Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. 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. The recommended solution, for now, is to run Squad in the Borderless mode. Added a new landscape shader and new landscape textures. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. Fixed an issue with a static shovel floating at grid D7-8-5. Initial Neutral flags have an additional 1.3x speed multiplier. RAAS works for the first 5 to 20 mins into the game. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. 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 a minor issue with a floating rock at grid D13-8-9. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Updated the MEA G3 Rifle series firing sounds. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Updated binoculars with new zoom in/ zoom out sounds. Adjusted all SL Rifles to now show + Tracer on their HUD names. Currently, this primarily affects the complexity of the Landscape. !vote start - Starts a vote with 6 layers, random modes. 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. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed an issue with tall buildings culling inapporpriately. 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. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. In the future, restriction zone functionality may be extended to some of our larger maps as well.
Squad Maps Improved the visibility of muzzle flashes. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. RAAS v08. Textures do not become excessively blobby at lower settings. Fixed the issues with the backdrop mountains texture. Local/Offline issues currently have a lower priority. RAAS v03. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. 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.
The Most Underrated Mod Since The Start Of Open Modding Increased the update rate of particles at all quality levels. 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. 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. Easily installed this mod works to correct debilitating Raas layers. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. 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. Added a road connection between Niva Upper and Train Bridge. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Occasional Player (Client) crashes in various circumstances. Ticket loss from losing the flag is still the same (-10 tickets). Fixed an issue with a wall sticking through a building at grid C4-2-4. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed an audio issue where double hit sounds would play for soldiers. 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. Adjusted the grass materials to better match the landscape. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. 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. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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 a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. . Fixed an issue with some fences culling at too short-range at grid H10-3-5. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. This addressed a number of visual bugs. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed a potentially exploitable issue with server fire projectile IDs. These are the 200 round box mags. RAAS v11. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. 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. Fixed exploitable cliffs near Russian Outpost POI. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a z-fighting column at the warehouse. All tank rounds are using the existing sounds that youve heard. Fixed LODs before imposter on Beech/Oak trees. Squad Lanes has destroyed RAAS layer. Skorpo is a map featured in Squad. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Fixed the Scots Pine tree texture so it is less bright. This is a long-time legacy bug that has been difficult to reproduce reliably. In 2 . Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Updated Mutaha RAAS v1 to include new CPs and new routes.
Squad Maps 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. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. The update also brings an overhaul of how the game handles lighting. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling.
Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. This is intended to make deployable fortifications more resilient. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. AAS v1. Fixed an issue with the Castle POI walls culling too soon. Reduced the hollow tube effect.
Reddit - Dive into anything Adjusted the corn and wheat fields to remove the short grass. Added a new deployable rickety wooden watchtower with camo nets for Militia. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. RAAS v12. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. 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). Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Note: autocannon are unchanged and still use a 50cm kill zone radius. . Occasionally a player does not spawn at a Rally Point. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Potential Fix for a client crash related to network messages when joining a squad. Fixed incorrect shading on several landscapes. RAAS v05. Updated Yehorivka to use a new road material. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. 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. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. SFX bug while Firing in full auto. Potential Fix for a client crash related to audio and gun sounds. 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 (. 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.
Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. AAS . Updated Mestia Invasion v1 to now use Mid Day Lighting. No change in all vanilla settings. RAAS v01. Fixed the long standing FOB Double teleport bug. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. . Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Capture Speed Scaling was added in v2.14. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. RAAS v06. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed hundreds of foliage visual issues. SquadMaps: All maps and layers in Squad. 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 Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Adjusted several CPs capture areas to better match the POI layouts.
A look at the new layers (Squad Lanes dev) : r/joinsquad Fixed an issue with vehicles sometimes floating when they first spawn. Fixed an issue with a rock having collision problems at grid F4-7-4. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Pros: Relatively small footprint with superior viewing angles for observation and fire support. 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). 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. 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 with cliffs having a collision that is far off the actual terrain at grid G6-8-8. 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. Squad Lanes has destroyed RAAS layer.
Squadlanes (Squad v4.0) Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. The quality and performance cost of this effect are controlled by Post Process Quality. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. RAAS v02. The effect now smoothly fades in and out. The audio module for Squad is initialized at the game start. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. A complete dictionary of Squad Maps and layers available in-game. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. !vote end - Gently ends the current vote and announces the winner layer. RAAS v08. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. garding exported NetGUIDs and Seamless Travel. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. This allows a 120s AAS flag to be captured in as little as 80s. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. 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. 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. Expanded the road network around Kropy and Zolata POIs. 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. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed some areas where foliage bushes was clipping into houses. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS).
Is Squad Lanes cheating? : r/joinsquad - reddit.com