Fixed floating rocks at grid G6-8-8, F8-8-9. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. RAAS v08. 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. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed an issue at the NW Main with an unintended burning fire sound in the area. SquadMaps: All maps and layers in Squad. 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 the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. This is intended to give low-end hardware more performance options. It is the third update of the year (not counting Hotfixes). Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. GB FV510 IFV was particularly susceptible to this issue. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. For example lets take Mutaha. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. 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. The root cause of this issue was addressed by a change to the way penetration is handled. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Added new explosive splash damage against infantry upon vehicle destruction. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. This. 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. Improved the micro terrain across the entire landscape. This crash is currently not reproducible. !vote end - Gently ends the current vote and announces the winner layer. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. 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. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Expanded the road network around Kropy and Zolata POIs. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. 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). Fixed multiple piles of incorrectly textured boulders. We will keep you informed if this happens. Fixed a minor issue with dirty toilet water seeping through the wall. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Fixed an issue with the waterfall missing its VFX. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Updated the minimap with intent to make height more readable, minimap also now features trees. Added a new road connection between the Bunker and Train Bridge OP. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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. Reply Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. 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. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. 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. (APFSDS rounds etc.). Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. TC v1. SquadMaps is a website to display all the maps and layers in Squad. 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. Cooldown does not affect markers placed through the map. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed an issue with road/railroad culling distances being very low. Fixed a potentially exploitable issue with server fire projectile IDs. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. This is intended for very old systems for which Low settings are still not sufficient. Complete overhaul of the technical and artistic approach to lighting. 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. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Adjusted and replaced some ambient sounds. Now they should block traces with the visibility channel. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. a UGL impact getting perceived the same as a Tandem rocket). This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Updated a few maps to use new grass. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. 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. This led to issues with flag distances and fairness, so it was changed to a lane system. All UGL / Frags now use a new light impact sound. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Adjusted the corn and wheat fields to remove the short grass. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Fixed an issue with tall buildings culling inapporpriately. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Skirmish v1. 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. 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). Fixed a z-fighting column at the warehouse. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Potential Fix for a client crash related to network messages when joining a squad. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. garding exported NetGUIDs and Seamless Travel. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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). Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Occasional Player (Client) crashes in various circumstances. Fixed a sidewalk using an incorrect material. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. 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. Chora RAAS v3 features old school F88 Rifles. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. 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. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Low is now much lower, and High/Epic is much higher. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed some road intersections that were not blending correctly. Adjusted several CPs capture areas to better match the POI layouts. Most night layers are now brighter in general. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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). AAS v1. 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 the building in grid F8-4-9 to now have an open access point. Fixed an audio issue where double hit sounds would play for soldiers. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Textures do not become excessively blobby at lower settings. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. These are 100 round box mags. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed an issue with a bad texture assignment on certain brick walls. Initial Neutral flags have an additional 1.3x speed multiplier. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed a minor issue with floating grass in the Tunnel. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. No ticket gain from capturing flags (normally +60). Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed incorrect shading on several landscapes. 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. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed an issue with the Castle POI walls culling too soon. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed an issue with z-fighting decals on hangars. 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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 a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. This may not provide a benefit on all computers. In 2 . Updated soldier stamina to no longer regenerate during vaulting and climbing. The fix attempt. etc.) The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Improved the visibility of muzzle flashes. These are the 200 round box mags. Added new landscape shader & landscape textures. 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. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. This is a long-time legacy bug that has been difficult to reproduce reliably. Currently, this primarily affects the complexity of the Landscape. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. 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. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Adjusted Sumari AAS v2 vehicle layout to not include APCs. This patch adds the new Harju Map to the game. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Updated binoculars with new zoom in/ zoom out sounds. RAAS v01. Capture Speed Scaling was added in v2.14. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. proportions on the CAF and MEA static flags. 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. 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. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. RAAS v06. Updated HUD notifications to cap the maximum number of notifications to 4. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Added a Tessellation graphics toggle. 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 will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. 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.
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