Squad - OWI_Icare
As many in the Squad community will know that Harju, the game’s newest map, began as a player created project! Working under the username Wunda Offworld hired its designer Jason Liberty and brought him onboard. With the official release of Harju we sat down to talk with Liberty and  asked him to provide us with some of their insight about the conceptualization and evolution of Harju from its first moment as a community map to its latest full integration in Squad.

What was your overall approach to designing the map, what did you want to accomplish with it?
Jason/Wunda: Work on Harju was started shortly after Squad Alpha 12 which added Main Battle Tanks. I wanted to create a map that would be well adapted for Squad’s newest equipment but also future proofed for the helicopters that were to be added later in 2019. This had another future payoff seeing that Harju has become a good fit for the amphibious adaptation we see today.

How do you think the map stands out in contrast to other maps of Squad?
Jason/Wunda: Foliage is what sets Harju apart from Squad’s existing map library. Vehicles and infantry have to play to their strengths in a different way then most other maps. Firefights slow down and teamwork excels when you're moving with your squad to clear forests on approach to your objective. Logistics vehicles can't go to any location they want to by just driving offroad. A higher encouragement to utilize road networks may sway a squad leader to try amphibious or helicopter based insertions. 

Can you describe the work that was done on Harju to ensure that it could be released as an official map for Squad?
Jason/Wunda: Harju’s last workshop release, while a step forward for the map, still had many gaps that needed to be filled. A large amount of effort was spent refining or completely rebuilding locations to a higher quality standard and more importantly to work well with newly added amphibious gameplay. To put it into perspective I logged 950 hours working on Harju up to its last workshop release and an additional 1,400 hours getting it to the official release. It was a lot of work and in the end I’ve spent more time on just Harju than I have 1,200 hours in-game playing Squad! 

What do you think the biggest improvement is on Harju from the Steam Workshop version that you worked on to its latest incarnation now in Squad?
Jason/Wunda: The largest improvement can be seen in the large scale map flow. Rounds play out far better now that the map has been filled with more locations to fight in. Many locations were also changed to fit amphibious attacks opening a massive number of opportunities in layer design for our core game modes. 

What made you choose Finland as a location for the map? Any personal attachment to it?
Jason/Wunda: Finland as a setting isn’t far from locations we've already featured in Squad. The closest of those being Narva in Estonia and Skorpo in Norway. Since I’m a Level Designer and not a 3D Artist using existing Squad assets was critical. Finland does differ from those locations in its terrain and foliage which is where I focused on making the map unique. I also knew from the start that I wanted to build a map on the water during Autumn. Looking at reference photos from Finland during that time of year really reminded me of where I grew up in the northeastern United States. It felt easy building a place that felt so familiar to me.  
Squad - OWI_Icare
Attention  Squaddies,

Today we are proud to announce Update 4.0 - Red Star Rising, a major milestone for Squad that will see the addition of our 10th playable faction, the People’s Liberation Army (PLA). We know that you have been expecting them to join the fray for a while now and we are excited to see you soon get to play them!

The PLA will be added to Squad with update 4.0 on December 7th, 2022.



The People’s Liberation Army, originally called the Red Army, encompasses mainland China’s land, sea, and air forces and is the largest military force in the world today. In Squad, this new combined arms faction features seven new vehicles, fifteen unique weapons & deployables, and a devastating bombing run Commander ability. We are also expanding our localization efforts with the addition of Simplified Chinese.

Here are some of the new weapons, vehicles and abilities that the PLA brings onto the field:

  • New Commander Feature — Call in a tactical bombing run using the PLA’s signature JH-7A Flying Leopard aircraft
  • New Vehicles — ZBL-08 Wheeled APC, ZTZ-99A Main Battle Tank, ZBD-04A Infantry Fighting Vehicle, and more
  • New Weapons/Deployables — PP87 Deployable Mortar, QJZ-89 Heavy Machine Gun, HJ-8 Anti-Tank Guided Missile (ATGM) Emplacement, QBU-88 Marksman Rifle, QJY-88 Machine Gun, and more

Update 4.0 will come with fully detailed release notes where we will go more in depth about the new features and specifics to the PLA, so stay tuned as we release more information as we get closer to the release date.



We hope that you are as excited and impatient as we are for this new major release, only a few weeks to wait until Christmas comes early! We’d like to thank all of you for your continuous support and encouragement, and let’s take Squad to the next level together!

At ease,
Offworld out.
Squad - OWI_Icare
Attention Squaddies,

We have deployed hotfix 3.5 to address the unintentional player kicks issue and some fixes that needed to be implemented to the Harju map. Please notify us if you encounter new issues on Squad 3.5 in our Technical Report Thread.

Thank you so much for your patience and support, they mean so much to us!

General Bug Fixes

  • Fixed an issue where players were being kicked from servers unintentionally

Map Updates & Bug Fixes

Fallujah

  • Fixed an issue where players could not use a certain sewer entrance as intended.

Harju

  • Fixed an issue where the Truck Stop capture point would spawn in the air on RAAS v1, preventing players from capturing it.
  • Fixed an issue where the repair stations in the CAF main base on Invasion v4 would float in the air and block the road.
  • Fixed an issue where the logistics hub flag was in the wrong capture cluster on RAAS v3 and v4.Fixed an issue with flag layout on RAAS v5.
  • Fixed an issue where certain fortifications would not cost anything on multiple Harju map layers.
  • Fixed an issue where the USMC carrier was sitting too low in the water on Invasion v1.Fixed an issue where the USMC western helicopter pad would not repair damaged helicopters on Invasion v1.
Squad - OWI_Icare
Attention Squaddies,

Update 3.4 for Squad is ready and can be downloaded! To know about all the latest changes that are coming with this update head on to our Release Notes blog.

If you find any technical issues or bugs that might have come with the new update please report them in the Technical Issues Forum Thread. Thank you so much for all your support, it is invaluable to us and helps us make Squad a better game!

At ease,
– Offworld Industries
Squad - OWI_Icare
Hello Squaddies! 

The v3.4 update will focus on small bug fixes and gameplay improvements on many fronts, including soldier kits, weapons, turrets, vehicles and buildings among others. We also persevere in our efforts of optimizations to the game, going over its various maps once again. Finally, the addition of the map Harju will add a war theater in Sweden for you all to experience again or anew!

Changelog & New Features

Added a new map, Harju:

After the fighting in Narva, opposition forces have begun raiding towns on the southern coastline of Finland. A NATO carrier group is deploying to back local defense forces to repel the invasion.

Harju will release with the following layers:

  • AAS
    • v1: USMC / RUS
    • v2: USA / RUS
  • Invasion 
    • v1: USMC / RUS
    • v2: RUS / MIL
    • v3: GB / MIL
    • v4: CAF / RUS
  • RAAS 
    • v1: USMC / RUS
    • v2: GB/ RUS
    • v3: USA / RUS
    • v4: CAF / RUS
    • v5: RUS / MIL
  • Skirmish
    • v1: USMC / RUS
    • v2: CAF/ RUS
  • Seed
    • v1: USMC / RUS

System & Gameplay Updates

  • The Chat HUD now clears older messages once it has faded out so that only new ones appear when the Chat HUD reappears.
  • Players will now take damage underwater within the main base protection zone. This will prevent players from becoming stuck underwater indefinitely.
  • Adjusted the ammo cost on 40mm HE grenades for Grenadier kits to 7 ammo points (was 10).
  • Improved general water performance

General Bug Fixes

  • Fixed an issue where under certain circumstances one could have infinite rally points.
  • Fixed a crash relating to the map marker manager
  • Fixed a crash relating to vehicles
  • Fixed an issue where an inappropriately large amount of force would occasionally be applied to the Minsk while pushing it.
  • Fixed a crash that would occasionally occur at match’s end
  • Fixed an issue where the woodland USMC M1151 CROWS variant turret was unable to be repaired by a hand repair kit.
  • Fixed an issue where the woodland USMC M1151 CROWS variant turret was incorrectly set to pass damage to the vehicle
  • Fixed a crash relating to smoke grenades
  • Fixed a problem with Militia role icons
  • Fixed an issue where player shadows were bleeding through walls on low shadow settings
  • Fixed an issue where LAT and Medic kits were showing incorrect role counts
  • Fixed an issue where USMC logis were missing their smoke pop sound
  • Fixed woodland sandbags being used on a desert MEA deployable
  • Fixed an issue where Zu-23 vehicle turrets had a gratuitous amount of ammo.
  • Fixed an issue where viewports would "flood" inappropriately
  • Fixed a crash that rarely occurred after changing the graphics settings on the main menu
  • Fixed an issue where an INS/MIL player could not detonate an IED if they had also placed an ammo bag on the map.
  • Fixed an issue where USMC M1A1 turret armor values were mismatched
  • Fixed an issue with the Minsk's anti-flip system
  • Fixed an issue where wake plates had no impact VFX for any projectiles
  • Fixed an issue where vehicles could not be damaged after exiting the main base
  • Contact shadows are now forced “on” for Low and Medium shadow quality.
  • Color grading settings will now remain consistent after restarting
  • Fixed an issue where default settings were not being applied universally
  • Fixed an issue where the anisotropic slider wasn’t working properly
  • Fixed an issue where ambient occlusion wasn’t being updated properly
  • Optimized memory usage by changing the way CO support action referenced  objects (models, textures, sounds, effects, etc) are not loaded into memory when not used by any team
  • Optimized memory usage of the widget displaying hints on controls when in the vehicle
  • Optimized memory usage of all handheld deployable items by removing a reference to an IED which was causing the IED-related assets to be always loaded 
    • Fixed an issue with the squad list not appearing centered at lower resolutions
    • Fixed an issue where player status icons on the squad list were stretched horizontally instead of scaling at a fixed aspect ratio
    • Fixed an issue where the “Leave Squad” button would be pushed to the bottom of the screen when the player’s squad is large.
    • Fixed an issue with the scroll bar in the squad list not functioning properly.

Map Updates & Bug Fixes

  • General
    • Improved optimization of some buildings
  • Black Coast
    • Improved lighting on the USS Essex
    • Fixed an issue where the MIL main base had no logi resupply area near the beach where MIL boats spawn on Invasion v4
    • Fixed a gameplay issue with an exploitable collision on the rooftop of the Coal Tipple Building.
    • Fixed an issue where players could fall through the terrain at a certain location
  • Fallujah
    • Fixed an issue where water splash VFX would appear inappropriately.
    • Various optimizations
  • Mestia
    • Fixed an issue with MEA not always spawning every vehicle at the start of a round on Skirmish v1
  • Manic-5
    • Fixed an issue with CAF main not always spawning every vehicle at the start of a round on RAAS v1
  • Narva
    • Fixed an issue with the RUS T72B3 MBT not spawning at main on Destruction v1
    • Improved water levels in some buildings in RAAS v5
  • Tallil
    • Fixed an issue with INS Minsk bikes never spawning on Seed v2
    • Fixed an issue where USMC were able to deploy emplacements on Seed v1
  • Skorpo
    • Fixed an issue where the Militia temporary spawn was not working at grid 010-5-4 on Invasion v4.
    • Removed CAS Helicopter from Invasion v3
    • Fixed an issue where attackers do not see the staging phase UI on Invasion v3 and Invasion v4
    • Fixed an issue with lighting where a beam of light appeared to come from the ocean on Invasion v3
  • Sumari
    • Fixed an issue with INS main not spawning all Minsk bikes at start of a round on Seed v2
  • Yehorivka
    • Fixed an issue where not all vehicles would spawn at RUS main at the start of a round on RAAS v11

Server Admin Updates & Bug Fixes

  • Fixed an issue where Black Coast layers were missing from the server layer rotation configuration

SDK Updates & Bug Fixes

  • Updated mod SDK to v3.4
  • Updated mod versioning to v3.4. This requires mods to be re-cooked with the v3.4 SDK—any mods using the v3.3 SDK will be incompatible with v3.4.
Squad - OWI_Icare
Attention Squaddies,

Update Squad 3.4 lands on November 9th! It will focus on small bug fixes, improvements of gameplay, and optimizations to the game. However keep your eyes peeled for our new map reveal trailer coming up really soon!

With this update we continue to improve the playing experience of Squad and hope to hear your feedback on the changes when they go live!

Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 3.4.


At ease,
Squad - OWI_Icare
Attention Squaddies,

For a long time now we have been happy to show our commitment to make Squad the best game possible by releasing an update almost every month since last February. This would not have been possible without all your feedback and dedication to Squad. We are grateful for all the support we have received from you, constantly showing us how much you care about the game and want to see it grow to its full potential.

However this October we will not be publishing a new update as we focus on implementing some changes, updates, and improvements to the game. We felt that instead of putting out an update just to continue to hit the monthly cadence of releases, it would be better for the team and the game to take more time to achieve our goals without rushing a release.

We have big things planned for the next few months and can’t wait to share them with you!

At ease,
Squad - OWI_Icare
Attention Squaddies,

We will be shortly deploying hotfix 3.3.1 for Squad to address issues that made their way to the game with the latest update. We felt that these bugs were impacting the game experience and needed to be addressed sooner rather than later. This fix will address two issues:  

  • VOIP UI: the VOIP UI elements were not showing up when any screen overlay was active (on the deployment screen, command map, or scoreboard / round end screen), making Squad Leader unable to know who was addressing them.
  • IEDs not working reliably: this latter bug occurred if you had placed an ammo bag as a Rifleman, then switched to a Sapper kit, making it impossible to detonate your IEDs until your ammo bag was retrieved or destroyed.

We would like to especially thank all of you that reported these issues, your feedback plays a pivotal part in helping us make Squad a better game and react rapidly to fix these issues. Please keep sending them our way in our Issue Report Thread!

Extra Attention this will be a micro-version update, meaning that servers will not need to be updated! Players on v3.3.1 will be able to connect to v3.3 servers, as it is a client-side update. All should be back in order now, so you can get back to your usual explosive tricks and know who is talking to you!

At ease,
Sep 28, 2022
Squad - OWI_Icare
Attention Squaddies,

You can now download update 3.3 for Squad!

To know all the details about this update take a look at the complete Release Note that we published yesterday! Please keep us informed of the bugs and technical issues you encounter in 3.3 in the Technical Issues Forum Thread, we will make sure to edit that thread as well with known issues as we encounter them.

Thank you for your support and dedication to Squad, we could not make the game without you! 

At ease,

– Offworld Industries
Squad - OWI_Icare
Attention Squaddies,

Tomorrow we are releasing Squad v3.3.

The v3.3 update will focus on bug fixes, gameplay and user interface (UI) updates, map updates, and overall focus on Quality-of-Life improvements to the game. This includes an update to the Vehicle Recovery System to allow helicopters and some other vehicles to be reset, the addition of a new Russian MT-LB Amphibious variant, the introduction of a new HUD toggleable list for Squad leaders to see the status of each member of the squad and many more small changes that we hope you'll appreciate.

We’ve made a whole lot of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs.

Squad v3.3 will be released on Wednesday, September 28th.

At ease, Offworld Industries

Extra Attention: For the v3.3 update, the game will automatically force-clear your settings cache on launch due to changes in the settings backend not being compatible with old settings config files. Preserving pre-v3.3 settings files can result in misconfigured / unintended game settings. Make sure to review and reconfigure your settings after installing the update!

As some of you may be aware, a CAS helicopter made its way to the Skorpo Invasion v3 layer before its intended release. Please let us know what you think of the chopper!

Changelog
System & Gameplay Updates
  • Updated the Vehicle Recovery System to also allow helicopters & some other vehicles to now be reset.
  • Fixed a desync where demolition charges and IEDs could apply damage several seconds before the VFX and SFX played. 
  • Improved the drag calculation for amphibious vehicles - this mainly addresses issues with vehicles entering water bodies at high speeds, which includes fixing an infrequent client / server crash.
  • Updated the radial menu UI for picking up AT mines, to show a message when the player cannot pick one up.
  • Updated the Hell Cannon emplacement to use the precision compass mode, and adjusted the turning speed to match the turning speed of mortars.
  • Optimized scope blur components by disabling local updates for scope blur components on other players.
  • Optimized overall performance and fixed some hitches related to audio by offloading audio decompression to a separate engine thread. Refactored vehicle water movement code.
    • Added the ability to push RHIB boats, motorcycles and helicopters to get them out of difficult positions. For example, you can push RHIB boats back into the water after beaching them.
    • Helicopter recovery requires the helicopter engine to be turned OFF. A tooltip in the recovery UI will inform the player to turn the engine off before trying to use vehicle recovery.
    • Vehicle Push wait time is 8 seconds. Initial Vehicle Reset Recovery wait time is 30 seconds.
    • Consecutive attempts to reset a vehicle within a 15 second window since the last reset attempt will now take 8 seconds, to be more forgiving when needing multiple reset attempts.
  • Added a new Russian MT-LB Amphibious Logistics variant:
    • Carries 1000 construction points, 1000 ammo points.
    • Can deploy FOB Radios.
    • Enclosed turret equipped with PKT 7.62mm machine gun with limited ammo.
    • No crewman requirement.
    • Currently available on Narva Invasion v5, Skorpo Invasion v4.

User Interface Updates

  • Updated the appearance of the VOIP speakers list on the HUD, which will display above the HUD Squad List when it is open.
  • Updated player directional map icons; when fully zoomed out these now show as simple dot icons. This is intended to help declutter the map and mind.
  • Updated the map Capture Point flag icon opacity to be more opaque/prominent when the map is fully zoomed out, fading in as you zoom in closer.
  • Adjusted map Capture Point name text to remain fully opaque at all zoom levels.
  • Updated the pre-match game mode intro animation to help better inform players of current Game Mode objectives.
  • Updated the FOB radio map icon to show build/exclusion radius when hovered over with the mouse, when “Toggle Viewing FOB Radii” under map settings is toggled off.
  • Updated the FOB radio map icon to show construction / ammo supply when hovered over with the mouse, when “Toggle Viewing FOB Supply Points” under map settings is toggled off.
  • Updated the red enemy FOB radio map marker to show build/exclusion radius when hovered over with the mouse.
  • Adjusted the red enemy FOB and HAB map markers to no longer fade out over time - they will now remain visible on the map until manually removed.
  • Added a new “HUD Squad List”
    • This hideable HUD list is intended to give Squad leaders quick access to critical status information on their squad, such as player names, roles, Incap/KIA status, whether they are inside a vehicle, and whether they are speaking on VOIP.
    • The HUD Squad List can be hidden using the “Y” key (default keybind - can be reconfigured under “SETTINGS” > “CONTROLS” > “GENERAL”).
    • Design Intention: The HUD Squad List is intended to aid squad communication, coordination and cohesion by ensuring you know who is in your squad, what Fireteams they are in, what kits they are using, and their current status, without needing to break game flow by opening the “DEPLOYMENT” screen. This will help improve the SL’s situational awareness, while remaining minimalistic and staying out of the way of the game’s visuals.

General Bug Fixes

  • Fixed a client crash in ASQHUD::OnPlayerTalkingStateChanged when the PlayerState was not valid.
  • Fixed a gameplay issue with deployables placement, which caused their cost in construction points to be deducted before the placement was fully validated. This sometimes resulted in a loss of construction points without spawning a deployable.
  • Fixed a visual/gameplay issue with the BMP2 and BFV guided missile having blinding smoke from 1p when firing, preventing effective in-flight guidance.
  • Fixed a visual issue with the S5 rocket trails having big dragonball flames.
  • Fixed a gameplay issue with the AUS Maximi Specter MG ADS sway not being tuned correctly.
  • Fixed a gameplay issue with the T72 (both the B3 and S variants) & T62 tanks, which caused them to burn at 4x higher rate than other MBTs, when under 10% HP threshold.
  • Fixed a gameplay issue with the health repair limit for the hand repair tool, which prevented players from being able to repair Technicals above the burning threshold.
  • Fixed a gameplay issue with Ammo Box interaction. When Player A was at an ammo box selecting options, if Player B walked between Player A and the ammo box, Player A’s radial interaction menu would close, frequently resulting in Player A accidently shooting and possibly killing a teammate due to trying to click an option in the radial interaction menu.
  • Fixed a gameplay issue with CAF LUVW jeeps unintentionally having Commander Action activation zone component, which resulted in Commander being able to use support actions near them.
  • Fixed a gameplay issue with amphibious vehicle movement in ankle deep water - amphibious vehicles were able to drive extremely quickly in ankle deep water due to water thruster activating prematurely.
  • Fixed a visual issue with third-person sprinting animation while the weapon was lowered, which sometimes caused the weapon to be lower than intended.
  • Fixed a visual issue with Engine destruction VFX explosion clouds sticking to vehicles when moving.
  • Fixed an issue with anti-tank mines where they could be dug down beneath road meshes, hiding their pressure plate, thus making them invisible. As vehicles are intended to always have a small visual indication of the threat of a mine, they will now always have their pressure plate visible when fully dug down.
  • Fixed a gameplay issue with the USMC LAV-25 woodland variants turret not passing damage to the vehicle.
  • Fixed a visual issue where the USMC SMAW spotting rifle used RPG backblast VFX.
  • Fixed various issues with and improved the backend of our graphics settings menu to fix bugs related to proper application of settings in various scenarios, fix improperly defined settings values, address graphics exploits, and allow for easier and more reliable changes related to graphics settings by developers in future.
  • Fixed a UI issue with IED’s, which unintentionally showed a “Press F to interact" message.
  • Fixed a gameplay issue with the USMC M1A1 turret armor thicknesses being incorrectly configured.

Map Updates & Bug Fixes
    • Optimized Anvil, Black Coast, Lashkar map layers by disabling the unused AI System.
    • Updated the materials settings to two sided for multiple static environment assets.
    • Updated / Optimized Reflection Captures and resaved map layers which had excessive file sizes.
    • Fixed collisions on Eastern European stone_wall set so collision orientation aligned with mesh on x/y/z axis. This mismatch caused issues when the mesh was resized.
  • Anvil
    • Fixed minor visual bugs
    • Fixed gaps behind rock cliff and rubble pile.
  • Black Coast
    • Added new map layer - Black Coast Invasion v4 (RUS vs MIL)
    • Fixed material slots on map placed chain link fences due to optimization changes.
  • Fallujah
    • Removed barbed wire and pain volumes from MEA main due to them glitching players.
  • Kokan
    • Updated the river to use the new water system. River depth is now waist deep.
  • Manic-5
    • Fixed an issue with a rocky piece of terrain that had no collision grid I5-2-1.
    • Fixed several floating sidewalks.
    • Fixed several rocks at grid H10-1-1 that were incorrectly scaled and had problems with collision.
    • Fixed an issue with the water plane which was showing above the landscape at the eastern Dam.
  • Mutaha
    • Updated the river to use the new water system. The river below the dam is now waist deep; the river above the dam requires amphibious vehicles to cross, with the exception of the northern edge.
    • Updated the minimap to reflect changes and water depth.
    • Fixed an issue with the collision on the Urban Residential building set, to prevent exploitable placement of HAB’s inside an inaccessible room.
  • Narva
    • Added 2 new map layers - Narva Invasion v5 (USMC RUS vs) and Narva RAAS v5 (USMC vs RUS), fighting in tough amphibious operations due to the Narva reservoir flooding.
    • Updated the minimap for flooded and non-flooded layers.
    • Fixed an issue with a house at grid G4-4-5 having artifacting shadows.
    • Fixed an issue with the roof at the Castle to prevent exploits.
    • Fixed an issue with HABs being able to be built inside the roof of a building in the Shipping Yard.
    • Fixed an issue with the building at grid G5-8-4to prevent glitching / exploits.
  • Tallil Outskirts
    • Updated the river to use the new water system. River depth is now waist deep.
    • Fixed an issue with exposed rock edges.
    • Fixed a floating power pole at grid K7-4-7.
    • Fixed misaligned grass at grid H3-3-7.
  • Skorpo
    • Added Skorpo Invasion v3 (USMC vs RUS). An amphibious attack by US Marines from the USS Essex.
    • Added Skorpo Invasion v4 (RUS vs MIL). An amphibious attack by RUS launched from the updated Skorpo island.
    • Updated the Skorpo background island to incorporate space for Main Bases for attacking teams on Invasion layers.
  • Yehorivka
    • Adjusted the minimap brightness to be more readable.
    • Fixed floating foliage and rocks in grids H8 and I8.

Server Admin Updates & Bug Fixes
  • Added match results logging into server log, under LogSquadGameEvents category. Message format is as follows:
    “Team %d, %s ( %s ) has %s the match with %d Tickets on layer %s (level %s)!"

    Example log message:

    “Team 2, Russian Battalion Tactical Group ( Russian Ground Forces ) has won the match with 350 Tickets on layer Anvil AAS v2 (level Anvil)!
    Team 1, ADF 1st Battalion, Royal Australian Regiment ( Australian Defence Force ) has lost the match with 349 Tickets on layer Anvil AAS v2 (level Anvil)!”

SDK Updates & Bug Fixes

  • Added a button to the AAS, RAAS and Invasion graphs to toggle lattice visualization on/off.
  • Updated minimap creation tool for better compatibility with the new water system. Shallow areas can now be shaded differently on the map. The cutoff depth is currently fixed at 200 units.
  • Updated the Vehicle Emergency Recovery system. Its features were moved from the vehicle class to a component that allows for easier recovery settings customization per vehicle & sharing settings between multiple vehicles. It also allows modders to implement custom vehicle recovery mechanics (i.e. teleport vehicle to main base) in an easier way.
  • Fixed a bug with vehicles spawning their lasting effects actors in an incorrect game world, resulting in these actors being placed in a map.
  • Added "Toggle Splines" button to toggle landscape's SplineMeshComponents' visibility.
  • Updated the North American building set’s modular Admin Building.
  • Added shingle versions of prefab roofs.

Clear Cache to resolve residual issues

  • If you are experiencing issues, be sure to go to Settings -> “CLEAR CACHE” after updating
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