Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. 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 the vehicle explosion impact interior sound sets, adding 2 new sounds. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). RAAS v08. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Added new landscape shader & landscape textures. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Currently, this primarily affects the complexity of the Landscape. RAAS v01. Alt-tabbing out of Squad during a loading screen freezes the Player (client). A "lock" icon will appear over a capture zone when a team . Fixed an issue with foliage popup at close distance. Also. Squad Lanes has destroyed RAAS layer. Fixed an issue with various buildings and foliage culling too quickly. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. RAAS v12. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed some areas where foliage bushes was clipping into houses. 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. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Squad: New Harju Map Added in Update v3.4 | Player.One 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 an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Note: autocannon are unchanged and still use a 50cm kill zone radius. Fixed an issue with the Castle POI walls culling too soon. This will be addressed in a future update. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. RAAS v11. Updated Mestia Skirmish v1 to now use Overcast Lighting. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Updated minimap with intent to make height more readable, also now features trees. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. !vote start - Starts a vote with 6 layers, random modes. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Adjusted the corn and wheat fields to remove the short grass. For example lets take Mutaha. Fixed a material LOD issue on the large garage at USA Main and the village houses. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Squad Update v2.12 Release Notes Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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 soldier stamina to no longer regenerate during vaulting and climbing. 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. Server performance may periodically dip when a server has a high population and high load. Adjusted the faction vehicle layout on Tallil RAAS v1. 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 gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. 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. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. This also helps reduce the perceived smudgyness of anti-aliasing. Random Advance and Secure - Official Squad Wiki It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Tunnels are now darker in general, to better represent these CQB areas. Mention the demotion if you are no longer the FTL. Squad's RAAS system was originally based only on depth. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed floating rocks at grid G6-8-8, F8-8-9. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed multiple piles of incorrectly textured boulders. 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. Added a new landscape shader and new landscape textures. This new revised landscape should appear more natural, with a minor increase in micro terrain. Fixed a potentially exploitable issue with server fire projectile IDs. No change in all vanilla settings. 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. The new map is set on the southern coastline of Finland. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Increased the turret health to match the INS T62. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated the minimap with intent to make height more readable, minimap also now features trees. Also added more opacity at further LODs. RAAS v02. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. 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 Is Squad Lanes cheating? : r/joinsquad - reddit.com Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. With improved shadows and lighting also comes updates to the Graphics Settings Menu. proportions on the CAF and MEA static flags. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed an issue with untextured rubble walls at multiple locations. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Occasional Player (Client) crashes in various circumstances. Added a small amount of new mini POIs throughout the map. Fixed a minor issue with dirty toilet water seeping through the wall. SQUAD UPDATE V2.15 RELEASE NOTES : Squad - joinsquad.com This should hopefully remove an annoying issue that some users have with our in-game mod browser. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. Updated the way armor meshes react to damage traces from explosions. Expanded the road network northwest of Mogiliovo POI. We have completely reworked the games handling of dynamic shadows. Updated a few maps to use new grass. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. This. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Added a new deployable fortified HASCO Observation Tower for all conventional factions. The audio module for Squad is initialized at the game start. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. AAS v1. A complete dictionary of Squad Maps and layers available in-game. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. 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. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. 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 cliffs having a collision that is far off the actual terrain at grid G6-8-8. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Both locations will now use the IFV icon. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. The recommended solution, for now, is to run Squad in the Borderless mode. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. 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! Updated the HAB ghost placement mesh to include exit point indicators. Squad Lanes has destroyed RAAS layer. These are 100 round box mags. MEA Protection zones no-deploy zone was reduced from 150m to 80m. All tank rounds are using the existing sounds that youve heard. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Potential Fix for a client crash related to network messages when joining a squad. Hawks layer pack, the next generation of squad gameplay. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. TC v2. Also updated is the Buddy Boost feature, with a focus on making it easier to use. The Most Underrated Mod Since The Start Of Open Modding 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. 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 map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. 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). Soldier stamina regeneration will be paused until these actions complete. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. (APFSDS rounds etc.). This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Squad Masters Vanilla are the normal maps with normal settings. Fixed a wall segment having a missing face at grid I7-8-9. Others can still hear them when they talk. Squad Maps Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. optimized the LODs on the Coal Tipple Building. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Improved the visibility of muzzle flashes. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Kamdesh RAAS v6 new layout with 1 pre-captured flag. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. 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. !vote restart - Restarts voting with 6 random maps and modes. Initial Neutral flags have an additional 1.3x speed multiplier. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Adjusted the Goose Bay map camera location. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. The Wrench - Freedom Edition (July) - Squad Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Fixed a sidewalk using an incorrect material. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. This can be changed in Settings -> Graphics. 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. 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. This will be addressed in a future update. Tessellation itself has also been significantly optimized. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. RAAS v02. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. 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. Occasionally a player does not spawn at a Rally Point. In 2 . GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS 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. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. This is also intended to increase chances of Attacker success on first Capture Points. Updated Mestia Invasion v1 to now use Mid Day Lighting. Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. This addressed a number of visual bugs. Fixed the long standing FOB Double teleport bug. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Rocks and grass should blend much better. USA now has 2x M939. Added a new road connection between the Bunker and Train Bridge OP. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed an issue with a rock having collision problems at grid F4-7-4. 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 v06. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. 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 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. Easily installed this mod works to correct debilitating Raas layers. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion AAS v1. Afterwards it becomes AAS,(assuming if you remember the next objective location). Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed floating shovel and no water sfx sound on inlet. 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 Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated Belaya to use a new landscape renderer. Switched to more physically accurate parameters for outdoor lighting. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. 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. Setting it to Low will disable the effect altogether. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Added various types of additional cover to various central locations. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Adjusted the grass materials to better match the landscape. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult.
Extracare Intranet Gateway, James Snyder Obituary, Articles S
Extracare Intranet Gateway, James Snyder Obituary, Articles S