Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Added a new road connection between the Bunker and Train Bridge OP. Updated all muzzle flashes to now kick up much more dust after sustained firing. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Those who know about it anticipate and destroy maps. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. The fix attempt. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). All UGL / Frags now use a new light impact sound. 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. Also adjusted the volume of 50cal hit sounds against a Minsk. 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! This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Added a new deployable fortified HASCO Observation Tower for all conventional factions. And it accomplishes this. Fixed a material LOD issue on the large garage at USA Main and the village houses. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. . RAAS v11. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. 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. 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. AAS . Both locations will now use the IFV icon. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Increased the update rate of particles at all quality levels. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. 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. Updated binoculars with new zoom in/ zoom out sounds. 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. Fallujah Fixed a detached wall segment at grid G5-3-2. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Added new explosive splash damage against infantry upon vehicle destruction. 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. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. 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. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. Added a new deployable rickety wooden watchtower with camo nets for Militia. Adjusted grass heights to create less excessively high grass. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Fixed exploitable cliffs near Russian Outpost POI. 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. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. optimized the LODs on the Coal Tipple Building. Squad's 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! SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am . Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Clarified the requirement for Combat Engineer explosives. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. This led to issues with flag distances and fairness, so it was changed to a lane system. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Reduced the hollow tube effect. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. 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. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Adjusted the Goose Bay map camera location. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. A complete dictionary of Squad Maps and layers available in-game. 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. In 2 . Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. SFX bug while Firing in full auto. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Adjusted and replaced some ambient sounds. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. This is also intended to increase chances of Attacker success on first Capture Points. Most night layers are now brighter in general. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Fixed an issue with a wall sticking through a building at grid C4-2-4.