Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. 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). Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). This crash is currently not reproducible. 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. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Updated HUD notifications to cap the maximum number of notifications to 4. 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. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Updated CAF Commander CAS to now use CF-18 rocket strike. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Also added more opacity at further LODs. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed floating rocks at grid G6-8-8, F8-8-9. RAAS v01. Increased intensity of peripheral vision blur when using zoom optics. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Vehicle Reset Feature does not currently work with Helicopters. No ticket gain from capturing flags (normally +60). This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. 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. Initial Neutral flags have an additional 1.3x speed multiplier. This will be addressed in a future update. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. RAAS v07. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. 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. !vote cancelauto - Cancel scheduled automatic start of vote. This addressed a number of visual bugs. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Skirmish v1. !vote restart - Restarts voting with 6 random maps and modes. etc.) Updated and optimised deployable sandbag destruction FX. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. . Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. 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 . Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. 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). This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. 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. 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. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. GB FV510 IFV was particularly susceptible to this issue. RAAS v01. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Updated flag capture rate scaling values. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. TC v1. The new map is set on the southern coastline of Finland. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Players could also use this as a corner-piece to connect with a larger network of defensive deployables like the HASCO walls, sandbags, HMG bunkers, etc. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Expanded the road network northwest of Mogiliovo POI. optimized the LODs on the Coal Tipple Building. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. More details below: Removed the force which previously prevented infantry from standing on each others heads. Optimization: Blur shader no longer costs performance when not in ADS. With improved shadows and lighting also comes updates to the Graphics Settings Menu. 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. Textures do not become excessively blobby at lower settings. We now achieve the desired look using lighting alone, which preserves detail. Hopefully, this issue should be resolved now. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. 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). 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. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. This draws focus to the action and enhances the look of visual effects. Fixed issue with shiny roads on several maps. Some layers will continue to receive tweaks and improvements in the future. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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 mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. This, Player kit role icons are sometimes not being displayed on certain menu screens. Most night layers are now brighter in general. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Server performance may periodically dip when a server has a high population and high load. Updated the minimap with intent to make height more readable, minimap also now features trees. Updated ragdoll motors to create a more realistic death with the pose being maintained. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. AAS v1. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Those who know about it anticipate and destroy maps. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed multiple piles of incorrectly textured boulders. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Players who are experiencing issues after the update, be sure to go to Settings ->. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed an issue at the Old Hospital POI with wall alignment. Adjusted GB FV107s HAT damage modifier. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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 an issue with a stone fence that players can enter and see through at grid F6-4-7. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). RAAS v02. Hawks layer pack, the next generation of squad gameplay. SquadMaps is a website to display all the maps and layers in Squad. 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. 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 capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed some road intersections that were not blending correctly. Adjusted the grass materials to better match the landscape. 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. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. All tank rounds are using the existing sounds that youve heard. 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. Fixed an issue with foliage popup at close distance. RAAS v11. 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. This has increased both the visual quality and performance cost of particles. 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 some minor visual issues with the Scots Pine bush LODs and normals. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Others can still hear them when they talk. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). This can be changed in Settings -> Graphics. Fixed some floating grass at grid F5-5-8. 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 the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Potential Fix for a client crash related to audio and gun sounds. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Easily installed this mod works to correct debilitating Raas layers. Fixed floating shovel and no water sfx sound on inlet. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. 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 camo netting frame extending through the floor, at grid G8-5-7. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Squad's RAAS system was originally based only on depth. Chora RAAS v3 features old school F88 Rifles. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Some of the changes since you last saw me on the wrench: Fixed incorrect shading on several landscapes. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. 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. 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. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. At higher quality, textures remain at full resolution further into the distance. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. 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. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. 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. Increased the turret health to match the INS T62. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. RAAS v03. 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. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. 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 Deployables damage resistance against explosives, fragmentation, and HEAT. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Improved the visibility of muzzle flashes.
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