Updated ragdoll motors to create a more realistic death with the pose being maintained. 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 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. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed an issue with small ground clutter/rocks having too short of a culling range. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. No ticket gain from capturing flags (normally +60). Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. !vote end - Gently ends the current vote and announces the winner layer. Added a new road connection between the Bunker and Train Bridge OP. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Initial Neutral flags have an additional 1.3x speed multiplier. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. 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 a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Improved the micro terrain across the entire landscape. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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. Updated Shadows now render out to 1km at all graphics settings. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Clarified the requirement for Combat Engineer explosives. Fixed a collision clipping issue with the rusty railing material and decal. 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 an inherent problem, and the solution is currently in long-term development. !vote cancelauto - Cancel scheduled automatic start of vote. 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. Updated Anvil loading screen music to use its own unique theme. Increased the turret health to match the INS T62. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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! Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Those who know about it anticipate and destroy maps. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. 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. 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. 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. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces deployables to be placed intention is to disallow all deployables in the sewers. Added a new deployable rickety wooden watchtower with camo nets for Militia. Improved the way texture resolution scales down at distance. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. 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. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed an issue with a floating Road grid J10-2-1. Those who know about it anticipate and destroy maps. Skirmish v1. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. The new map is set on the southern coastline of Finland. Updated HUD notifications to cap the maximum number of notifications to 4. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed an issue with some fences culling at too short-range at grid H10-3-5. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). GB FV510 IFV was particularly susceptible to this issue. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. It should no longer crash, but we will be monitoring client logs. Updated Yehorivka to use a new road material. And it accomplishes this. garding exported NetGUIDs and Seamless Travel. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. This. 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. Updated the landscape terrain shader to a new and improved version. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Goose Bay Fixed various floating grass. Squad Masters Vanilla are the normal maps with normal settings. 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. Others can still hear them when they talk. RAAS v06. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. 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. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Removed most artificial colour-grading. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Fixed an issue with the Castle POI walls culling too soon. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Added a Tessellation graphics toggle. Admin Commands. 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. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). 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. 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. Updated all muzzle flashes to be larger, brighter, and more consistent. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. At higher quality, textures remain at full resolution further into the distance. Adjusted the Goose Bay map camera location. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am RAAS v10. Fixed some minor visual issues with the Scots Pine bush LODs and normals. 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. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. TC v2. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. SquadMaps: All maps and layers in Squad. Fixed a sidewalk using an incorrect material. Hawks layer pack, the next generation of squad gameplay. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. . Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Harju. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. A "lock" icon will appear over a capture zone when a team .