Updated Belaya to use a new landscape renderer. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. This patch adds the new Harju Map to the game. Updated landscape to be rockier across the entire landscape. This means it will not be possible to destroy these vehicles by hitting only their turret. Fixed LODs before imposter on Beech/Oak trees. 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. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Updated the HAB ghost placement mesh to include exit point indicators. Updated and optimised deployable sandbag destruction FX. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. 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). Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. 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. Harju. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Updated Shadows now render out to 1km at all graphics settings. RAAS works for the first 5 to 20 mins into the game. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Improved the way texture resolution scales down at distance. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. TC v1. Complete rework of Squads approach to dynamic shadows. Most night layers are now brighter in general. 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. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Added a new deployable rickety wooden watchtower with camo nets for Militia. 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. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. RAAS v06. 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. Occasionally a player does not spawn at a Rally Point. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. The update also brings an overhaul of how the game handles lighting. Occasional Player (Client) crashes in various circumstances. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. turret was disabled and therefore stabilisation was disabled. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. RAAS v07. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed an issue with untextured rubble walls at multiple locations. RAAS v08. Added a new landscape shader and new landscape textures. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. RAAS v10. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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. RAAS v01. Low is now much lower, and High/Epic is much higher. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Improved the visibility of muzzle flashes. TC v1. 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 Updated a few maps to use new grass. 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. Reduced the hollow tube effect. Fixed floating shovel and no water sfx sound on inlet. 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! Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed a minor issue with floating grass in the Tunnel. Updated binoculars with new zoom in/ zoom out sounds. 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. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Fixed an issue with the Castle POI walls culling too soon. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. 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. 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 a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Fixed a common Server crash related to SQMapMarkerManager. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. 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. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. 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. Updated Mestia Skirmish v1 to now use Overcast Lighting. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. RAAS v10. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. Updated soldier stamina to no longer regenerate during vaulting and climbing. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. RAAS v08. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Admin Commands. 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 . Chora RAAS v3 features old school F88 Rifles. Local/Offline Bug with Commander CAS does not do damage in local. This will be addressed in a future update. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue with vehicles sometimes floating when they first spawn. Skorpo is a map featured in Squad. RAAS v03. 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. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Added a new experimental Tire Fire deployable for Insurgents. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Local/Offline issues currently have a lower priority. Squad Masters Vanilla are the normal maps with normal settings. RAAS v12. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. more than 100 rounds if they respawn with an empty kit. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Updated Terrain shadows to now render out to 8km. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Adjusted all SL Rifles to now show + Tracer on their HUD names. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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. Adjusted the faction vehicle layout on Tallil RAAS v1. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. Expanded the road network around Kropy and Zolata POIs. RAAS v11. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. 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. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Adjusted the Goose Bay map camera location. 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 an issue with tall buildings culling inapporpriately. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Skirmish v1. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Updated ragdoll motors to create a more realistic death with the pose being maintained. The audio module for Squad is initialized at the game start. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). 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. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am 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. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. If you spot any specific errors, please open an issue! The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed a material LOD issue on the large garage at USA Main and the village houses. These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Those who know about it anticipate and destroy maps. Goose Bay Fixed various floating grass. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Stamina cost for these actions has also been increased. The quality and performance cost of this effect are controlled by Post Process Quality. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Updated the way armor meshes react to damage traces from explosions. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. 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. Now they should block traces with the visibility channel. Expanded the road network northwest of Mogiliovo POI. This addressed a number of visual bugs. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Skirmish v1. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. This was a legacy issue that has been tough to isolate. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed an issue with the waterfall missing its VFX. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. 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. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Note: autocannon are unchanged and still use a 50cm kill zone radius. Those who know about it anticipate and destroy maps. Updated Mestia Invasion v1 to now use Mid Day Lighting. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Updated CAF arid uniforms textures to look more authentic. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Added a small amount of new mini POIs throughout the map. Rocks and grass should blend much better. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Afterwards it becomes AAS,(assuming if you remember the next objective location). 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. 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 a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck.
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