Fixed smoothing groups, fixed dark baked in shadows in windows &. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Textures do not become excessively blobby at lower settings. 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. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Low is now much lower, and High/Epic is much higher. 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. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Updated and optimised deployable sandbag destruction FX. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed an issue with foliage popup at close distance. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Also. TC v1. The map was added into the game in the Alpha 14 (June 6, 2019) update. 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. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. If you spot any specific errors, please open an issue! This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. 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. Hopefully, this issue should be resolved now. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Adjusted the building in grid F8-4-9 to now have an open access point. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Only the admin cam has special caster features. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Updated all muzzle flashes to now kick up much more dust after sustained firing. This will be addressed in a future update. Fixed exploitable cliffs near Russian Outpost POI. Pros: Relatively small footprint with superior viewing angles for observation and fire support. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. RAAS v11. 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. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. 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. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. 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 visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. garding exported NetGUIDs and Seamless Travel. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. If you experience any issues with the latest update please contact our Support Team (Link URL). Initial Neutral flags have an additional 1.3x speed multiplier. 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. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed an issue with untextured rubble walls at multiple locations. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed an issue at the NW Main with an unintended burning fire sound in the area. !vote start - Starts a vote with 6 layers, random modes. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a minor issue with floating grass in the Tunnel. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Usage To use SquadMaps, head to https://squadmaps.com and begin! Create Infographic with the information below: Added a Depth of Field (DoF) effect. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. This led to issues with flag distances and fairness, so it was changed to a lane system. We will keep you informed if this happens. Updated binoculars with new zoom in/ zoom out sounds. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. 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. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. We have not been able to reproduce this issue since the fix was implemented. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed some road intersections that were not blending correctly. This means it will not be possible to destroy these vehicles by hitting only their turret. Fixed the issue with modded custom factions causing an infinite loading screen. Fixed multiple piles of incorrectly textured boulders. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Most night layers are now brighter in general. 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. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed the issues with the backdrop mountains texture. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. It is the third update of the year (not counting Hotfixes). Goose Bay Fixed various floating grass. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. 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. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. 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). Harju. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). RAAS v02. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. RAAS v10. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Players who are experiencing issues after the update, be sure to go to Settings ->. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. 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 Occasionally a player does not spawn at a Rally Point. This usually resulted in putting a soldier up in the air, followed by a fall to their death. RAAS v10. RAAS v07. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. This has increased both the visual quality and performance cost of particles. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. (APFSDS rounds etc.). This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. The Most Underrated Mod Since The Start Of Open Modding 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. And it accomplishes this. The audio module for Squad is initialized at the game start. 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 Updated the minimap with intent to make height more readable, minimap also now features trees. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality.
Is Tooling U Accredited, Kenneth Copeland Ministries Prayer Line Phone Number, How Much Did Oj Simpson Pay Robert Kardashian, Diy Basketball Backboard Replacement, Self Determination Theory In The Workplace, Articles S