Both locations will now use the IFV icon. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Updated flag capture rate scaling values. Admin Commands. The oldest notifications will be removed to make room for new ones. 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 . 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. RAAS v01. Increased intensity of peripheral vision blur when using zoom optics. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Some layers will continue to receive tweaks and improvements in the future. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Updated CAF arid uniforms textures to look more authentic. Added a new deployable rickety wooden watchtower with camo nets for Militia. RAAS v05. !vote end - Gently ends the current vote and announces the winner layer. . Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. RAAS works for the first 5 to 20 mins into the game. 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. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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. Most night layers are now brighter in general. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Fixed a minor issue with dirty toilet water seeping through the wall. Fixed a common Server crash related to SQMapMarkerManager. 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. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. 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). Added a road connection between Niva Upper and Train Bridge. Updated Mestia Invasion v1 to now use Mid Day Lighting. Fixed an issue with road/railroad culling distances being very low. Adjusted the Goose Bay map camera location. Fixed some floating grass at grid F5-5-8. RAAS v03. 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 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. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed an issue with foliage popup at close distance. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Potential Fix for a client crash related to audio and gun sounds. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Please note that the associated quality and performance tradeoffs have similarly changed. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Updated Mestia Skirmish v1 to now use Overcast Lighting. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. The quality and performance cost of this effect are controlled by Post Process Quality. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Updated landscape to be rockier across the entire landscape. Complete rework of Squads approach to dynamic shadows. You may want to raise or lower your graphics settings from what you used before this update. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Updated the HAB ghost placement mesh to include exit point indicators. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. My suggestion? Updated Yehorivka to use a new road material. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. optimized the LODs on the Coal Tipple Building. Also updated is the Buddy Boost feature, with a focus on making it easier to use. more than 100 rounds if they respawn with an empty kit. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Fixed an issue with various foliage clipping through buildings. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. It is the third update of the year (not counting Hotfixes). 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. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. RAAS v03. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Some of the changes since you last saw me on the wrench: 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. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. . Fixed an issue with untextured rubble walls at multiple locations. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. 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. Updated map to use new grass & adjusted the scale of the grass. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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. etc.) Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. No ticket gain from capturing flags (normally +60). Fixed hundreds of foliage visual issues. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). 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. Updated Terrain shadows to now render out to 8km. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. TC v2. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. RAAS v09. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Improved the way texture resolution scales down at distance. Fixed floating foliage at various locations. Fixed an issue with z-fighting decals on hangars. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Upgrade package for defensive deployables. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed a wall segment having a missing face at grid I7-8-9. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Setting it to Low will disable the effect altogether. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. 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. 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. Squad Lanes has destroyed RAAS layer. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Adjusted grass heights to create less excessively high grass. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. We will keep you informed if this happens. Squad Lanes has destroyed RAAS layer. RAAS v08. 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 a minor visual issue with a corner brick wall asset having a bad UV material. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed an exploitable non-enterable room to prevent radio placement. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. This issue is a high priority to fix and. RAAS v04. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. This led to issues with flag distances and fairness, so it was changed to a lane system. The update also brings an overhaul of how the game handles lighting. This was a legacy issue that has been tough to isolate. This usually resulted in putting a soldier up in the air, followed by a fall to their death. 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. 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. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Expanded the road network around Kropy and Zolata POIs. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated and optimised deployable sandbag destruction FX. Fixed smoothing groups, fixed dark baked in shadows in windows &. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Adjusted and replaced some ambient sounds. 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. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. We have not been able to reproduce this issue since the fix was implemented. RAAS v12. Adjusted the CAF C9A2 LMG front sight to a more accurate model. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed a potentially exploitable issue with server fire projectile IDs. 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. RAAS v07. This addressed a number of visual bugs. 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. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. This is intended for very old systems for which Low settings are still not sufficient. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. RAAS v02. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. 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 issue with shiny roads on several maps. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Skirmish v1. Complete overhaul of the technical and artistic approach to lighting. deployables to be placed intention is to disallow all deployables in the sewers. !vote restart - Restarts voting with 6 random maps and modes. 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. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed some areas where foliage bushes was clipping into houses. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Others can still hear them when they talk. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. 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. 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. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. No change in all vanilla settings. Fixed a minor issue with floating grass in the Tunnel. MEA Protection zones no-deploy zone was reduced from 150m to 80m. 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. Fixed exploitable cliffs near Russian Outpost POI. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Fixed an issue with dithered temporal AA glass shaders. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Clarified the requirement for Combat Engineer explosives. before taking any other troubleshooting steps. Fixed LODs before imposter on Beech/Oak trees. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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. Fixed an issue with a bad texture assignment on certain brick walls. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Currently, this primarily affects the complexity of the Landscape. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Adjusted all SL Rifles to now show + Tracer on their HUD names. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. 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. 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 Fixed floating rocks at grid G6-8-8, F8-8-9. TC v1. Rocks and grass should blend much better. Those who know about it anticipate and destroy maps. TC v2. 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. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. . Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Note: autocannon are unchanged and still use a 50cm kill zone radius. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. 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. Adjusted the corn and wheat fields to remove the short grass. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. 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. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Added various types of additional cover to various central locations. Expanded the road network northwest of Mogiliovo POI. These are 100 round box mags. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Tessellation itself has also been significantly optimized. Fixed a collision clipping issue with the rusty railing material and decal. 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. RAAS v11. Players who are experiencing issues after the update, be sure to go to Settings ->. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. The collision should now better match the visual mesh. 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. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). 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.
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