Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. 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. . The update also brings an overhaul of how the game handles lighting. Updated point capture speed to scale by the number of players. Added a new road connection between the Bunker and Train Bridge OP. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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. Goose Bay Fixed various floating grass. 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. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Complete overhaul of the technical and artistic approach to lighting. 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). Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Squad's RAAS system was originally based only on depth. Fixed an issue with vehicles sometimes floating when they first spawn. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Adjusted and replaced some ambient sounds. Fixed a sidewalk using an incorrect material. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. This is intended for very old systems for which Low settings are still not sufficient. Updated Belaya to use a new landscape renderer. Some layers will continue to receive tweaks and improvements in the future. 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. This is an inherent problem, and the solution is currently in long-term development. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. The effect now smoothly fades in and out. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Updated the MEA G3 Rifle series firing sounds. Fixed an issue with various buildings and foliage culling too quickly. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. RAAS v06. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Both locations will now use the IFV icon. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed an issue with some fences culling at too short-range at grid H10-3-5. No change in all vanilla settings. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Occasional Player (Client) crashes in various circumstances. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. RAAS v03. 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. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. TC v1. 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). V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Added a Material Quality graphics setting. Improved the micro terrain across the entire landscape. Updated CAF weapon text description in the role loadout screen. 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. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Those who know about it anticipate and destroy maps. Soldier stamina regeneration will be paused until these actions complete. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). This is a long-time legacy bug that has been difficult to reproduce reliably. . Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. A complete dictionary of Squad Maps and layers available in-game. Updated brick tower at grid O13-4-6, interior ladders have been removed. Added various mini POIs across the map to fill in areas that were a bit barren. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. RAAS v04. 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. Fixed the issues with the backdrop mountains texture. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. All UGL / Frags now use a new light impact sound. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. This also helps reduce the perceived smudgyness of anti-aliasing. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. More details below: Removed the force which previously prevented infantry from standing on each others heads. RAAS v02. #5 killertowfoo Mar 7, 2021 @ 8:33am Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Skirmish v1. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. a UGL impact getting perceived the same as a Tandem rocket). Local/Offline issues currently have a lower priority. Others can still hear them when they talk. Added a Tessellation graphics toggle. Updated CAF Commander CAS to now use CF-18 rocket strike. 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 on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Adjusted the grass materials to better match the landscape. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. 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. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. 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. This draws focus to the action and enhances the look of visual effects. Fixed LODs before imposter on Beech/Oak trees. 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. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. #5. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Also updated is the Buddy Boost feature, with a focus on making it easier to use. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Switched to more physically accurate parameters for outdoor lighting. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. This new revised landscape should appear more natural, with a minor increase in micro terrain. RAAS v08. RAAS v01. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed some areas where foliage bushes was clipping into houses. Updated Mestia Skirmish v1 to now use Overcast Lighting. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. We have not been able to reproduce this issue since the fix was implemented. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Currently, this primarily affects the complexity of the Landscape. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. 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. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Increased the update rate of particles at all quality levels. This was a legacy issue that has been tough to isolate. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. To halt their advance, a NATO carrier group has been . Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. The audio module for Squad is initialized at the game start. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Stamina cost for these actions has also been increased. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. 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. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. 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. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed floating shovel and no water sfx sound on inlet. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. 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. Fixed an issue with foliage popup at close distance. 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. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. This will be addressed in a future update. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. This means it will not be possible to destroy these vehicles by hitting only their turret. RAAS v05. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Those who know about it anticipate and destroy maps. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. 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. Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Added new explosive splash damage against infantry upon vehicle destruction. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). 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. Added a new experimental Tire Fire deployable for Insurgents. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Added new landscape shader & landscape textures. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. 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. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Updated landscape to be rockier across the entire landscape. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Setting it to Low will disable the effect altogether. RAAS v10. Potential Fix for a client crash related to audio and gun sounds. Fixed multiple piles of incorrectly textured boulders. !vote cancel - Cancels current round of voting. Squad Masters Vanilla are the normal maps with normal settings. 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). Skirmish v1. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. 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. 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. RAAS v03. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed floating foliage at various locations. 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 v01. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. 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.
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