Fixed an issue with terrain clipping into a building at grid D3-3-6. 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. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Adjusted river grass and cattail foliage to better match the rest of the autumn look. This new revised landscape should appear more natural, with a minor increase in micro terrain. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. !vote restart - Restarts voting with 6 random maps and modes. Fixed exploitable cliffs near Russian Outpost POI. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Switched to more physically accurate parameters for outdoor lighting. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Fixed a potentially exploitable issue with server fire projectile IDs. 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. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. It should no longer crash, but we will be monitoring client logs. 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. deployables to be placed intention is to disallow all deployables in the sewers. Fallujah Fixed a few locations in sewers that still allowed. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. 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. RAAS v05. Updated all muzzle flashes to now kick up much more dust after sustained firing. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. !vote cancelauto - Cancel scheduled automatic start of vote. RAAS v06. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Adjusted the faction vehicle layout on Tallil RAAS v1. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Occasional Player (Client) crashes in various circumstances. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Fixed an issue with a floating Road grid J10-2-1. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Added a new deployable fortified HASCO Observation Tower for all conventional factions. RAAS v04. 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. SFX bug while Firing in full auto. 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. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. The collision should now better match the visual mesh. Fixed multiple piles of incorrectly textured boulders. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. 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. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). TC v2. The audio module for Squad is initialized at the game start. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Adjusted the Goose Bay map camera location. Updated map to use new grass & adjusted the scale of the grass. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. RAAS v11. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. 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). AAS . 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. Fixed issue with shiny roads on several maps. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Updated the MEA G3 Rifle series firing sounds. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Initial Neutral flags have an additional 1.3x speed multiplier. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Tessellation itself has also been significantly optimized. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed a minor issue with a floating rock at grid D13-8-9. Skirmish v1. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. This will be addressed in a future update. more than 100 rounds if they respawn with an empty kit. 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. Added a road connection between Niva Upper and Train Bridge. Complete overhaul of the technical and artistic approach to lighting. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. USA now has 2x M939. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Players who are experiencing issues after the update, be sure to go to Settings ->. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. That helps us get an overview. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. And it accomplishes this. 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. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Please play Squad on a system that meets or exceeds our min spec. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4.