That helps us get an overview. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. 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! Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Added various mini POIs across the map to fill in areas that were a bit barren. 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. Stamina cost for these actions has also been increased. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. At higher quality, textures remain at full resolution further into the distance. Adjusted GB FV107s HAT damage modifier. This is also intended to increase chances of Attacker success on first Capture Points. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. TC v1. Complete rework of Squads approach to dynamic shadows. 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. Goose Bay Fixed various floating grass. 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. We have completely reworked the games handling of dynamic shadows. Fixed the issues with the backdrop mountains texture. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated the landscape terrain shader to a new and improved version. 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. Currently, this primarily affects the complexity of the Landscape. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. 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. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Fixed multiple piles of incorrectly textured boulders. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Improved the micro terrain across the entire landscape. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed an issue with untextured rubble walls at multiple locations. We now achieve the desired look using lighting alone, which preserves detail. 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 see thru Rocks at grids C4-1-3 & G6-8-7. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. RAAS v05. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. WoodenQuality5099 25 days ago However it's not truly random. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Adjusted the faction vehicle layout on Tallil RAAS v1. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. This. 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. SFX bug while Firing in full auto. RAAS v03. 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. This led to issues with flag distances and fairness, so it was changed to a lane system. 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 an issue with z-fighting decals on hangars. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. We have updated the capture speed to scale with the number of players. Fixed a minor issue with dirty toilet water seeping through the wall. Added new explosive splash damage against infantry upon vehicle destruction. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. 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. Easily installed this mod works to correct debilitating Raas layers. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Tunnels are now darker in general, to better represent these CQB areas. !vote cancelauto - Cancel scheduled automatic start of vote. 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. Fixed an issue with a bad texture assignment on certain brick walls. Updated minimap with intent to make height more readable, also now features trees. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Updated all muzzle flashes to be larger, brighter, and more consistent. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Updated a few maps to use new grass. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). RAAS v02. Fixed a sidewalk using an incorrect material. AAS . RAAS v03. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Skorpo is a map featured in Squad. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. 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. Capture Speed Scaling was added in v2.14. Textures do not become excessively blobby at lower settings. Localization for most language translations is currently out of date. 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. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. 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. proportions on the CAF and MEA static flags. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. Hawks layer pack, the next generation of squad gameplay. This can be changed in Settings -> Graphics. Removed most artificial colour-grading. 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. 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 Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. This allows a 120s AAS flag to be captured in as little as 80s. TC v2. Updated the HAB ghost placement mesh to include exit point indicators. Adjusted the Goose Bay map camera location. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Those who know about it anticipate and destroy maps. This is intended to make deployable fortifications more resilient. 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. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Improved and optimized texture quality scaling. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Increased the update rate of particles at all quality levels. This was a legacy issue that has been tough to isolate. The map was added into the game in the Alpha 14 (June 6, 2019) update. 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. garding exported NetGUIDs and Seamless Travel. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. 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. Upgrade package for defensive deployables. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. optimized the LODs on the Coal Tipple Building. 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 Mutaha RAAS v1 to include new CPs and new routes. Fixed an issue at the Old Hospital POI with wall alignment. Added a new experimental Tire Fire deployable for Insurgents. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. This is an inherent problem, and the solution is currently in long-term development. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. 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. Ticket loss from losing the flag is still the same (-10 tickets). Some layers will continue to receive tweaks and improvements in the future. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. 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.
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