It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). It is the third update of the year (not counting Hotfixes). Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. This is intended to give low-end hardware more performance options. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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). TC v1. Added new explosive splash damage against infantry upon vehicle destruction. Harju. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. 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. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. For example lets take Mutaha. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. These are the 200 round box mags. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Updated the HAB ghost placement mesh to include exit point indicators. 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. 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 fix attempt. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Updated Anvil loading screen music to use its own unique theme. Fixed an issue with small ground clutter/rocks having too short of a culling range. Some layers will continue to receive tweaks and improvements in the future. Mention the demotion if you are no longer the FTL. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. 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 the waterfall missing its VFX. 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. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. !vote restart - Restarts voting with 6 random maps and modes. Added a new deployable rickety wooden watchtower with camo nets for Militia. Capturing the center flag does not cause any ticket loss or ticket bleed. Goose Bay Fixed various floating grass. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Optimization: Blur shader no longer costs performance when not in ADS. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. RAAS v11. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Fixed the issue with modded custom factions causing an infinite loading screen. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. 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. Clarified the requirement for Combat Engineer explosives. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Occasionally a player does not spawn at a Rally Point. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Fixed hundreds of foliage visual issues. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Updated Terrain shadows to now render out to 8km. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Updated the minimap with intent to make height more readable, minimap also now features trees. Occasional Player (Client) crashes in various circumstances. The recommended solution, for now, is to run Squad in the Borderless mode. Expanded the road network around Kropy and Zolata POIs. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed floating foliage at various locations. Fixed issue with shiny roads on several maps. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. 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. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Also updated is the Buddy Boost feature, with a focus on making it easier to use. Added a new road connection between the Bunker and Train Bridge OP. Hopefully, this issue should be resolved now. AAS v1. The quality and performance cost of this effect are controlled by Post Process Quality. This is intended to make deployable fortifications more resilient. Squad Masters Vanilla are the normal maps with normal settings. This has increased both the visual quality and performance cost of particles. 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). Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated and optimised deployable sandbag destruction FX. If you spot any specific errors, please open an issue! Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. RAAS v05. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. RAAS v07. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. In 2 . That helps us get an overview. 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 . Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. RAAS v03. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. 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.