deployables to be placed intention is to disallow all deployables in the sewers. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Design Intention: Give GB team better odds to and take and hold the first objective. 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. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. Updated Anvil loading screen music to use its own unique theme. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Some layers will continue to receive tweaks and improvements in the future. 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 CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. RAAS v03. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Improved the visibility of muzzle flashes. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. 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. Usage To use SquadMaps, head to https://squadmaps.com and begin! 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. All UGL / Frags now use a new light impact sound. Updated all muzzle flashes to be larger, brighter, and more consistent. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed the Scots Pine tree texture so it is less bright. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. 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. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. RAAS v04. Increased the turret health to match the INS T62. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Updated landscape to be rockier across the entire landscape. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Cooldown does not affect markers placed through the map. The update also brings an overhaul of how the game handles lighting. 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. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. At higher quality, textures remain at full resolution further into the distance. Fixed an issue with a wall sticking through a building at grid C4-2-4. 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). !vote cancel - Cancels current round of voting. This will be addressed in a future update. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Chora RAAS v3 features old school F88 Rifles. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Also added more opacity at further LODs. Potential Fix for a client crash related to audio and gun sounds. 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. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. No ticket gain from capturing flags (normally +60). We have updated the capture speed to scale with the number of players. Squads 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! For example lets take Mutaha. Ticket loss from losing the flag is still the same (-10 tickets). RAAS works for the first 5 to 20 mins into the game. Create Infographic with the information below: Added a Depth of Field (DoF) effect. garding exported NetGUIDs and Seamless Travel. Squad Masters Vanilla are the normal maps with normal settings. The effect now smoothly fades in and out. 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. RAAS v02. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed the issues with the backdrop mountains texture. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Hopefully, this issue should be resolved now. Added a Tessellation graphics toggle. Fixed an issue with dithered temporal AA glass shaders. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Only the admin cam has special caster features. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Squad's RAAS system was originally based only on depth. Reduced the hollow tube effect. RAAS v01. 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated the MEA G3 Rifle series firing sounds. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. We have not been able to reproduce this issue since the fix was implemented. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Easily installed this mod works to correct debilitating Raas layers. This may not provide a benefit on all computers. . Capture Speed Scaling was added in v2.14. Adjusted and replaced some ambient sounds. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. This led to issues with flag distances and fairness, so it was changed to a lane system. This issue is a high priority to fix and. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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. Harju. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Updated the HAB ghost placement mesh to include exit point indicators. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. 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. RAAS v03. 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. Fixed a minor issue with floating grass in the Tunnel. Adjusted GB FV107s HAT damage modifier. Updated Mestia Skirmish v1 to now use Overcast Lighting. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. 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. before taking any other troubleshooting steps. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Mention the demotion if you are no longer the FTL. optimized the LODs on the Coal Tipple Building. This is intended to help mitigate visual anomalies from high altitudes, as well as reduce abuse of excessive helicopter spotting by exploiting LODs/landscape render issues at high altitudes. 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 Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. USA now has 2x M939. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. 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). Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. 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. Added a new road connection between the Bunker and Train Bridge OP. Potential Fix for a client crash related to network messages when joining a squad. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Updated CAF weapon text description in the role loadout screen. This is intended for very old systems for which Low settings are still not sufficient. No change in all vanilla settings. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. 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. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. 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. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed incorrect shading on several landscapes. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Those who know about it anticipate and destroy maps. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. 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. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Textures do not become excessively blobby at lower settings. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. If you spot any specific errors, please open an issue! Fixed an issue with a static shovel floating at grid D7-8-5. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . 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. Both locations will now use the IFV icon. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Adjusted the faction vehicle layout on Tallil RAAS v1. 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 minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. 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. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Updated Yehorivka to use a new road material. Updated map to use new grass & adjusted the scale of the grass. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Optimization: Blur shader no longer costs performance when not in ADS. 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. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed an issue with a floating Road grid J10-2-1. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. more than 100 rounds if they respawn with an empty kit. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. And it accomplishes this. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. 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. Fixed an issue with vehicles sometimes floating when they first spawn. 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. RAAS v06. Removed most artificial colour-grading. This usually resulted in putting a soldier up in the air, followed by a fall to their death. 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. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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. Fixed hundreds of foliage visual issues. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Please play Squad on a system that meets or exceeds our min spec. Updated Terrain shadows to now render out to 8km. Updated CAF Commander CAS to now use CF-18 rocket strike. RAAS v06. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Fixed a minor issue with a floating rock at grid D13-8-9. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Updated ragdoll motors to create a more realistic death with the pose being maintained. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. TC v2. A complete dictionary of Squad Maps and layers available in-game. Adjusted several CPs capture areas to better match the POI layouts. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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 landscape terrain shader to a new and improved version. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. . Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu.
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