Rocks and grass should blend much better. 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. 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 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. Fixed a common Server crash related to SQMapMarkerManager. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. SquadMaps is a website to display all the maps and layers in Squad. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. RAAS v04. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). For example lets take Mutaha. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed an issue with vehicles sometimes floating when they first spawn. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. RAAS v06. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Those who know about it anticipate and destroy maps. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. Fixed issue with shiny roads on several maps. Deployment Fixed an issue at the NW Main with an unintended burning fire sound in the area. Textures do not become excessively blobby at lower settings. GB FV510 IFV was particularly susceptible to this issue. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. This draws focus to the action and enhances the look of visual effects. Updated the minimap with intent to make height more readable, minimap also now features trees. SquadMaps: All maps and layers in Squad. This means it will not be possible to destroy these vehicles by hitting only their turret. Usage To use SquadMaps, head to https://squadmaps.com and begin! Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed exploitable cliffs near Russian Outpost POI. Adjusted the grass materials to better match the landscape. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. This is intended to make deployable fortifications more resilient. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Updated landscape to be rockier across the entire landscape. Updated all muzzle flashes to be larger, brighter, and more consistent. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Chora RAAS v3 features old school F88 Rifles. The update also brings an overhaul of how the game handles lighting. USA now has 2x M939. 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. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. 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. Adjusted all SL Rifles to now show + Tracer on their HUD names. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Currently, this primarily affects the complexity of the Landscape. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Added a new experimental Tire Fire deployable for Insurgents. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. 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). Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Now they should block traces with the visibility channel. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Added a small amount of new mini POIs throughout the map. RAAS v10. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed multiple piles of incorrectly textured boulders. 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. The new map is set on the southern coastline of Finland. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. The map was added into the game in the Alpha 14 (June 6, 2019) update. Mention the demotion if you are no longer the FTL. The recommended solution, for now, is to run Squad in the Borderless mode. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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 a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. 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. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. proportions on the CAF and MEA static flags. 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. Increased the update rate of particles at all quality levels. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Added a Material Quality graphics setting. Squad's RAAS system was originally based only on depth. Fixed some road intersections that were not blending correctly. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. 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. This crash is currently not reproducible. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Updated ragdoll motors to create a more realistic death with the pose being maintained. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed an issue with a floating Road grid J10-2-1. RAAS v12. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Those who know about it anticipate and destroy maps. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. All armor piercing projectiles use another set of piercing more destructive sounds. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). The fix attempt. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. This has increased both the visual quality and performance cost of particles. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Goose Bay Fixed various floating grass. These are the 200 round box mags. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Adjusted the faction vehicle layout on Tallil RAAS v1. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. These are 100 round box mags. Updated Anvil loading screen music to use its own unique theme. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Added a new deployable rickety wooden watchtower with camo nets for Militia. Please play Squad on a system that meets or exceeds our min spec. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Vehicle Reset Feature does not currently work with Helicopters. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. Optimization: Blur shader no longer costs performance when not in ADS. Tunnels are now darker in general, to better represent these CQB areas. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com.
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