Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. 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. At higher quality, textures remain at full resolution further into the distance. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Stamina cost for these actions has also been increased. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. 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. Fixed an issue with terrain clipping into a building at grid D3-3-6. 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. In the future, restriction zone functionality may be extended to some of our larger maps as well. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. 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. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. The oldest notifications will be removed to make room for new ones. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. We have updated the capture speed to scale with the number of players. 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. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. This draws focus to the action and enhances the look of visual effects. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. 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. !vote end - Gently ends the current vote and announces the winner layer. We have completely reworked the games handling of dynamic shadows. SquadMaps is a website to display all the maps and layers in Squad. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. For example lets take Mutaha. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Updated the water material to better match the new lighting. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Added a Material Quality graphics setting. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Adjusted the faction vehicle layout on Tallil RAAS v1. deployables to be placed intention is to disallow all deployables in the sewers. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. 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. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. 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). Soldier stamina regeneration will be paused until these actions complete. This is intended for very old systems for which Low settings are still not sufficient. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. This also helps reduce the perceived smudgyness of anti-aliasing. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed hundreds of foliage visual issues. 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. The update also brings an overhaul of how the game handles lighting. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Updated map to use new grass & adjusted the scale of the grass. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. GB FV510 IFV was particularly susceptible to this issue. . Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed the long standing FOB Double teleport bug. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Updated landscape to be rockier across the entire landscape. TC v2. Updated flag capture rate scaling values. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Added new landscape shader & landscape textures. 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. 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. optimized the LODs on the Coal Tipple Building. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Design Intention: Give GB team better odds to and take and hold the first objective. 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. Fixed an issue with foliage popup at close distance. TC v2. 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. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. AAS v1. Textures do not become excessively blobby at lower settings. The collision should now better match the visual mesh. MEA now has 2x Ural Logi instead of Simir Logi. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. RAAS v05. 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. TC v1. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. 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. Improved the visibility of muzzle flashes. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Added a new deployable fortified HASCO Observation Tower for all conventional factions. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. 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! Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. 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. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Adjusted the Goose Bay map camera location. Skorpo is a map featured in Squad. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Potential Fix for a client crash related to audio and gun sounds. Some of the changes since you last saw me on the wrench: Adjusted river grass and cattail foliage to better match the rest of the autumn look. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed an issue with a bad texture assignment on certain brick walls. Hawks layer pack, the next generation of squad gameplay. 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. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). We now achieve the desired look using lighting alone, which preserves detail. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Capturing the center flag does not cause any ticket loss or ticket bleed. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Updated and optimised deployable sandbag destruction FX. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). RAAS v04. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. 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. Note: autocannon are unchanged and still use a 50cm kill zone radius. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. 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. It is the third update of the year (not counting Hotfixes). All tank rounds are using the existing sounds that youve heard. Reply Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. This will be addressed in a future update. 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. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Fixed the Scots Pine tree texture so it is less bright. Predict Squad RAAS lanes and learn map layouts with Squadlanes! help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed an exploitable non-enterable room to prevent radio placement. Updated Anvil loading screen music to use its own unique theme. Updated Shadows now render out to 1km at all graphics settings. Fixed an issue with tall buildings culling inapporpriately. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Upgrade package for defensive deployables. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. 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. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed the issue with modded custom factions causing an infinite loading screen. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Adjusted GB FV107s HAT damage modifier. We will keep you informed if this happens. Updated the minimap with intent to make height more readable, minimap also now features trees. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed a minor issue with floating grass in the Tunnel. 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). 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. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. 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. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. garding exported NetGUIDs and Seamless Travel. Others can still hear them when they talk. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. 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. Setting it to Low will disable the effect altogether. Fixed a minor issue with dirty toilet water seeping through the wall. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. 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. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Added various mini POIs across the map to fill in areas that were a bit barren. Added various types of additional cover to various central locations. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. RAAS v04. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. 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). This can be changed in Settings -> Graphics. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. 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). With improved shadows and lighting also comes updates to the Graphics Settings Menu. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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. Updated the way armor meshes react to damage traces from explosions. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed incorrect shading on several landscapes. This crash is currently not reproducible. A complete dictionary of Squad Maps and layers available in-game. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 This, Player kit role icons are sometimes not being displayed on certain menu screens. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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. #5. RAAS v11. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Fixed an issue with a static shovel floating at grid D7-8-5. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. RAAS v02. This issue is a high priority to fix and.
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