This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Squad Lanes has destroyed RAAS layer. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. My suggestion? Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS 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. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. 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 (. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. That helps us get an overview. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. A look at the new layers (Squad Lanes dev) : r/joinsquad With improved shadows and lighting also comes updates to the Graphics Settings Menu. This should hopefully remove an annoying issue that some users have with our in-game mod browser. We have not been able to reproduce this issue since the fix was implemented. This will be addressed in a future update. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Some of the changes since you last saw me on the wrench: Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fallujah Fixed a detached wall segment at grid G5-3-2. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). 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. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. This means it will not be possible to destroy these vehicles by hitting only their turret. Squad is again way too infantry-based, almost all AAS/RAAS layers lack 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. Updated brick tower at grid O13-4-6, interior ladders have been removed. 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. We have completely reworked the games handling of dynamic shadows. RAAS v07. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. The new map is set on the southern coastline of Finland. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Soldier stamina regeneration will be paused until these actions complete. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Adjusted the building in grid F8-4-9 to now have an open access point. turret was disabled and therefore stabilisation was disabled. Capture Speed Scaling was added in v2.14. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Squad Update v3.0 Release Notes SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums AAS . 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). Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Adjusted and replaced some ambient sounds. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Optimization: Blur shader no longer costs performance when not in ADS. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Most night layers are now brighter in general. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed a material LOD issue on the large garage at USA Main and the village houses. Squad Masters Vanilla are the normal maps with normal settings. 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. 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. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. 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. RAAS v12. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Fixed an issue with foliage popup at close distance. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. 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. 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 . Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. In the future, restriction zone functionality may be extended to some of our larger maps as well. 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 development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. 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. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. 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 floating rocks and grass at the entrances to Tunnel POI. Updated map to use new grass & adjusted the scale of the grass. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Updated the HAB ghost placement mesh to include exit point indicators. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Local/Offline issues currently have a lower priority. Currently, this primarily affects the complexity of the Landscape. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed the Scots Pine tree texture so it is less bright. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. 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 a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. We have updated the capture speed to scale with the number of players. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. 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 issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. WoodenQuality5099 25 days ago However it's not truly random. Updated Belaya to use a new landscape renderer. RAAS v01. For example lets take Mutaha. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed a collision clipping issue with the rusty railing material and decal. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Also. 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). Is Squad Lanes cheating? : r/joinsquad - reddit.com Fixed an issue at the NW Main with an unintended burning fire sound in the area. Skirmish v1. Chora RAAS v3 features old school F88 Rifles. Setting it to Low will disable the effect altogether. Skirmish v1. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Updated ragdoll motors to create a more realistic death with the pose being maintained. Improved and optimized texture quality scaling. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. A complete dictionary of Squad Maps and layers available in-game. Added a Tessellation graphics toggle. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces TC v1. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. 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. Clarified the requirement for Combat Engineer explosives. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. This can be changed in Settings -> Graphics. Only the admin cam has special caster features. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. AAS v1. Textures do not become excessively blobby at lower settings. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed a sidewalk using an incorrect material. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. 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. Squad Maps Added a new deployable fortified HASCO Observation Tower for all conventional factions. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). before taking any other troubleshooting steps. Updated Anvil loading screen music to use its own unique theme.