Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. This is an inherent problem, and the solution is currently in long-term development. Players who are experiencing issues after the update, be sure to go to Settings ->. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Increased the turret health to match the INS T62. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Added a new experimental Tire Fire deployable for Insurgents. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Optimized the sky textures, which previously could cause system hitching on older hardware. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. The new map is set on the southern coastline of Finland. Updated all muzzle flashes to now kick up much more dust after sustained firing. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. 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. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). It can cause objects to pop-in after one frame, such as when rapidly turning a corner. before taking any other troubleshooting steps. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed a potentially exploitable issue with server fire projectile IDs. Most night layers are now brighter in general. 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. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. 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. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Please play Squad on a system that meets or exceeds our min spec. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Skorpo is a map featured in Squad. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed the issue with modded custom factions causing an infinite loading screen. 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. Updated Terrain shadows to now render out to 8km. This will be addressed in a future update. Ticket loss from losing the flag is still the same (-10 tickets). Only the admin cam has special caster features. Adjusted grass heights to create less excessively high grass. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. 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! 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. We will keep you informed if this happens. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Now they should block traces with the visibility channel. This new revised landscape should appear more natural, with a minor increase in micro terrain. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed smoothing groups, fixed dark baked in shadows in windows &. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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 led to issues with flag distances and fairness, so it was changed to a lane system. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. 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 a minor issue where ticket values would sometimes appear in the negative at the end of a round. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Both locations will now use the IFV icon. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. This crash is currently not reproducible. Complete rework of Squads approach to dynamic shadows. We have not been able to reproduce this issue since the fix was implemented. Fixed an issue with dithered temporal AA glass shaders. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Goose Bay Fixed various floating grass. Updated minimap with intent to make height more readable, also now features trees. 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! Occasional Player (Client) crashes in various circumstances. 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. SquadMaps is a website to display all the maps and layers in Squad. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. We have updated the capture speed to scale with the number of players. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. All tank rounds are using the existing sounds that youve heard. Setting it to Low will disable the effect altogether. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Added various mini POIs across the map to fill in areas that were a bit barren. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Updated Mestia Skirmish v1 to now use Overcast Lighting. 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 thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. The collision should now better match the visual mesh. And it accomplishes this. 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. Some of the changes since you last saw me on the wrench: 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. Improved the micro terrain across the entire landscape. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. That helps us get an overview. Fallujah Fixed a detached wall segment at grid G5-3-2. RAAS v09. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed a sidewalk using an incorrect material. Squad Lanes has destroyed RAAS layer. 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). Fixed the Scots Pine tree texture so it is less bright. Improved the way texture resolution scales down at distance. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed an issue with various foliage clipping through buildings. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Switched to more physically accurate parameters for outdoor lighting. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. 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. Fixed some road intersections that were not blending correctly. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. 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. The audio module for Squad is initialized at the game start. Updated point capture speed to scale by the number of players. Fixed the long standing FOB Double teleport bug. 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. This may not provide a benefit on all computers. RAAS v10. Harju. 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Improved and optimized texture quality scaling. Local/Offline issues currently have a lower priority. No ticket gain from capturing flags (normally +60). Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. 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. (APFSDS rounds etc.). At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. Updated CAF arid uniforms textures to look more authentic. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. Adjusted GB FV107s HAT damage modifier. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. The fix attempt. 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). Squad's RAAS system was originally based only on depth. Others can still hear them when they talk. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Updated a few maps to use new grass. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. 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. AAS . Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. 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. RAAS v01. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. This is intended to make deployable fortifications more resilient. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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. 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. Rocks and grass should blend much better. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. 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. 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 .
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