multiple piles of incorrectly textured boulders. 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. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Updated CAF arid uniforms textures to look more authentic. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Most night layers are now brighter in general. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Fixed a minor issue with floating grass in the Tunnel. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. 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. Optimized the sky textures, which previously could cause system hitching on older hardware. AAS . Fixed hundreds of foliage visual issues. 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. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Added a new landscape shader and new landscape textures. !vote cancelauto - Cancel scheduled automatic start of vote. 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 and replaced some ambient sounds. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Also added more opacity at further LODs. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. The oldest notifications will be removed to make room for new ones. RAAS v02. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. 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). Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated CAF Commander CAS to now use CF-18 rocket strike. 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. Currently, this primarily affects the complexity of the Landscape. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Updated Anvil loading screen music to use its own unique theme. Design Intention: Give GB team better odds to and take and hold the first objective. Pros: Relatively small footprint with superior viewing angles for observation and fire support. 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. Updated the minimap with intent to make height more readable, minimap also now features trees. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed a wall segment having a missing face at grid I7-8-9. 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. 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. Updated all muzzle flashes to be larger, brighter, and more consistent. Updated all muzzle flashes to now kick up much more dust after sustained firing. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. The collision should now better match the visual mesh. !vote end - Gently ends the current vote and announces the winner layer. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Updated Belaya to use a new landscape renderer. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. 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. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Create Infographic with the information below: Added a Depth of Field (DoF) effect. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. 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. 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). . RAAS v08. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Soldier stamina regeneration will be paused until these actions complete. This is intended for very old systems for which Low settings are still not sufficient. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Ticket loss from losing the flag is still the same (-10 tickets). Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Rocks and grass should blend much better. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. This is intended to give low-end hardware more performance options. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. This is also intended to increase chances of Attacker success on first Capture Points. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). RAAS v10. 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 an issue with untextured rubble walls at multiple locations. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. In the future, restriction zone functionality may be extended to some of our larger maps as well. Server performance may periodically dip when a server has a high population and high load. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position.