Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m.
Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks SquadMaps: All maps and layers in Squad. Squad Lanes has destroyed RAAS layer. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Optimization: Blur shader no longer costs performance when not in ADS. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Cooldown does not affect markers placed through the map. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Updated brick tower at grid O13-4-6, interior ladders have been removed. . Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed an issue with various foliage clipping through buildings. Fixed some road intersections that were not blending correctly. Adjusted all SL Rifles to now show + Tracer on their HUD names. Updated Mutaha RAAS v1 to include new CPs and new routes. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. SFX bug while Firing in full auto. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Adjusted the Goose Bay map camera location. If you spot any specific errors, please open an issue! Capturing the center flag does not cause any ticket loss or ticket bleed. At higher quality, textures remain at full resolution further into the distance. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Capture Speed Scaling was added in v2.14. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed an issue with untextured rubble walls at multiple locations. 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. This new revised landscape should appear more natural, with a minor increase in micro terrain. 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. 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. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. 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. Fixed a minor issue with dirty toilet water seeping through the wall. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team.
The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. This means it will not be possible to destroy these vehicles by hitting only their turret. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. RAAS v01. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. 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. This addressed a number of visual bugs. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. 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. 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. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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 has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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. Usage To use SquadMaps, head to https://squadmaps.com and begin! Setting it to Low will disable the effect altogether. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Pros: Large amount of hit points and good viewing angles, with a protected entry way. RAAS v06. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. RAAS v03. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Adjusted GB FV107s HAT damage modifier. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. 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. Fixed an issue with various buildings and foliage culling too quickly. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3.
Squad Maps before taking any other troubleshooting steps. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. SquadMaps is a website to display all the maps and layers in Squad. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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. Harju. Fixed the issue with modded custom factions causing an infinite loading screen. Updated the landscape terrain shader to a new and improved version. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed an issue with terrain clipping into a building at grid D3-3-6. a UGL impact getting perceived the same as a Tandem rocket). Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. RAAS v08. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Squad's RAAS system was originally based only on depth. 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. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Updated landscape to be rockier across the entire landscape. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. For example lets take Mutaha.
Steam Community :: Guide :: RAAS Meta Explained If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Hopefully, this issue should be resolved now. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. This is intended for very old systems for which Low settings are still not sufficient. Updated the way armor meshes react to damage traces from explosions. Adjusted several CPs capture areas to better match the POI layouts. Improved and optimized texture quality scaling.
Steam Workshop::Squad Masters - Mod [SQ v4.2] Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed a common Server crash related to SQMapMarkerManager. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. This crash is currently not reproducible. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. !vote cancelauto - Cancel scheduled automatic start of vote. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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. 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. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Hawks layer pack, the next generation of squad gameplay. 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. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers.
Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Squad Lanes has destroyed RAAS layer. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. 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. 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. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Those who know about it anticipate and destroy maps. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. RAAS v08. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed a minor issue with a floating rock at grid D13-8-9. Fixed the Scots Pine tree texture so it is less bright. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). RAAS v03. It is the third update of the year (not counting Hotfixes). Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. 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. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Added a Tessellation graphics toggle. 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. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed hundreds of foliage visual issues. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. 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. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed an issue with the corn crops so that their LOD transition is not as obvious. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. The new map is set on the southern coastline of Finland. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fixed an issue with a rock having collision problems at grid F4-7-4. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. This will be addressed in a future update. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Adjusted the CAF C9A2 LMG front sight to a more accurate model. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This issue is a high priority to fix and. Updated the minimap with intent to make height more readable, minimap also now features trees. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). 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. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. optimized the LODs on the Coal Tipple Building. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Updated Yehorivka to use a new road material. 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).
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