The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Updated a few maps to use new grass. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. etc.) Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This is intended to give low-end hardware more performance options. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Easily installed this mod works to correct debilitating Raas layers. 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. 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. Added new explosive splash damage against infantry upon vehicle destruction. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Updated map to use new grass & adjusted the scale of the grass. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Goose Bay Fixed various floating grass. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Capture speed will be shortened if one team has significantly more players in the point than the other team. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Harju. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. 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. 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. Mention the demotion if you are no longer the FTL. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Hawks layer pack, the next generation of squad gameplay. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Fixed some minor visual issues with the Scots Pine bush LODs and normals. RAAS v08. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. 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. This means it will not be possible to destroy these vehicles by hitting only their turret. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Also added more opacity at further LODs. RAAS works for the first 5 to 20 mins into the game. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Adjusted the building in grid F8-4-9 to now have an open access point. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. Increased the update rate of particles at all quality levels. No ticket gain from capturing flags (normally +60). 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. It should no longer crash, but we will be monitoring client logs. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Hopefully, this issue should be resolved now. Stamina cost for these actions has also been increased. 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. Updated flag capture rate scaling values. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. 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. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. At higher quality, textures remain at full resolution further into the distance. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Those who know about it anticipate and destroy maps. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. 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). Fixed some floating grass at grid F5-5-8. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Textures do not become excessively blobby at lower settings. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. A "lock" icon will appear over a capture zone when a team . Adjusted and replaced some ambient sounds. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. 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 an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed some areas where foliage bushes was clipping into houses. Added a road connection between Niva Upper and Train Bridge. Please play Squad on a system that meets or exceeds our min spec. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Adjusted the faction vehicle layout on Tallil RAAS v1. Most night layers are now brighter in general. Capturing the center flag does not cause any ticket loss or ticket bleed. 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. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Updated minimap with intent to make height more readable, also now features trees. RAAS v05. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Setting it to Low will disable the effect altogether. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Updated CAF arid uniforms textures to look more authentic. 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 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 vehicles sometimes floating when they first spawn. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. RAAS v10. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. 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. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed an issue with various foliage clipping through buildings. Updated the HAB ghost placement mesh to include exit point indicators. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Tessellation itself has also been significantly optimized. The effect now smoothly fades in and out. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Potential Fix for a client crash related to audio and gun sounds. My suggestion? Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed an issue with some fences culling at too short-range at grid H10-3-5. AAS v1. RAAS v07. Updated landscape to be rockier across the entire landscape. 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. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). 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 . 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. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Updated point capture speed to scale by the number of players. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. RAAS v12. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Improved and optimized texture quality scaling. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. 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 a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed an issue with foliage popup at close distance. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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. 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 only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Updated CAF Commander CAS to now use CF-18 rocket strike. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. !vote end - Gently ends the current vote and announces the winner layer. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. This is intended for very old systems for which Low settings are still not sufficient. Fixed a collision clipping issue with the rusty railing material and decal. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. 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 issue with shiny roads on several maps. Updated and optimised deployable sandbag destruction FX. Those who know about it anticipate and destroy maps. !vote restart - Restarts voting with 6 random maps and modes. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed an issue with z-fighting decals on hangars. Localization for most language translations is currently out of date. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Updated Belaya to use a new landscape renderer. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. 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 a Material Quality graphics setting. Skorpo is a map featured in Squad. These are 100 round box mags. We have updated the capture speed to scale with the number of players. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. This draws focus to the action and enhances the look of visual effects. No change in all vanilla settings. before taking any other troubleshooting steps. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. 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. Complete overhaul of the technical and artistic approach to lighting. AAS v1. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. TC v1. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. 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 an inherent problem, and the solution is currently in long-term development. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed an audio issue where double hit sounds would play for soldiers. Added various mini POIs across the map to fill in areas that were a bit barren. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. 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. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. 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. 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 will be addressed in a future update. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box.
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