Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Added a new road connection between the Bunker and Train Bridge OP. This is intended to give low-end hardware more performance options. RAAS v08. RAAS v06. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. Updated the HAB ghost placement mesh to include exit point indicators. Note: autocannon are unchanged and still use a 50cm kill zone radius. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. 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). Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Mention the demotion if you are no longer the FTL. Fixed incorrect shading on several landscapes. a UGL impact getting perceived the same as a Tandem rocket). Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Added a Tessellation graphics toggle. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. RAAS v06. Updated the minimap with intent to make height more readable, minimap also now features trees. 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. 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. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. 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. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. RAAS works for the first 5 to 20 mins into the game. Fixed a common Server crash related to SQMapMarkerManager. Tessellation itself has also been significantly optimized. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. SFX bug while Firing in full auto. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Local/Offline Bug with Commander CAS does not do damage in local. Updated Mestia Skirmish v1 to now use Overcast Lighting. Updated the way armor meshes react to damage traces from explosions. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. deployables to be placed intention is to disallow all deployables in the sewers. OWI need to nerf Squad lanes : r/joinsquad - reddit This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. 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. 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Updated and optimised deployable sandbag destruction FX. TC v1. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Adjusted several CPs capture areas to better match the POI layouts. Also adjusted the volume of 50cal hit sounds against a Minsk. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Squad's RAAS system was originally based only on depth. Skorpo - Official Squad Wiki 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. turret was disabled and therefore stabilisation was disabled. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Squadlanes (Squad v4.0) Steam Workshop::Squad Masters - Mod [SQ v4.2] Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. The update also brings an overhaul of how the game handles lighting. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). MEA now has 2x Ural Logi instead of Simir Logi. RAAS v07. Squad: New Harju Map Added in Update v3.4 | Player.One Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. RAAS v07. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Stamina cost for these actions has also been increased. 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). Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Adjusted the corn and wheat fields to remove the short grass. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Updated binoculars with new zoom in/ zoom out sounds. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Usage To use SquadMaps, head to https://squadmaps.com and begin! RAAS v01. 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. If you experience any issues with the latest update please contact our Support Team (Link URL). WoodenQuality5099 25 days ago However it's not truly random. In 2 . However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! My suggestion? Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. 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. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. 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. Updated ragdoll motors to create a more realistic death with the pose being maintained. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted GB FV107s HAT damage modifier. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Updated Anvil loading screen music to use its own unique theme. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Rocks and grass should blend much better. 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. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed issue with shiny roads on several maps. Fixed the issue with modded custom factions causing an infinite loading screen. Skirmish v1. Chora RAAS v3 features old school F88 Rifles. MEA Protection zones no-deploy zone was reduced from 150m to 80m. RAAS v08. Currently, this primarily affects the complexity of the Landscape. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . 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. 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. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. 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 v2. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. AAS . All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Goose Bay Fixed various floating grass. Squad Update v3.0 Release Notes ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. This also helps reduce the perceived smudgyness of anti-aliasing. Expanded the road network northwest of Mogiliovo POI. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Clarified the requirement for Combat Engineer explosives. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. It is the third update of the year (not counting Hotfixes). 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. Kamdesh RAAS v6 new layout with 1 pre-captured flag. 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 Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Fixed a potentially exploitable issue with server fire projectile IDs. #5. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Also. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. This addressed a number of visual bugs. 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. Fallujah Fixed a detached wall segment at grid G5-3-2. garding exported NetGUIDs and Seamless Travel. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Setting it to Low will disable the effect altogether. Fixed a wall segment having a missing face at grid I7-8-9. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed an issue with foliage popup at close distance.
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