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. The root cause of this issue was addressed by a change to the way penetration is handled. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated all muzzle flashes to now kick up much more dust after sustained firing. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. The update also brings an overhaul of how the game handles lighting. Fixed the issues with the backdrop mountains texture. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. . Most night layers are now brighter in general. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Fixed an issue with dithered temporal AA glass shaders. 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. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Those who know about it anticipate and destroy maps. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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 affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Stamina cost for these actions has also been increased. 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. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Players who are experiencing issues after the update, be sure to go to Settings ->. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Optimized the sky textures, which previously could cause system hitching on older hardware. Updated map to use new grass & adjusted the scale of the grass. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Initial Neutral flags have an additional 1.3x speed multiplier. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. The fix attempt. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Updated Yehorivka to use a new road material. 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. Added new explosive splash damage against infantry upon vehicle destruction. 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. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Tessellation itself has also been significantly optimized. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. The oldest notifications will be removed to make room for new ones. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. 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. Adjusted several CPs capture areas to better match the POI layouts. RAAS v03. 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 a z-fighting column at the warehouse. 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. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. The new map is set on the southern coastline of Finland. Fixed a minor issue with floating grass in the Tunnel. Improved the visibility of muzzle flashes. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Hopefully, this issue should be resolved now. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Added various mini POIs across the map to fill in areas that were a bit barren. Increased the update rate of particles at all quality levels. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. 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. Fallujah Fixed a detached wall segment at grid G5-3-2. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. RAAS v07. 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. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). . Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. In 2 . Fixed LODs before imposter on Beech/Oak trees. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed floating rocks at grid G6-8-8, F8-8-9. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. This addressed a number of visual bugs. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed an issue with small ground clutter/rocks having too short of a culling range. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Fixed a minor issue with a floating rock at grid D13-8-9. That helps us get an overview. 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. SquadMaps is a website to display all the maps and layers in Squad. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Mention the demotion if you are no longer the FTL. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. This will be addressed in a future update. 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. a UGL impact getting perceived the same as a Tandem rocket). 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. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. 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. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Local/Offline Bug with Commander CAS does not do damage in local. We are continuously working to improve server performance and optimization. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. This, Player kit role icons are sometimes not being displayed on certain menu screens. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. RAAS v12. RAAS v08. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). 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.