Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. We are continuously working to improve server performance and optimization. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Those who know about it anticipate and destroy maps. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. This is a long-time legacy bug that has been difficult to reproduce reliably. Potential Fix for a client crash related to audio and gun sounds. Updated and optimised deployable sandbag destruction FX. 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 Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Also updated is the Buddy Boost feature, with a focus on making it easier to use. 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. Fixed hundreds of foliage visual issues. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. 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 on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. 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. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Added a new landscape shader and new landscape textures. RAAS v01. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. USA now has 2x M939. It should no longer crash, but we will be monitoring client logs. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Updated CAF arid uniforms textures to look more authentic. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Local/Offline issues currently have a lower priority. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. AAS v1. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. 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. Textures do not become excessively blobby at lower settings. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed an issue with vehicles sometimes floating when they first spawn. Added a new road connection between the Bunker and Train Bridge OP. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Others can still hear them when they talk. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. RAAS v02. Improved the way texture resolution scales down at distance. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! 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. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. 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. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. Updated flag capture rate scaling values. This draws focus to the action and enhances the look of visual effects. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. You may want to raise or lower your graphics settings from what you used before this update. !vote cancelauto - Cancel scheduled automatic start of vote. A complete dictionary of Squad Maps and layers available in-game. Currently, this primarily affects the complexity of the Landscape. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. 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. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Fixed the long standing FOB Double teleport bug. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed an issue with a rock having collision problems at grid F4-7-4. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Added new landscape shader & landscape textures. Server performance may periodically dip when a server has a high population and high load. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. The new map is set on the southern coastline of Finland. RAAS works for the first 5 to 20 mins into the game. Stamina cost for these actions has also been increased. RAAS v07. The audio module for Squad is initialized at the game start. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. 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. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. 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! Fixed an issue with a floating Road grid J10-2-1. All armor piercing projectiles use another set of piercing more destructive sounds. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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. We will keep you informed if this happens. 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. Updated the way armor meshes react to damage traces from explosions. Adjusted the Goose Bay map camera location. This is intended to make deployable fortifications more resilient. Fixed an issue with some fences culling at too short-range at grid H10-3-5. 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. A complete dictionary of Squad Maps and layers available in-game. Capturing the center flag does not cause any ticket loss or ticket bleed. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This is an inherent problem, and the solution is currently in long-term development. This patch adds the new Harju Map to the game. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. 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 an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. RAAS v02. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Deployment Please play Squad on a system that meets or exceeds our min spec. 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 (. !vote cancel - Cancels current round of voting. This will be addressed in a future update. 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. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. The oldest notifications will be removed to make room for new ones. Updated landscape to be rockier across the entire landscape. 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. Fixed an issue at the Old Hospital POI with wall alignment. 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. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. a UGL impact getting perceived the same as a Tandem rocket). This usually resulted in putting a soldier up in the air, followed by a fall to their death. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. The effect now smoothly fades in and out. Fixed the Scots Pine tree texture so it is less bright. RAAS v08. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. This crash is currently not reproducible. Reduced the hollow tube effect. Increased the turret health to match the INS T62. This led to issues with flag distances and fairness, so it was changed to a lane system. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. 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. 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. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. If you spot any specific errors, please open an issue! Updated the landscape terrain shader to a new and improved version. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. 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 an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03.