Updated the way armor meshes react to damage traces from explosions. RAAS v01. The audio module for Squad is initialized at the game start. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. The new map is set on the southern coastline of Finland. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. The recommended solution, for now, is to run Squad in the Borderless mode. . All UGL / Frags now use a new light impact sound. The update also brings an overhaul of how the game handles lighting. Updated Yehorivka to use a new road material. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Updated Mestia Skirmish v1 to now use Overcast Lighting. Textures do not become excessively blobby at lower settings. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. RAAS v02. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Both locations will now use the IFV icon. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Adjusted GB FV107s HAT damage modifier. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed an issue with road/railroad culling distances being very low. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. This addressed a number of visual bugs. 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. Updated minimap with the intent to make height more readable, minimap now also features trees. Squad's 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 point capture speed to scale by the number of players. 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. A complete dictionary of Squad Maps and layers available in-game. Squad Lanes has destroyed RAAS layer. Updated the water material to better match the new lighting. Improved the way texture resolution scales down at distance. We are continuously working to improve server performance and optimization. Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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). Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. 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. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. 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. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). . Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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. It is the third update of the year (not counting Hotfixes). 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. RAAS v09. Currently, this primarily affects the complexity of the Landscape. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed the issue with modded custom factions causing an infinite loading screen. Updated Terrain shadows to now render out to 8km. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Occasional Player (Client) crashes in various circumstances. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. SFX bug while Firing in full auto. 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. 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. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. (APFSDS rounds etc.). Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Updated soldier stamina to no longer regenerate during vaulting and climbing. It should no longer crash, but we will be monitoring client logs. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Squad Lanes has destroyed RAAS layer. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. 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. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. This means it will not be possible to destroy these vehicles by hitting only their turret. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed multiple piles of incorrectly textured boulders. TC v2. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. proportions on the CAF and MEA static flags. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. 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 Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. RAAS v01. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Rocks and grass should blend much better. This will be addressed in a future update. 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 an issue with a rock having collision problems at grid F4-7-4. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Adjusted several CPs capture areas to better match the POI layouts. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. 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. 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. These are 100 round box mags. Updated HUD notifications to cap the maximum number of notifications to 4. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Updated brick tower at grid O13-4-6, interior ladders have been removed. Updated Anvil loading screen music to use its own unique theme. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Reduced the hollow tube effect. 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. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. 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). Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Those who know about it anticipate and destroy maps. 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 a collision clipping issue with the rusty railing material and decal. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). 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. 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. We have completely reworked the games handling of dynamic shadows. !vote cancelauto - Cancel scheduled automatic start of vote. Occasionally a player does not spawn at a Rally Point. Fixed a minor issue with floating grass in the Tunnel. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Updated CAF Commander CAS to now use CF-18 rocket strike. 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. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated the minimap with intent to make height more readable, minimap also now features trees. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed some areas where foliage bushes was clipping into houses. RAAS v02. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Optimized the sky textures, which previously could cause system hitching on older hardware. Those who know about it anticipate and destroy maps. Added a new experimental Tire Fire deployable for Insurgents. Fixed an issue with dithered temporal AA glass shaders. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. 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. This is intended to give low-end hardware more performance options. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Updated the MEA G3 Rifle series firing sounds. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next.
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