Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Updated the HAB ghost placement mesh to include exit point indicators. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. 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. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. 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. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. AAS v1. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed an issue with the waterfall missing its VFX. 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 a bad texture assignment on certain brick walls. The new map is set on the southern coastline of Finland. 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. 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. SquadMaps is a website to display all the maps and layers in Squad. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. This is intended to make deployable fortifications more resilient. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed an issue with road/railroad culling distances being very low. Updated CAF Commander CAS to now use CF-18 rocket strike. These are 100 round box mags. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Local/Offline Bug with Commander CAS does not do damage in local. 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. Updated map to use new grass & adjusted the scale of the grass. Fixed an issue with various foliage clipping through buildings. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Updated all muzzle flashes to be larger, brighter, and more consistent. 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. 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. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Server performance may periodically dip when a server has a high population and high load. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. MEA now has 2x Ural Logi instead of Simir Logi. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. 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. Updated soldier stamina to no longer regenerate during vaulting and climbing. 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. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Stamina cost for these actions has also been increased. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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 Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. a UGL impact getting perceived the same as a Tandem rocket). Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Increased the update rate of particles at all quality levels. Adjusted the faction vehicle layout on Tallil RAAS v1. 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 several CPs capture areas to better match the POI layouts. Fixed an issue with the Castle POI walls culling too soon. 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. #5. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). Also added more opacity at further LODs. 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. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. 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. Optimization: Blur shader no longer costs performance when not in ADS. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Currently, this primarily affects the complexity of the Landscape. 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. It is the third update of the year (not counting Hotfixes). Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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 vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Updated ragdoll motors to create a more realistic death with the pose being maintained. Complete overhaul of the technical and artistic approach to lighting. This can be changed in Settings -> Graphics. Initial Neutral flags have an additional 1.3x speed multiplier. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. 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. Some layers will continue to receive tweaks and improvements in the future. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. SquadMaps: All maps and layers in Squad. 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. 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. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Players who are experiencing issues after the update, be sure to go to Settings ->. Updated all muzzle flashes to now kick up much more dust after sustained firing. 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. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Updated a few maps to use new grass. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Updated Shadows now render out to 1km at all graphics settings. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Textures do not become excessively blobby at lower settings. RAAS v09. Updated Terrain shadows to now render out to 8km. This patch adds the new Harju Map to the game. Fixed an issue with foliage popup at close distance. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). RAAS v12. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed a material LOD issue on the large garage at USA Main and the village houses. 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. At higher quality, textures remain at full resolution further into the distance. Upgrade package for defensive deployables. Deployment 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). The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces RAAS v06. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Added a Material Quality graphics setting. Now they should block traces with the visibility channel. Fixed the Scots Pine tree texture so it is less bright. 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. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Fixed floating foliage at various locations. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. All tank rounds are using the existing sounds that youve heard. RAAS v09. For example lets take Mutaha. A complete dictionary of Squad Maps and layers available in-game. Updated the way armor meshes react to damage traces from explosions. Fixed an issue with tall buildings culling inapporpriately. Fixed an issue with dithered temporal AA glass shaders. All UGL / Frags now use a new light impact sound. With improved shadows and lighting also comes updates to the Graphics Settings Menu. If you spot any specific errors, please open an issue! etc.) Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. 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. Fixed a collision clipping issue with the rusty railing material and decal. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. 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. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. RAAS v06. Improved the way texture resolution scales down at distance. RAAS v04. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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. This issue is a high priority to fix and. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. We have not been able to reproduce this issue since the fix was implemented. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Adjusted grass heights to create less excessively high grass. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Hawks layer pack, the next generation of squad gameplay. This led to issues with flag distances and fairness, so it was changed to a lane system. Improved and optimized texture quality scaling. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. The collision should now better match the visual mesh. Low is now much lower, and High/Epic is much higher. This may not provide a benefit on all computers. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. AAS v1. SFX bug while Firing in full auto. Also. RAAS works for the first 5 to 20 mins into the game. 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. Adjusted the grass materials to better match the landscape. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Updated CAF weapon text description in the role loadout screen. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed floating shovel and no water sfx sound on inlet. RAAS v03. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fallujah Fixed a few locations in sewers that still allowed. Added a new landscape shader and new landscape textures. Rocks and grass should blend much better. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). This, Player kit role icons are sometimes not being displayed on certain menu screens. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Capturing the center flag does not cause any ticket loss or ticket bleed. 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 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. 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. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Those who know about it anticipate and destroy maps. This is an inherent problem, and the solution is currently in long-term development. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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. 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. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Hopefully, this issue should be resolved now. RAAS v12. It should no longer crash, but we will be monitoring client logs. Updated minimap with intent to make height more readable, also now features trees. !vote restart - Restarts voting with 6 random maps and modes. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Harju. RAAS v08. Updated CAF arid uniforms textures to look more authentic. 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. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform.
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