No ticket gain from capturing flags (normally +60). Added various types of additional cover to various central locations. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Updated the minimap with intent to make height more readable, minimap also now features trees. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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. SquadMaps: All maps and layers in Squad. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Squad Lanes has destroyed RAAS layer. 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. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Please play Squad on a system that meets or exceeds our min spec. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. 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. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed an audio issue where double hit sounds would play for soldiers. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. RAAS v02. 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 gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Updated the landscape terrain shader to a new and improved version. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. The update also brings an overhaul of how the game handles lighting. Added a new deployable rickety wooden watchtower with camo nets for Militia. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. RAAS v07. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. 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. It should no longer crash, but we will be monitoring client logs. 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. proportions on the CAF and MEA static flags. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. This is intended to give low-end hardware more performance options. Ticket loss from losing the flag is still the same (-10 tickets). RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Those who know about it anticipate and destroy maps. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. RAAS v12. RAAS v05. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Hawks layer pack, the next generation of squad gameplay. RAAS works for the first 5 to 20 mins into the game. RAAS v04. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed a common Server crash related to SQMapMarkerManager. Some of the changes since you last saw me on the wrench: Updated map to use new grass & adjusted the scale of the grass. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. deployables to be placed intention is to disallow all deployables in the sewers. We now achieve the desired look using lighting alone, which preserves detail. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. 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. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Fixed an issue with a static shovel floating at grid D7-8-5. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. We are continuously working to improve server performance and optimization. Currently, this primarily affects the complexity of the Landscape. garding exported NetGUIDs and Seamless Travel. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Adjusted the faction vehicle layout on Tallil RAAS v1. Setting it to Low will disable the effect altogether. 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. Fixed an issue at the Old Hospital POI with wall alignment. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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. Fixed a wall segment having a missing face at grid I7-8-9. All tank rounds are using the existing sounds that youve heard. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Updated all muzzle flashes to now kick up much more dust after sustained firing. 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). Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. This addressed a number of visual bugs. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). The fix attempt. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Fixed an issue with vehicles sometimes floating when they first spawn. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. TC v2. Optimization: Blur shader no longer costs performance when not in ADS. This is an inherent problem, and the solution is currently in long-term development. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). 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. 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. Updated Shadows now render out to 1km at all graphics settings. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Updated a few maps to use new grass. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. more than 100 rounds if they respawn with an empty kit. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. turret was disabled and therefore stabilisation was disabled. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). before taking any other troubleshooting steps. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. A complete dictionary of Squad Maps and layers available in-game. AAS v1. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. RAAS v08. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). Updated the MEA G3 Rifle series firing sounds. Updated the way armor meshes react to damage traces from explosions. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. AAS v1. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Reduced the hollow tube effect. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Only the admin cam has special caster features. Fixed a material LOD issue on the large garage at USA Main and the village houses. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. This is intended to make deployable fortifications more resilient. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed a minor issue with a floating rock at grid D13-8-9. Squad Masters Vanilla are the normal maps with normal settings. It is the third update of the year (not counting Hotfixes). Fixed exploitable cliffs near Russian Outpost POI. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). !vote cancelauto - Cancel scheduled automatic start of vote. Expanded the road network northwest of Mogiliovo POI. In 2 . TC v2. optimized the LODs on the Coal Tipple Building. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Chora RAAS v3 features old school F88 Rifles. 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 for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Expanded the road network around Kropy and Zolata POIs. This new revised landscape should appear more natural, with a minor increase in micro terrain. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed an exploitable non-enterable room to prevent radio placement. 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. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. 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. RAAS v06. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. 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. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Tunnels are now darker in general, to better represent these CQB areas. Added a Material Quality graphics setting. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Skirmish v1. Create Infographic with the information below: Added a Depth of Field (DoF) effect. 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. . Updated minimap with the intent to make height more readable, minimap now also features trees. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Others can still hear them when they talk. Tessellation itself has also been significantly optimized. The map was added into the game in the Alpha 14 (June 6, 2019) update. This will be addressed in a future update. Adjusted GB FV107s HAT damage modifier. MEA Protection zones no-deploy zone was reduced from 150m to 80m. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. Updated HUD notifications to cap the maximum number of notifications to 4. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. This patch adds the new Harju Map to the game. Fixed an issue with untextured rubble walls at multiple locations. 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). Stamina cost for these actions has also been increased. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. 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. Updated soldier stamina to no longer regenerate during vaulting and climbing. Adjusted the building in grid F8-4-9 to now have an open access point. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. 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! Adjusted several CPs capture areas to better match the POI layouts. To halt their advance, a NATO carrier group has been . The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. 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 a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. RAAS v09. 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. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. The root cause of this issue was addressed by a change to the way penetration is handled. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. It is the third update of the year (not counting Hotfixes). Fixed some road intersections that were not blending correctly. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. My suggestion? (APFSDS rounds etc.). Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. !vote end - Gently ends the current vote and announces the winner layer. The quality and performance cost of this effect are controlled by Post Process Quality. Fixed a z-fighting column at the warehouse. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Added new landscape shader & landscape textures. 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. Fallujah Fixed a detached wall segment at grid G5-3-2. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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. Fixed an issue with various buildings and foliage culling too quickly. Updated Belaya to use a new landscape renderer. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. 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. Fixed an issue with small ground clutter/rocks having too short of a culling range. 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. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed issue with shiny roads on several maps. Added various mini POIs across the map to fill in areas that were a bit barren. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. 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. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Optimized the sky textures, which previously could cause system hitching on older hardware. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. This allows a 120s AAS flag to be captured in as little as 80s. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated Mestia Skirmish v1 to now use Overcast Lighting. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. 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. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Both locations will now use the IFV icon. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. RAAS v11. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. . And it accomplishes this. Fixed an issue with tall buildings culling inapporpriately. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed smoothing groups, fixed dark baked in shadows in windows &. Soldier stamina regeneration will be paused until these actions complete. 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. 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.
Prepare With Glenn My Patriot Supply, California Home Health Agency License Application, New Homes Under $200k In Utah, Articles S
Prepare With Glenn My Patriot Supply, California Home Health Agency License Application, New Homes Under $200k In Utah, Articles S