Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed an issue with tall buildings culling inapporpriately. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. To halt their advance, a NATO carrier group has been . Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. 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. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed an issue with small ground clutter/rocks having too short of a culling range. 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. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. This is intended to give low-end hardware more performance options. And it accomplishes this. These are 100 round box mags. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Updated the way armor meshes react to damage traces from explosions. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. optimized the LODs on the Coal Tipple Building. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Upgrade package for defensive deployables. We have updated the capture speed to scale with the number of players. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Updated and optimised deployable sandbag destruction FX. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Easily installed this mod works to correct debilitating Raas layers. 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. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. The recommended solution, for now, is to run Squad in the Borderless mode. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. 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. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. 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. 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 the minimap with intent to make height more readable, minimap also now features trees. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Added a Material Quality graphics setting. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Fixed an issue with vehicles sometimes floating when they first spawn. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. TC v1. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Expanded the road network around Kropy and Zolata POIs. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Harju. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Adjusted GB FV107s HAT damage modifier. Occasional Player (Client) crashes in various circumstances. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. RAAS v07. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. 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 an issue with Kornet Emplacement, which was not taking HAT damage properly. 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. proportions on the CAF and MEA static flags. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed floating foliage at various locations. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. 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 various types of additional cover to various central locations. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. This has increased both the visual quality and performance cost of particles. This, Player kit role icons are sometimes not being displayed on certain menu screens. It should no longer crash, but we will be monitoring client logs. Usage To use SquadMaps, head to https://squadmaps.com and begin! We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. 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 Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed an issue with the waterfall missing its VFX. 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. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. If you spot any specific errors, please open an issue! Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. 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. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Updated Yehorivka to use a new road material. This new revised landscape should appear more natural, with a minor increase in micro terrain. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Improved the way texture resolution scales down at distance. 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. RAAS v03. Fixed some areas where foliage bushes was clipping into houses. RAAS works for the first 5 to 20 mins into the game. Fixed a common Server crash related to SQMapMarkerManager. Updated Mestia Invasion v1 to now use Mid Day Lighting. 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. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Potential Fix for a client crash related to audio and gun sounds. Fixed an audio issue where double hit sounds would play for soldiers. 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. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Updated Shadows now render out to 1km at all graphics settings. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fixed an issue with the Castle POI walls culling too soon. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed a minor issue with a floating rock at grid D13-8-9. Updated minimap with intent to make height more readable, also now features trees. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Squad Lanes has destroyed RAAS layer. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Squad Lanes has destroyed RAAS layer. This is an inherent problem, and the solution is currently in long-term development. Fixed an issue with a static shovel floating at grid D7-8-5. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Local/Offline issues currently have a lower priority. Removed most artificial colour-grading. If you experience any issues with the latest update please contact our Support Team (Link URL). No change in all vanilla settings. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. RAAS v02. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Updated brick tower at grid O13-4-6, interior ladders have been removed. Improved and optimized texture quality scaling. Updated landscape to be rockier across the entire landscape. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed a minor visual issue with a corner brick wall asset having a bad UV material. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Clarified the requirement for Combat Engineer explosives. Fixed an issue with a floating Road grid J10-2-1. !vote end - Gently ends the current vote and announces the winner layer. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed a z-fighting column at the warehouse. Added a small amount of new mini POIs throughout the map. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. This will be addressed in a future update. Fixed the issue with modded custom factions causing an infinite loading screen. 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. 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). RAAS v07. Fixed an issue with some fences culling at too short-range at grid H10-3-5. 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Adjusted the grass materials to better match the landscape. 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). HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Adjusted the building in grid F8-4-9 to now have an open access point. RAAS v12. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 RAAS v09. RAAS v04. 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. We are continuously working to improve server performance and optimization. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Both locations will now use the IFV icon. Increased the update rate of particles at all quality levels. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. The map was added into the game in the Alpha 14 (June 6, 2019) update. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated ragdoll motors to create a more realistic death with the pose being maintained. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Updated point capture speed to scale by the number of players. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. All armor piercing projectiles use another set of piercing more destructive sounds. TC v2. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. 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. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed floating shovel and no water sfx sound on inlet. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. 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.
Are You A Vampire Or Werewolf Buzzfeed,
Where Are Terrace Seats At American Family Field?,
Subway Dress Code Piercings,
Girl Jumps Off Bridge Yesterday,
Wreck On 627 Winchester, Ky,
Articles S