Reduced the hollow tube effect. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. 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. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Updated the landscape terrain shader to a new and improved version. 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 an issue with the Kohat Poppy fields flickering in a white/black color. RAAS v04. 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! 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. RAAS v03. 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). This is a long-time legacy bug that has been difficult to reproduce reliably. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Reply RAAS v07. Upgrade package for defensive deployables. This is an inherent problem, and the solution is currently in long-term development. For example lets take Mutaha. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. All armor piercing projectiles use another set of piercing more destructive sounds. 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. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Stamina cost for these actions has also been increased. Fixed an issue with various foliage clipping through buildings. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated binoculars with new zoom in/ zoom out sounds. Updated Belaya to use a new landscape renderer. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). 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. This is intended to make deployable fortifications more resilient. Adjusted the grass materials to better match the landscape. These are 100 round box mags. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. Complete rework of Squads approach to dynamic shadows. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Updated point capture speed to scale by the number of players. 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. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fixed some road intersections that were not blending correctly. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. before taking any other troubleshooting steps. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). 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 (. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Tunnels are now darker in general, to better represent these CQB areas. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Cooldown does not affect markers placed through the map. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Updated Anvil loading screen music to use its own unique theme. RAAS v05. 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 clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Mention the demotion if you are no longer the FTL. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). The map was added into the game in the Alpha 14 (June 6, 2019) update. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. proportions on the CAF and MEA static flags. Fixed an issue with a wall sticking through a building at grid C4-2-4. . This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Clarified the requirement for Combat Engineer explosives. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Switched to more physically accurate parameters for outdoor lighting. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). We have updated the capture speed to scale with the number of players. 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. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. 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. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Improved and optimized texture quality scaling. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. . Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Skirmish v1. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed exploitable cliffs near Russian Outpost POI. 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 a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. 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. Occasionally a player does not spawn at a Rally Point. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Squad Masters Vanilla are the normal maps with normal settings. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework.