Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Fixed an issue with various foliage clipping through buildings. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Adjusted the faction vehicle layout on Tallil RAAS v1. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Random Advance and Secure - Official Squad Wiki Fixed an issue with a floating Road grid J10-2-1. Skirmish v1. Chora RAAS v3 features old school F88 Rifles. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. GitHub - fantinodavide/squad-js-map-vote Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. This new revised landscape should appear more natural, with a minor increase in micro terrain. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Fixed an issue with dithered temporal AA glass shaders. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Others can still hear them when they talk. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Those who know about it anticipate and destroy maps. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Updated landscape to be rockier across the entire landscape. 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). RAAS v07. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Rocks and grass should blend much better. Fixed floating foliage at various locations. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed a z-fighting column at the warehouse. This has increased both the visual quality and performance cost of particles. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. etc.) Optimization: Blur shader no longer costs performance when not in ADS. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Squad Lanes has destroyed RAAS layer. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. 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. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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. Mention the demotion if you are no longer the FTL. !vote start - Starts a vote with 6 layers, random modes. more than 100 rounds if they respawn with an empty kit. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. 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. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. 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. Localization for most language translations is currently out of date. Predict Squad RAAS lanes and learn map layouts with Squadlanes! This is intended for very old systems for which Low settings are still not sufficient. Squad Maps Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Added a road connection between Niva Upper and Train Bridge. Tunnels are now darker in general, to better represent these CQB areas. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. All tank rounds are using the existing sounds that youve heard. Fixed an exploitable non-enterable room to prevent radio placement. We have not been able to reproduce this issue since the fix was implemented. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Capture Speed Scaling was added in v2.14. RAAS v11. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Updated binoculars with new zoom in/ zoom out sounds. Also adjusted the volume of 50cal hit sounds against a Minsk. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Adjusted the corn and wheat fields to remove the short grass. This is intended to give low-end hardware more performance options. Players who are experiencing issues after the update, be sure to go to Settings ->. Added various types of additional cover to various central locations. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. No ticket gain from capturing flags (normally +60). Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. The collision should now better match the visual mesh. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. RAAS v07. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. 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. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. 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. 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. 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. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). This can be changed in Settings -> Graphics. Squad Lanes has destroyed RAAS layer. RAAS v01. 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. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. This is also intended to increase chances of Attacker success on first Capture Points. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. We will keep you informed if this happens. 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. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). The quality and performance cost of this effect are controlled by Post Process Quality. Updated soldier stamina to no longer regenerate during vaulting and climbing. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Capturing the center flag does not cause any ticket loss or ticket bleed. Vehicle Reset Feature does not currently work with Helicopters. This also helps reduce the perceived smudgyness of anti-aliasing. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. AAS . Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. A look at the new layers (Squad Lanes dev) : r/joinsquad Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Updated Mestia Invasion v1 to now use Mid Day Lighting. Added a new deployable rickety wooden watchtower with camo nets for Militia. In 2 . This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. 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. Fixed an issue with the waterfall missing its VFX. That helps us get an overview. 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. Fallujah Fixed a detached wall segment at grid G5-3-2. 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. 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. SquadMaps: All maps and layers in Squad. This crash is currently not reproducible. Switched to more physically accurate parameters for outdoor lighting. Added new landscape shader & landscape textures. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. This, Player kit role icons are sometimes not being displayed on certain menu screens. 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. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. RAAS v09. Low is now much lower, and High/Epic is much higher. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. 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! OWI need to nerf Squad lanes : r/joinsquad - reddit The update also brings an overhaul of how the game handles lighting. 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. 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. Updated the way armor meshes react to damage traces from explosions. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Local/Offline Bug with Commander CAS does not do damage in local. This is a long-time legacy bug that has been difficult to reproduce reliably. 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! Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. !vote cancelauto - Cancel scheduled automatic start of vote. 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. turret was disabled and therefore stabilisation was disabled. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border.
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