Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. We have updated the capture speed to scale with the number of players. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Localization for most language translations is currently out of date. AAS v1. RAAS v08. RAAS v05. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. 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. 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. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. It is the third update of the year (not counting Hotfixes). All tank rounds are using the existing sounds that youve heard. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed a potentially exploitable issue with server fire projectile IDs. Updated Belaya to use a new landscape renderer. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Some of the changes since you last saw me on the wrench: This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Tessellation itself has also been significantly optimized. Expanded the road network northwest of Mogiliovo POI. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. 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. Adjusted several CPs capture areas to better match the POI layouts. 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. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. GB FV510 IFV was particularly susceptible to this issue. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Optimized the sky textures, which previously could cause system hitching on older hardware. Added a new deployable fortified HASCO Observation Tower for all conventional factions. In 2 . turret was disabled and therefore stabilisation was disabled. USA now has 2x M939. garding exported NetGUIDs and Seamless Travel. 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 faction vehicle layout on Tallil RAAS v1. Fixed an issue at the Old Hospital POI with wall alignment. Potential Fix for a client crash related to network messages when joining a squad. Hawks layer pack, the next generation of squad gameplay. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. 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 the issue with modded custom factions causing an infinite loading screen. 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. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. This draws focus to the action and enhances the look of visual effects. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Adjusted the corn and wheat fields to remove the short grass. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Updated flag capture rate scaling values. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Complete overhaul of the technical and artistic approach to lighting. Fixed exploitable cliffs near Russian Outpost POI. Adjusted the grass materials to better match the landscape. Fixed an issue with tall buildings culling inapporpriately. Fixed a wall segment having a missing face at grid I7-8-9. A complete dictionary of Squad Maps and layers available in-game. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed an issue with the Castle POI walls culling too soon. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Updated minimap with intent to make height more readable, also now features trees. Also added more opacity at further LODs. RAAS v01. 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! Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Server performance may periodically dip when a server has a high population and high load. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. This is intended to make deployable fortifications more resilient. These are the 200 round box mags. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Fixed floating shovel and no water sfx sound on inlet. Updated ragdoll motors to create a more realistic death with the pose being maintained. We are continuously working to improve server performance and optimization. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. This is intended to give low-end hardware more performance options. Updated binoculars with new zoom in/ zoom out sounds. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. SquadMaps is a website to display all the maps and layers in Squad. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Increased the update rate of particles at all quality levels. This was a legacy issue that has been tough to isolate. 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. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. 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. !vote cancelauto - Cancel scheduled automatic start of vote. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed an issue at the NW Main with an unintended burning fire sound in the area. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Adjusted and replaced some ambient sounds. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed some floating grass at grid F5-5-8. And it accomplishes this. 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. If you experience any issues with the latest update please contact our Support Team (Link URL). All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Others can still hear them when they talk. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Added a Material Quality graphics setting. Updated the HAB ghost placement mesh to include exit point indicators. Fixed a collision clipping issue with the rusty railing material and decal. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Those who know about it anticipate and destroy maps. Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Harju. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. TC v2. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. 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 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. 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. Easily installed this mod works to correct debilitating Raas layers. MEA now has 2x Ural Logi instead of Simir Logi. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Updated the minimap with intent to make height more readable, minimap also now features trees. Low is now much lower, and High/Epic is much higher. RAAS v02. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. RAAS v09. 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. RAAS v09. Reply Soldier stamina regeneration will be paused until these actions complete. 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). This new revised landscape should appear more natural, with a minor increase in micro terrain. 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. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Skirmish v1. 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. 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. 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. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Complete rework of Squads approach to dynamic shadows. Updated the way armor meshes react to damage traces from explosions. Fixed an issue with a static shovel floating at grid D7-8-5. The fix attempt. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. 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). This will be addressed in a future update. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Optimization: Blur shader no longer costs performance when not in ADS. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. 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. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Added a small amount of new mini POIs throughout the map. 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. 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.
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