Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. 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. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. RAAS v01. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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 ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Steam Workshop::Squad Masters - Mod [SQ v4.2] Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. 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. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. etc.) !vote cancel - Cancels current round of voting. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed an issue with terrain clipping into a building at grid D3-3-6. Squad Lanes has destroyed RAAS layer. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed an issue with dithered temporal AA glass shaders. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. 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 . This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Reduced the hollow tube effect. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Soldier stamina regeneration will be paused until these actions complete. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. 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. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. RAAS v08. Updated ragdoll motors to create a more realistic death with the pose being maintained. Potential Fix for a client crash related to network messages when joining a squad. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. RAAS v06. . Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Skirmish v1. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. RAAS v12. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. 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. Improved the micro terrain across the entire landscape. AAS v1. Fixed a z-fighting column at the warehouse. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). The fix attempt. Skirmish v1. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed multiple piles of incorrectly textured boulders. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Most night layers are now brighter in general. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Updated point capture speed to scale by the number of players. Updated Anvil loading screen music to use its own unique theme. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Hopefully, this issue should be resolved now. Updated Mestia Invasion v1 to now use Mid Day Lighting. Harju. You may want to raise or lower your graphics settings from what you used before this update. A complete dictionary of Squad Maps and layers available in-game. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. Squad's 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! Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). This issue is a high priority to fix and. . Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated all muzzle flashes to be larger, brighter, and more consistent. 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. Fixed the long standing FOB Double teleport bug. The new map is set on the southern coastline of Finland. 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. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Adjusted the Goose Bay map camera location. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with tall buildings culling inapporpriately. Fixed an issue with the Castle POI walls culling too soon. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. 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). Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed a minor issue with dirty toilet water seeping through the wall. The audio module for Squad is initialized at the game start. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. 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.
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