turret was disabled and therefore stabilisation was disabled. Fixed an issue with various foliage clipping through buildings. 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. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Now they should block traces with the visibility channel. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Squad Lanes has destroyed RAAS layer. 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 deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. This led to issues with flag distances and fairness, so it was changed to a lane system. . Textures do not become excessively blobby at lower settings. Ticket loss from losing the flag is still the same (-10 tickets). 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. A complete dictionary of Squad Maps and layers available in-game. 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. AAS . The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Updated the water material to better match the new lighting. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). RAAS v07. It is the third update of the year (not counting Hotfixes). before taking any other troubleshooting steps. Admin Commands. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Fallujah Fixed a detached wall segment at grid G5-3-2. It should no longer crash, but we will be monitoring client logs. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. 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. This, Player kit role icons are sometimes not being displayed on certain menu screens. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. RAAS v01. Skirmish v1. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Added a new deployable fortified HASCO Observation Tower for all conventional factions. RAAS v04. Updated Terrain shadows to now render out to 8km. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. RAAS v02. Squad Lanes has destroyed RAAS layer. Updated Yehorivka to use a new road material. 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. Upgrade package for defensive deployables. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. 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! Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. 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. Fixed some minor visual issues with the Scots Pine bush LODs and normals. 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. TC v2. Note: autocannon are unchanged and still use a 50cm kill zone radius. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. !vote restart - Restarts voting with 6 random maps and modes. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. 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. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Added a Material Quality graphics setting. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Soldier stamina regeneration will be paused until these actions complete. 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. This will be addressed in a future update. Fixed an exploitable non-enterable room to prevent radio placement. Fixed incorrect shading on several landscapes. Added various types of additional cover to various central locations. Stamina cost for these actions has also been increased. Removed most artificial colour-grading. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). !vote end - Gently ends the current vote and announces the winner layer. For example lets take Mutaha. Updated soldier stamina to no longer regenerate during vaulting and climbing. Easily installed this mod works to correct debilitating Raas layers. Tessellation itself has also been significantly optimized. AAS . 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 an issue with road/railroad culling distances being very low. Fixed a minor issue with floating grass in the Tunnel. Added a new experimental Tire Fire deployable for Insurgents. Updated the landscape terrain shader to a new and improved version. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Fixed an audio issue where double hit sounds would play for soldiers. This may not provide a benefit on all computers. You may want to raise or lower your graphics settings from what you used before this update. GB FV510 IFV was particularly susceptible to this issue. garding exported NetGUIDs and Seamless Travel. Chora RAAS v3 features old school F88 Rifles. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Adjusted the grass materials to better match the landscape. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. If you spot any specific errors, please open an issue! Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. 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. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Occasional Player (Client) crashes in various circumstances. Please play Squad on a system that meets or exceeds our min spec. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Adjusted GB FV107s HAT damage modifier. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Updated Belaya to use a new landscape renderer. Updated the MEA G3 Rifle series firing sounds. 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. . While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. This new revised landscape should appear more natural, with a minor increase in micro terrain. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Squad Lanes has destroyed RAAS layer. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. 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. Fixed an issue with a wall sticking through a building at grid C4-2-4. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. All armor piercing projectiles use another set of piercing more destructive sounds. 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 material LOD issue on the large garage at USA Main and the village houses. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. 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. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. 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. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Adjusted the Goose Bay map camera location. This. Squad's RAAS system was originally based only on depth. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Create Infographic with the information below: Added a Depth of Field (DoF) effect. The audio module for Squad is initialized at the game start. 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. 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. (APFSDS rounds etc.). . Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. 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. 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 a floating concrete platform at Shipping Yard grid G3-7-5. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). 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 thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. 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. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. 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. 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. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Improved the visibility of muzzle flashes. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. RAAS v09. The map was added into the game in the Alpha 14 (June 6, 2019) update. Updated Mestia Invasion v1 to now use Mid Day Lighting. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. The root cause of this issue was addressed by a change to the way penetration is handled. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Hopefully, this issue should be resolved now. Fixed an issue at the Old Hospital POI with wall alignment. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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. Added a new road connection between the Bunker and Train Bridge OP. At higher quality, textures remain at full resolution further into the distance. This is intended to make deployable fortifications more resilient. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed an issue with z-fighting decals on hangars. Those who know about it anticipate and destroy maps. Fixed an issue with dithered temporal AA glass shaders. The collision should now better match the visual mesh. This was a legacy issue that has been tough to isolate. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles.
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