Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Tunnels are now darker in general, to better represent these CQB areas. 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 ragdoll motors to create a more realistic death with the pose being maintained. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Low is now much lower, and High/Epic is much higher. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Added various types of additional cover to various central locations. Ticket loss from losing the flag is still the same (-10 tickets). SquadMaps is a website to display all the maps and layers in Squad. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Upgrade package for defensive deployables. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed issue with shiny roads on several maps. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Both locations will now use the IFV icon. RAAS v04. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. RAAS v11. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. This addressed a number of visual bugs. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Community's opinion on RAAS vs AAS? : r/joinsquad - reddit 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 clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Complete overhaul of the technical and artistic approach to lighting. Fixed an issue with various foliage clipping through buildings. The audio module for Squad is initialized at the game start. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums GB FV510 IFV was particularly susceptible to this issue. Updated the minimap with intent to make height more readable, minimap also now features trees. 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! Chora RAAS v3 features old school F88 Rifles. 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). It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Squad Lanes has destroyed RAAS layer. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Updated a few maps to use new grass. Setting it to Low will disable the effect altogether. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. (APFSDS rounds etc.). Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Most night layers are now brighter in general. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Capture speed will be shortened if one team has significantly more players in the point than the other team. 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. Potential Fix for a client crash related to audio and gun sounds. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. RAAS v05. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Squad Masters Vanilla are the normal maps with normal settings. Local/Offline issues currently have a lower priority. RAAS v11. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Squadlanes (Squad v4.0) All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Fixed an issue with untextured rubble walls at multiple locations. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed an issue with a tree growing in train tracks at grid G9-4-8. USA now has 2x M939. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Added a road connection between Niva Upper and Train Bridge. 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). Vehicle Reset Feature does not currently work with Helicopters. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. 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. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. This also helps reduce the perceived smudgyness of anti-aliasing. Added a new experimental Tire Fire deployable for Insurgents. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Please play Squad on a system that meets or exceeds our min spec. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Added various mini POIs across the map to fill in areas that were a bit barren. 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. This. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. SFX bug while Firing in full auto. Adjusted the corn and wheat fields to remove the short grass. RAAS v09. 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. RAAS v03. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Updated minimap with intent to make height more readable, also now features trees. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. 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.
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