We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Expanded the road network around Kropy and Zolata POIs. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Updated the minimap with intent to make height more readable, minimap also now features trees. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. 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. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Added a Tessellation graphics toggle. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. 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. 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. We will keep you informed if this happens. Added a new experimental Tire Fire deployable for Insurgents. Added a new road connection between the Bunker and Train Bridge OP. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. RAAS v01. Increased the turret health to match the INS T62. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Improved the visibility of muzzle flashes. 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. Potential Fix for a client crash related to network messages when joining a squad. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. GitHub - fantinodavide/squad-js-map-vote This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. !vote restart - Restarts voting with 6 random maps and modes. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed an issue with various foliage clipping through buildings. Reduced the hollow tube effect. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. RAAS v07. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Updated soldier stamina to no longer regenerate during vaulting and climbing. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. 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. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Adjusted and replaced some ambient sounds. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. This may not provide a benefit on all computers. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed a minor issue with a floating rock at grid D13-8-9. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. 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). 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. Added a small amount of new mini POIs throughout the map. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. You may want to raise or lower your graphics settings from what you used before this update. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. This is an inherent problem, and the solution is currently in long-term development. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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. RAAS v11. Updated landscape to be rockier across the entire landscape. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. #5 killertowfoo Mar 7, 2021 @ 8:33am Harju. This also helps reduce the perceived smudgyness of anti-aliasing. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. 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. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Fixed an issue with a wall sticking through a building at grid C4-2-4. Textures do not become excessively blobby at lower settings. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed the issues with the backdrop mountains texture. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. SFX bug while Firing in full auto. Fixed issue with shiny roads on several maps. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). 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. 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. Adjusted the grass materials to better match the landscape. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. 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. 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 an issue with various buildings and foliage culling too quickly. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Easily installed this mod works to correct debilitating Raas layers. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Squad Update v2.12 Release Notes This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. This is intended to make deployable fortifications more resilient. 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. At higher quality, textures remain at full resolution further into the distance. Cooldown does not affect markers placed through the map. 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. Fixed a z-fighting column at the warehouse. Updated ragdoll motors to create a more realistic death with the pose being maintained. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. 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. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Squad: New Harju Map Added in Update v3.4 | Player.One Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. This issue is a high priority to fix and. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Harju. Please note that the associated quality and performance tradeoffs have similarly changed. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Added a road connection between Niva Upper and Train Bridge. 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. . 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 minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Updated the landscape terrain shader to a new and improved version. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Low is now much lower, and High/Epic is much higher. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Squads 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!