It is the third update of the year (not counting Hotfixes). 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. This draws focus to the action and enhances the look of visual effects. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. . Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Those who know about it anticipate and destroy maps. Fixed incorrect shading on several landscapes. Updated a few maps to use new grass. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. This led to issues with flag distances and fairness, so it was changed to a lane system. The new map is set on the southern coastline of Finland. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. And it accomplishes this. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Please note that the associated quality and performance tradeoffs have similarly changed. Updated the MEA G3 Rifle series firing sounds. RAAS v09. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. A "lock" icon will appear over a capture zone when a team . Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. RAAS v04. Increased the turret health to match the INS T62. RAAS v07. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed the issue with modded custom factions causing an infinite loading screen. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Updated CAF weapon text description in the role loadout screen. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed an issue with road/railroad culling distances being very low. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). 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. It is the third update of the year (not counting Hotfixes). 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. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). 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. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. 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. . Pros: Large amount of hit points and good viewing angles, with a protected entry way. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed an issue with the waterfall missing its VFX. Fixed a common Server crash related to SQMapMarkerManager. Fixed smoothing groups, fixed dark baked in shadows in windows &. Added new explosive splash damage against infantry upon vehicle destruction. All armor piercing projectiles use another set of piercing more destructive sounds. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Players who are experiencing issues after the update, be sure to go to Settings ->. 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 (. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. RAAS v09. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed the long standing FOB Double teleport bug. 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. This is an inherent problem, and the solution is currently in long-term development. 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. Improved and optimized texture quality scaling. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Improved the micro terrain across the entire landscape. Removed most artificial colour-grading. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. RAAS v11. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Hawks layer pack, the next generation of squad gameplay. 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. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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. 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. These are the 200 round box mags. 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 a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Alt-tabbing out of Squad during a loading screen freezes the Player (client). TC v1. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Potential Fix for a client crash related to audio and gun sounds. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. Added various mini POIs across the map to fill in areas that were a bit barren. 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 map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). . Updated Yehorivka to use a new road material. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. 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. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Squad's RAAS system was originally based only on depth. 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. Fixed exploitable cliffs near Russian Outpost POI. Fixed an issue with tall buildings culling inapporpriately. Added a Tessellation graphics toggle. We have completely reworked the games handling of dynamic shadows. Ticket loss from losing the flag is still the same (-10 tickets). This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Fixed a z-fighting column at the warehouse. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. TC v2. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. 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. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). We have updated the capture speed to scale with the number of players. This crash is currently not reproducible. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. RAAS v01. Added a new road connection between the Bunker and Train Bridge OP. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. 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. Kamdesh RAAS v6 new layout with 1 pre-captured flag. 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. Soldier stamina regeneration will be paused until these actions complete. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. The oldest notifications will be removed to make room for new ones. Adjusted several CPs capture areas to better match the POI layouts. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. 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. SFX bug while Firing in full auto. Clarified the requirement for Combat Engineer explosives. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Tunnels are now darker in general, to better represent these CQB areas. This, Player kit role icons are sometimes not being displayed on certain menu screens. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Occasionally a player does not spawn at a Rally Point. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Squad Lanes has destroyed RAAS layer. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. more than 100 rounds if they respawn with an empty kit. This is intended to make deployable fortifications more resilient. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. optimized the LODs on the Coal Tipple Building. Fixed hundreds of foliage visual issues. Server performance may periodically dip when a server has a high population and high load. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. RAAS v03. Fixed an issue with dithered temporal AA glass shaders. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Now they should block traces with the visibility channel. SquadMaps is a website to display all the maps and layers in Squad. RAAS v02. This is a long-time legacy bug that has been difficult to reproduce reliably. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Increased the update rate of particles at all quality levels. 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. Squad Lanes has destroyed RAAS layer. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. 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. RAAS v11. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Reply Fixed an issue with a bad texture assignment on certain brick walls. 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. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed an issue with the Kohat Poppy fields flickering in a white/black color. This. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. 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). Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. proportions on the CAF and MEA static flags. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. 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. Optimization: Blur shader no longer costs performance when not in ADS. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Improved the visibility of muzzle flashes. Complete rework of Squads approach to dynamic shadows. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. 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 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 exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed floating rocks at grid G6-8-8, F8-8-9. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. The quality and performance cost of this effect are controlled by Post Process Quality. This will be addressed in a future update. Stamina cost for these actions has also been increased. 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. The collision should now better match the visual mesh. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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. !vote cancelauto - Cancel scheduled automatic start of vote. You may want to raise or lower your graphics settings from what you used before this update. The audio module for Squad is initialized at the game start. Fixed a wall segment having a missing face at grid I7-8-9. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Usage To use SquadMaps, head to https://squadmaps.com and begin! No ticket gain from capturing flags (normally +60). Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. This can be changed in Settings -> Graphics. (APFSDS rounds etc.). Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain.
Seaman Or Seamen, Articles S
Seaman Or Seamen, Articles S