Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. optimized the LODs on the Coal Tipple Building. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. We will keep you informed if this happens. Updated a few maps to use new grass. Deployment Also adjusted the volume of 50cal hit sounds against a Minsk. Skirmish v1. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed an issue with various foliage clipping through buildings. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). MEA now has 2x Ural Logi instead of Simir Logi. Fixed an audio issue where double hit sounds would play for soldiers. Reduced the hollow tube effect. 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). Ticket loss from losing the flag is still the same (-10 tickets). Fixed an issue with untextured rubble walls at multiple locations. Added various types of additional cover to various central locations. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Updated CAF weapon text description in the role loadout screen. RAAS v11. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. 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. RAAS v12. 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. It is the third update of the year (not counting Hotfixes). Added a new road connection between the Bunker and Train Bridge OP. Fixed an issue with dithered temporal AA glass shaders. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. 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. Optimization: Blur shader no longer costs performance when not in ADS. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. You may want to raise or lower your graphics settings from what you used before this update. This, Player kit role icons are sometimes not being displayed on certain menu screens. A complete dictionary of Squad Maps and layers available in-game. Added a new deployable fortified HASCO Observation Tower for all conventional factions. RAAS v01. Fixed multiple piles of incorrectly textured boulders. Added a road connection between Niva Upper and Train Bridge. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. The audio module for Squad is initialized at the game start. Server performance may periodically dip when a server has a high population and high load. This is also intended to increase chances of Attacker success on first Capture Points. 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. RAAS v06. Fixed an issue with a static shovel floating at grid D7-8-5. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Updated minimap with the intent to make height more readable, minimap now also features trees. 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 issue with shiny roads on several maps. 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. We are continuously working to improve server performance and optimization. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am Squad Lanes has destroyed RAAS layer. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed a common Server crash related to SQMapMarkerManager. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed an issue with a bad texture assignment on certain brick walls. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. TC v1. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Improved the micro terrain across the entire landscape. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. . RAAS v02. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Increased the turret health to match the INS T62. 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. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Adjusted several CPs capture areas to better match the POI layouts. Fixed exploitable cliffs near Russian Outpost POI. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. All UGL / Frags now use a new light impact sound. Updated all muzzle flashes to now kick up much more dust after sustained firing. Improved and optimized texture quality scaling. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. 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. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. !vote restart - Restarts voting with 6 random maps and modes. 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 . Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Fixed an issue with tall buildings culling inapporpriately. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. RAAS v11. Some of the changes since you last saw me on the wrench: This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Only the admin cam has special caster features. Also. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. RAAS v05. And it accomplishes this. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. !vote cancel - Cancels current round of voting. This. This allows a 120s AAS flag to be captured in as little as 80s. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Fixed floating rocks at grid G6-8-8, F8-8-9. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. RAAS v06. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. . Potential Fix for a client crash related to network messages when joining a squad. Easily installed this mod works to correct debilitating Raas layers. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Vehicle Reset Feature does not currently work with Helicopters. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed a z-fighting column at the warehouse. 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. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed an issue with the corn crops so that their LOD transition is not as obvious. AAS v1. At higher quality, textures remain at full resolution further into the distance. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Updated the MEA G3 Rifle series firing sounds. The oldest notifications will be removed to make room for new ones. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed an issue at the Old Hospital POI with wall alignment. Updated ragdoll motors to create a more realistic death with the pose being maintained. Adjusted Sumari AAS v2 vehicle layout to not include APCs. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. The update also brings an overhaul of how the game handles lighting. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed an issue with the Castle POI walls culling too soon. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Updated minimap with intent to make height more readable, also now features trees. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Potential Fix for a client crash related to audio and gun sounds. Fixed the issue with modded custom factions causing an infinite loading screen. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. The quality and performance cost of this effect are controlled by Post Process Quality. Occasionally a player does not spawn at a Rally Point. Local/Offline Bug with Commander CAS does not do damage in local. Fixed a minor issue with a floating rock at grid D13-8-9. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. This patch adds the new Harju Map to the game. This will be addressed in a future update. This was a legacy issue that has been tough to isolate. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed some road intersections that were not blending correctly. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Updated Anvil loading screen music to use its own unique theme. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. 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. 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. This is intended to give low-end hardware more performance options. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. 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). Added new landscape shader & landscape textures. Updated and optimised deployable sandbag destruction FX. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. TC v2. We have completely reworked the games handling of dynamic shadows. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Updated the way armor meshes react to damage traces from explosions. 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.

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