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 gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. This is also intended to increase chances of Attacker success on first Capture Points. Please play Squad on a system that meets or exceeds our min spec. 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. Updated the way armor meshes react to damage traces from explosions. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Updated Belaya to use a new landscape renderer. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Added various types of additional cover to various central locations. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed LODs before imposter on Beech/Oak trees. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Ticket loss from losing the flag is still the same (-10 tickets). Fixed an issue with vehicles sometimes floating when they first spawn. Fallujah Fixed a detached wall segment at grid G5-3-2. Updated ragdoll motors to create a more realistic death with the pose being maintained. 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 on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. We have not been able to reproduce this issue since the fix was implemented. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. 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 some minor visual issues with the Scots Pine bush LODs and normals. 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. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed an issue with various buildings and foliage culling too quickly. The oldest notifications will be removed to make room for new ones. 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. Fixed smoothing groups, fixed dark baked in shadows in windows &. RAAS v12. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Updated and optimised deployable sandbag destruction FX. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. 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. Fixed an issue with tall buildings culling inapporpriately. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Harju. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. !vote end - Gently ends the current vote and announces the winner layer. 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 map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. 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. These are the 200 round box mags. 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 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. 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. The audio module for Squad is initialized at the game start. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. TC v1. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Fixed the issues with the backdrop mountains texture. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Complete overhaul of the technical and artistic approach to lighting. 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. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. 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 (. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Updated minimap with intent to make height more readable, also now features trees. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. This crash is currently not reproducible. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. USA now has 2x M939. Updated Yehorivka to use a new road material. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed some road intersections that were not blending correctly. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Increased the turret health to match the INS T62. 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. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Added a new road connection between the Bunker and Train Bridge OP. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. RAAS works for the first 5 to 20 mins into the game. 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. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Alt-tabbing out of Squad during a loading screen freezes the Player (client). 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! 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 v09. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. TC v1. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Clarified the requirement for Combat Engineer explosives. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed an issue with the Castle POI walls culling too soon. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed issue with shiny roads on several maps. Fixed floating foliage at various locations. . This issue is a high priority to fix and. . AAS v1. 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 the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. This has increased both the visual quality and performance cost of particles. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. 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 minimap with the intent to make height more readable, minimap now also features trees. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. RAAS v06. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Rocks and grass should blend much better. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Vehicle Reset Feature does not currently work with Helicopters. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). 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. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Also. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. If you experience any issues with the latest update please contact our Support Team (Link URL). RAAS v02. Easily installed this mod works to correct debilitating Raas layers. Occasionally a player does not spawn at a Rally Point. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. 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. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. !vote start - Starts a vote with 6 layers, random modes. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. 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. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Adjusted and replaced some ambient sounds. The effect now smoothly fades in and out. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. RAAS v08. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. RAAS v05. This may not provide a benefit on all computers. Fixed an issue with z-fighting decals on hangars. Setting it to Low will disable the effect altogether. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map.
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