AAS . Fixed an exploitable non-enterable room to prevent radio placement. Updated all muzzle flashes to be larger, brighter, and more consistent. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. SquadMaps is a website to display all the maps and layers in Squad. Added a new road connection between the Bunker and Train Bridge OP. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Both locations will now use the IFV icon. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. This will be addressed in a future update. RAAS v01. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. 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. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. RAAS v01. This means it will not be possible to destroy these vehicles by hitting only their turret. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. This new revised landscape should appear more natural, with a minor increase in micro terrain. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Harju. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Added new explosive splash damage against infantry upon vehicle destruction. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Improved the visibility of muzzle flashes. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. The map was added into the game in the Alpha 14 (June 6, 2019) update. 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. Updated HUD notifications to cap the maximum number of notifications to 4. 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 soldier stamina to no longer regenerate during vaulting and climbing. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. More details below: Removed the force which previously prevented infantry from standing on each others heads. RAAS v06. Textures do not become excessively blobby at lower settings. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). The audio module for Squad is initialized at the game start. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. #5 killertowfoo Mar 7, 2021 @ 8:33am For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Admin Commands. 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. 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 grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. 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. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Most night layers are now brighter in general. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. No ticket gain from capturing flags (normally +60). This patch adds the new Harju Map to the game. That helps us get an overview. . 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. Some layers will continue to receive tweaks and improvements in the future. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. 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. 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. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Updated brick tower at grid O13-4-6, interior ladders have been removed. Added a road connection between Niva Upper and Train Bridge. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Updated Mestia Invasion v1 to now use Mid Day Lighting. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. This allows a 120s AAS flag to be captured in as little as 80s. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. 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 Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed an issue with vehicles sometimes floating when they first spawn. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). 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! 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. Also. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. proportions on the CAF and MEA static flags. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Added a new deployable rickety wooden watchtower with camo nets for Militia. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Also updated is the Buddy Boost feature, with a focus on making it easier to use. These are 100 round box mags. Updated landscape to be rockier across the entire landscape. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Updated the landscape terrain shader to a new and improved version. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. The new map is set on the southern coastline of Finland. Cooldown does not affect markers placed through the map. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. 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. 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. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Adjusted the Goose Bay map camera location. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Only the admin cam has special caster features. 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). Fixed some areas where foliage bushes was clipping into houses. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Complete overhaul of the technical and artistic approach to lighting. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Upgrade package for defensive deployables. Updated the water material to better match the new lighting. This crash is currently not reproducible. 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. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed a sidewalk using an incorrect material. Low is now much lower, and High/Epic is much higher. Added a new landscape shader and new landscape textures. USA now has 2x M939. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. At higher quality, textures remain at full resolution further into the distance. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Updated Mestia Skirmish v1 to now use Overcast Lighting. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Some of the changes since you last saw me on the wrench: This often happens when numerous players are spawning in at the same time This will be addressed in a future update. #5. RAAS v12. 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. 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. RAAS v12. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. This also helps reduce the perceived smudgyness of anti-aliasing. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed a collision clipping issue with the rusty railing material and decal. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Updated Mutaha RAAS v1 to include new CPs and new routes. Adjusted all SL Rifles to now show + Tracer on their HUD names. This is intended for very old systems for which Low settings are still not sufficient. It is the third update of the year (not counting Hotfixes). The collision should now better match the visual mesh. 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. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. 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. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed an issue at the Old Hospital POI with wall alignment. 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 fall damage changes which existed in the pre-release v2.12 playtests are not in this update. This, Player kit role icons are sometimes not being displayed on certain menu screens. Skorpo is a map featured in Squad. Added a small amount of new mini POIs throughout the map. 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. This draws focus to the action and enhances the look of visual effects. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Adjusted and replaced some ambient sounds. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels.
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