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. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Added various mini POIs across the map to fill in areas that were a bit barren. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed an issue with a floating Road grid J10-2-1. Added various types of additional cover to various central locations. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Admin Commands. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. SFX bug while Firing in full auto. Localization for most language translations is currently out of date. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. 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. Fixed a common Server crash related to SQMapMarkerManager. RAAS v02. This is an inherent problem, and the solution is currently in long-term development. 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. You may want to raise or lower your graphics settings from what you used before this update. 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 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). 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. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. This, Player kit role icons are sometimes not being displayed on certain menu screens. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Updated the HAB ghost placement mesh to include exit point indicators. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. 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. Fixed an issue with various foliage clipping through buildings. Stamina cost for these actions has also been increased. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. This allows a 120s AAS flag to be captured in as little as 80s. RAAS v07. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed a z-fighting column at the warehouse. 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. If you spot any specific errors, please open an issue! 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. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. MEA now has 2x Ural Logi instead of Simir Logi. Updated brick tower at grid O13-4-6, interior ladders have been removed. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. !vote end - Gently ends the current vote and announces the winner layer. RAAS v12. Chora RAAS v3 features old school F88 Rifles. Squad Lanes has destroyed RAAS layer. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. We are continuously working to improve server performance and optimization. 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 . 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). 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 an issue with z-fighting decals on hangars. Fixed an issue with small ground clutter/rocks having too short of a culling range. Clarified the requirement for Combat Engineer explosives. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. 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. 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 potentially exploitable issue with server fire projectile IDs. Cooldown does not affect markers placed through the map. Squad's RAAS system was originally based only on depth. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Fixed a sidewalk using an incorrect material. A complete dictionary of Squad Maps and layers available in-game. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. This is intended to make deployable fortifications more resilient. This is intended to give low-end hardware more performance options. Fixed a minor issue with a floating rock at grid D13-8-9. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Updated ragdoll motors to create a more realistic death with the pose being maintained. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. 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. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Most night layers are now brighter in general. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. The update also brings an overhaul of how the game handles lighting. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Updated point capture speed to scale by the number of players. 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. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. 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. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue with a static shovel floating at grid D7-8-5. My suggestion? Textures do not become excessively blobby at lower settings. . Updated minimap with intent to make height more readable, also now features trees. Reduced the hollow tube effect. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Adjusted all SL Rifles to now show + Tracer on their HUD names. 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! Improved the micro terrain across the entire landscape. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Ticket loss from losing the flag is still the same (-10 tickets). Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Hopefully, this issue should be resolved now. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. a UGL impact getting perceived the same as a Tandem rocket). Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Updated Anvil loading screen music to use its own unique theme. Updated Mestia Skirmish v1 to now use Overcast Lighting. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage.