Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with a rock having collision problems at grid F4-7-4. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. It should no longer crash, but we will be monitoring client logs. #5. 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. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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 Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Local/Offline Bug with Commander CAS does not do damage in local. Fixed an issue with various foliage clipping through buildings. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a minor issue with floating grass in the Tunnel. RAAS v09. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. a UGL impact getting perceived the same as a Tandem rocket). Improved the visibility of muzzle flashes. Players who are experiencing issues after the update, be sure to go to Settings ->. Fixed a sidewalk using an incorrect material. RAAS v06. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Updated point capture speed to scale by the number of players. Stamina cost for these actions has also been increased. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. 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. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. AAS v1. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Occasionally a player does not spawn at a Rally Point. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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). Updated CAF weapon text description in the role loadout screen. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Most night layers are now brighter in general. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. 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. 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. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. 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. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Adjusted the corn and wheat fields to remove the short grass. Updated map to use new grass & adjusted the scale of the grass. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Added a new road connection between the Bunker and Train Bridge OP. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Rocks and grass should blend much better. Updated the MEA G3 Rifle series firing sounds. My suggestion? These are 100 round box mags. 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 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. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Updated Anvil loading screen music to use its own unique theme. Fixed an issue with tall buildings culling inapporpriately. 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). RAAS v01. The map was added into the game in the Alpha 14 (June 6, 2019) update. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. 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. RAAS v02. Goose Bay Fixed various floating grass. more than 100 rounds if they respawn with an empty kit. Mention the demotion if you are no longer the FTL. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Fixed a wall segment having a missing face at grid I7-8-9. Improved the way texture resolution scales down at distance. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Also adjusted the volume of 50cal hit sounds against a Minsk. 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. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Added new explosive splash damage against infantry upon vehicle destruction. 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. Updated CAF Commander CAS to now use CF-18 rocket strike. !vote cancelauto - Cancel scheduled automatic start of vote. Admin Commands. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. 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. A complete dictionary of Squad Maps and layers available in-game. Updated brick tower at grid O13-4-6, interior ladders have been removed. Adjusted the Goose Bay map camera location. RAAS v10. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. Skorpo is a map featured in Squad. Fixed an issue with the Castle POI walls culling too soon. The oldest notifications will be removed to make room for new ones. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. This was a legacy issue that has been tough to isolate. 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 Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. We have not been able to reproduce this issue since the fix was implemented. RAAS v09. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Create Infographic with the information below: Added a Depth of Field (DoF) effect. deployables to be placed intention is to disallow all deployables in the sewers. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. 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. Adjusted GB FV107s HAT damage modifier. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. AAS v1. Updated ragdoll motors to create a more realistic death with the pose being maintained. Updated Terrain shadows to now render out to 8km. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). 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. Those who know about it anticipate and destroy maps. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. RAAS v04. We are continuously working to improve server performance and optimization. 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! More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Updated all muzzle flashes to be larger, brighter, and more consistent. Improved the micro terrain across the entire landscape. Server performance may periodically dip when a server has a high population and high load. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. 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. Optimization: Blur shader no longer costs performance when not in ADS. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). 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. We now achieve the desired look using lighting alone, which preserves detail. Increased intensity of peripheral vision blur when using zoom optics. To halt their advance, a NATO carrier group has been . Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. 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. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed a potentially exploitable issue with server fire projectile IDs. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. The update also brings an overhaul of how the game handles lighting. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. 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. This is also intended to increase chances of Attacker success on first Capture Points. 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. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed hundreds of foliage visual issues. 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. RAAS v08. Also added more opacity at further LODs. Fixed floating rocks at grid G6-8-8, F8-8-9. Vehicle Reset Feature does not currently work with Helicopters. Fixed an issue with a static shovel floating at grid D7-8-5. Added various mini POIs across the map to fill in areas that were a bit barren. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed the issues with the backdrop mountains texture. Fixed an issue with vehicles sometimes floating when they first spawn. Updated all muzzle flashes to now kick up much more dust after sustained firing. where is the electric meter located in an apartment, shooting in north little rock, arkansas today, triplicity dignity astrology,

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