Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. optimized the LODs on the Coal Tipple Building. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. All tank rounds are using the existing sounds that youve heard. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. A "lock" icon will appear over a capture zone when a team . Updated CAF Commander CAS to now use CF-18 rocket strike. Goose Bay Fixed various floating grass. Optimization: Blur shader no longer costs performance when not in ADS. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed an issue with various buildings and foliage culling too quickly. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed an issue with a bad texture assignment on certain brick walls. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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). 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 is intended for very old systems for which Low settings are still not sufficient. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed an issue with road/railroad culling distances being very low. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed an issue with the waterfall missing its VFX. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Increased the update rate of particles at all quality levels. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. 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. This may not provide a benefit on all computers. Rocks and grass should blend much better. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. 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. Squad Masters Vanilla are the normal maps with normal settings. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. 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. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. This will be addressed in a future update. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed the issues with the backdrop mountains texture. With improved shadows and lighting also comes updates to the Graphics Settings Menu. USA now has 2x M939. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed multiple piles of incorrectly textured boulders. These are the 200 round box mags. 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. MEA now has 2x Ural Logi instead of Simir Logi. RAAS v05. Skirmish v1. A complete dictionary of Squad Maps and layers available in-game. Updated HUD notifications to cap the maximum number of notifications to 4. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Now they should block traces with the visibility channel. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Adjusted the corn and wheat fields to remove the short grass. 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. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. etc.) 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. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Improved the visibility of muzzle flashes. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed a minor issue with dirty toilet water seeping through the wall. Fixed an issue with foliage popup at close distance. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Updated Belaya to use a new landscape renderer. 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). The root cause of this issue was addressed by a change to the way penetration is handled. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Initial Neutral flags have an additional 1.3x speed multiplier. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. !vote cancel - Cancels current round of voting. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). #5. 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. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. 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. Please play Squad on a system that meets or exceeds our min spec. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Upgrade package for defensive deployables. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Updated flag capture rate scaling values. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. RAAS v10. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Improved the micro terrain across the entire landscape. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Reply Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed the Scots Pine tree texture so it is less bright. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. In 2 . It should no longer crash, but we will be monitoring client logs. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Updated brick tower at grid O13-4-6, interior ladders have been removed. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. 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. Setting it to Low will disable the effect altogether. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. RAAS v11. Adjusted the Goose Bay map camera location. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. 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. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Expanded the road network around Kropy and Zolata POIs. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Added a Material Quality graphics setting. Fixed an audio issue where double hit sounds would play for soldiers. The new map is set on the southern coastline of Finland. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Capture Speed Scaling was added in v2.14. This has increased both the visual quality and performance cost of particles. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed a wall segment having a missing face at grid I7-8-9. 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. Capturing the center flag does not cause any ticket loss or ticket bleed. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Hawks layer pack, the next generation of squad gameplay. Updated Shadows now render out to 1km at all graphics settings. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Design Intention: Give GB team better odds to and take and hold the first objective. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. 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. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. 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). Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. That helps us get an overview. 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. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. 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. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Fixed an issue with a floating Road grid J10-2-1. At higher quality, textures remain at full resolution further into the distance. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. RAAS v04. SquadMaps is a website to display all the maps and layers in Squad. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet.
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