Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. The effect now smoothly fades in and out. Fixed floating foliage at various locations. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Adjusted GB FV107s HAT damage modifier. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Added a road connection between Niva Upper and Train Bridge. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). Please note that the associated quality and performance tradeoffs have similarly changed. GB FV510 IFV was particularly susceptible to this issue. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Also adjusted the volume of 50cal hit sounds against a Minsk. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. (APFSDS rounds etc.). Also updated is the Buddy Boost feature, with a focus on making it easier to use. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Adjusted the building in grid F8-4-9 to now have an open access point. Expanded the road network around Kropy and Zolata POIs. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed an audio issue where double hit sounds would play for soldiers. Setting it to Low will disable the effect altogether. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Added a Material Quality graphics setting. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. The quality and performance cost of this effect are controlled by Post Process Quality. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! This is also intended to increase chances of Attacker success on first Capture Points. 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 . Adjusted grass heights to create less excessively high grass. Fixed LODs before imposter on Beech/Oak trees. !vote cancel - Cancels current round of voting. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Updated point capture speed to scale by the number of players. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Those who know about it anticipate and destroy maps. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. This also helps reduce the perceived smudgyness of anti-aliasing. Skirmish v1. Some of the changes since you last saw me on the wrench: Improved the visibility of muzzle flashes. Updated minimap with intent to make height more readable, also now features trees. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. TC v2. All UGL / Frags now use a new light impact sound. RAAS v04. Fixed an issue with road/railroad culling distances being very low. Fixed hundreds of foliage visual issues. Reply 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). Rocks and grass should blend much better. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. This draws focus to the action and enhances the look of visual effects. Fixed an issue at the Old Hospital POI with wall alignment. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Ticket loss from losing the flag is still the same (-10 tickets). RAAS v01. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Squad Lanes has destroyed RAAS layer. This is intended for very old systems for which Low settings are still not sufficient. Fixed an issue with a floating Road grid J10-2-1. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Fixed a minor issue with floating grass in the Tunnel. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). 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! Updated flag capture rate scaling values. TC v2. 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. RAAS v08. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Cooldown does not affect markers placed through the map. At higher quality, textures remain at full resolution further into the distance. 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. 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. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Potential Fix for a client crash related to audio and gun sounds. Updated brick tower at grid O13-4-6, interior ladders have been removed. !vote restart - Restarts voting with 6 random maps and modes. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. 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. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed an issue with tall buildings culling inapporpriately. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. AAS v1. This will be addressed in a future update. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. Skirmish v1. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed a minor issue with dirty toilet water seeping through the wall. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Initial Neutral flags have an additional 1.3x speed multiplier. Fixed a minor issue with a floating rock at grid D13-8-9. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed the issues with the backdrop mountains texture. 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). Harju. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Only the admin cam has special caster features. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Updated the MEA G3 Rifle series firing sounds. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Updated the way armor meshes react to damage traces from explosions. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Improved and optimized texture quality scaling. Hopefully, this issue should be resolved now. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed exploitable cliffs near Russian Outpost POI. We are continuously working to improve server performance and optimization. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Updated the HAB ghost placement mesh to include exit point indicators. Updated CAF arid uniforms textures to look more authentic. Updated and optimised deployable sandbag destruction FX. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. The new map is set on the southern coastline of Finland. We have not been able to reproduce this issue since the fix was implemented. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. RAAS v11. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). 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). SquadMaps is a website to display all the maps and layers in Squad. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. optimized the LODs on the Coal Tipple Building. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. 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. Soldier stamina regeneration will be paused until these actions complete. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Complete overhaul of the technical and artistic approach to lighting. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Players who are experiencing issues after the update, be sure to go to Settings ->. 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. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed an issue at the NW Main with an unintended burning fire sound in the area. RAAS v03. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Added a small amount of new mini POIs throughout the map. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. It is the third update of the year (not counting Hotfixes). Improved the micro terrain across the entire landscape. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. 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). Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. !vote end - Gently ends the current vote and announces the winner layer. RAAS v05. Added a Tessellation graphics toggle.
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