Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. 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. 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 potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. We now achieve the desired look using lighting alone, which preserves detail. RAAS v11. 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. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Updated Belaya to use a new landscape renderer. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed an issue with foliage popup at close distance. Updated the HAB ghost placement mesh to include exit point indicators. A complete dictionary of Squad Maps and layers available in-game. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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). Others can still hear them when they talk. Adjusted the grass materials to better match the landscape. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. 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! Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a z-fighting column at the warehouse. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated CAF weapon text description in the role loadout screen. . As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed floating foliage at various locations. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. A "lock" icon will appear over a capture zone when a team . 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. This is an inherent problem, and the solution is currently in long-term development. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Fixed an issue with vehicles sometimes floating when they first spawn. Those who know about it anticipate and destroy maps. 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. Please play Squad on a system that meets or exceeds our min spec. Admin Commands. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Occasionally a player does not spawn at a Rally Point. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Fixed an issue with a floating Road grid J10-2-1. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. 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. Adjusted the corn and wheat fields to remove the short grass. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. In the future, restriction zone functionality may be extended to some of our larger maps as well. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Local/Offline Bug with Commander CAS does not do damage in local. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. At higher quality, textures remain at full resolution further into the distance. The update also brings an overhaul of how the game handles lighting. Updated minimap with intent to make height more readable, also now features trees. 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. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. before taking any other troubleshooting steps. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Low is now much lower, and High/Epic is much higher. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed an issue with dithered temporal AA glass shaders. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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 new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. RAAS v02. Updated all muzzle flashes to be larger, brighter, and more consistent. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. Updated CAF arid uniforms textures to look more authentic. 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 a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed an issue with terrain clipping into a building at grid D3-3-6. 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. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. The fix attempt. RAAS v09. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. 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 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. 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 . Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. RAAS v01. No ticket gain from capturing flags (normally +60). Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Added a new deployable rickety wooden watchtower with camo nets for Militia. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue with road/railroad culling distances being very low. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Fixed an issue with a bad texture assignment on certain brick walls. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. 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. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. SquadMaps is a website to display all the maps and layers in Squad. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). WoodenQuality5099 25 days ago However it's not truly random. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated a few maps to use new grass. Optimization: Blur shader no longer costs performance when not in ADS. Fixed a minor issue with floating grass in the Tunnel. Fixed an exploitable non-enterable room to prevent radio placement. Fixed smoothing groups, fixed dark baked in shadows in windows &. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. The map was added into the game in the Alpha 14 (June 6, 2019) update. Expanded the road network around Kropy and Zolata POIs. AAS v1. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed an issue with a rock having collision problems at grid F4-7-4. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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 some fences culling at too short-range at grid H10-3-5. These are the 200 round box mags. garding exported NetGUIDs and Seamless Travel. Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. If you experience any issues with the latest update please contact our Support Team (Link URL). Updated Anvil loading screen music to use its own unique theme. RAAS v02. This, Player kit role icons are sometimes not being displayed on certain menu screens. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. . Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. More details below: Removed the force which previously prevented infantry from standing on each others heads. Mention the demotion if you are no longer the FTL. For example lets take Mutaha. Tunnels are now darker in general, to better represent these CQB areas. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. The audio module for Squad is initialized at the game start. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. This will be addressed in a future update. 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 minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Updated the way armor meshes react to damage traces from explosions. 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. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Potential Fix for a client crash related to audio and gun sounds. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. 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. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. 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. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. 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.
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