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). 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. Fixed an issue with a tree growing in train tracks at grid G9-4-8. . Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. All UGL / Frags now use a new light impact sound. 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. !vote start - Starts a vote with 6 layers, random modes. RAAS v02. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Added various mini POIs across the map to fill in areas that were a bit barren. Updated Mutaha RAAS v1 to include new CPs and new routes. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. A complete dictionary of Squad Maps and layers available in-game. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Updated minimap with intent to make height more readable, also now features trees. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4.
SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Soldier stamina regeneration will be paused until these actions complete. Rocks and grass should blend much better. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Updated brick tower at grid O13-4-6, interior ladders have been removed. All tank rounds are using the existing sounds that youve heard. Capture Speed Scaling was added in v2.14. Updated the water material to better match the new lighting. Added new explosive splash damage against infantry upon vehicle destruction. Increased intensity of peripheral vision blur when using zoom optics. Fixed some minor visual issues with the Scots Pine bush LODs and normals. AAS v1. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Also updated is the Buddy Boost feature, with a focus on making it easier to use. This is a long-time legacy bug that has been difficult to reproduce reliably. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. No ticket gain from capturing flags (normally +60). The quality and performance cost of this effect are controlled by Post Process Quality. Potential Fix for a client crash related to network messages when joining a squad. More details below: Removed the force which previously prevented infantry from standing on each others heads. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective.
Squad Lanes Destroying RAAS :: Squad Game Owner Discussion 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. . 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. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Fixed some road intersections that were not blending correctly. Updated map to use new grass & adjusted the scale of the grass. Upgrade package for defensive deployables. 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 on Goose Bay AAS v1 with tilted helipads at the RUS main. RAAS v03. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed some floating grass at grid F5-5-8. Squad's RAAS system was originally based only on depth. 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. Added a new road connection between the Bunker and Train Bridge OP. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. This also helps reduce the perceived smudgyness of anti-aliasing. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Players who are experiencing issues after the update, be sure to go to Settings ->. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Updated CAF weapon text description in the role loadout screen. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed issue with shiny roads on several maps. 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. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Added various types of additional cover to various central locations. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. This will be addressed in a future update. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. TC v1. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Updated Terrain shadows to now render out to 8km. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. RAAS v07. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed hundreds of foliage visual issues. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Adjusted grass heights to create less excessively high grass. RAAS v09. Updated minimap with the intent to make height more readable, minimap now also features trees. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Ticket loss from losing the flag is still the same (-10 tickets). Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Fallujah Fixed a detached wall segment at grid G5-3-2. 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. It is the third update of the year (not counting Hotfixes). TC v2. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. My suggestion? Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Added a small amount of new mini POIs throughout the map. Complete overhaul of the technical and artistic approach to lighting. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed the Scots Pine tree texture so it is less bright. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Localization for most language translations is currently out of date. To halt their advance, a NATO carrier group has been . Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Adjusted the corn and wheat fields to remove the short grass. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Optimized the sky textures, which previously could cause system hitching on older hardware. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. The map was added into the game in the Alpha 14 (June 6, 2019) update. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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 will be addressed in a future update. Tessellation itself has also been significantly optimized. Adjusted river grass and cattail foliage to better match the rest of the autumn look. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations.
Is Squad Lanes cheating? : r/joinsquad - reddit.com Fixed an issue with z-fighting decals on hangars. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. RAAS v04. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. 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. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Fixed an issue with a static shovel floating at grid D7-8-5. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed an issue with vehicles sometimes floating when they first spawn. Added a Tessellation graphics toggle. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Setting it to Low will disable the effect altogether. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. 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 an issue with various buildings and foliage culling too quickly. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. etc.) 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 a sidewalk using an incorrect material. Fixed the issue with modded custom factions causing an infinite loading screen. 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. In 2 . !vote end - Gently ends the current vote and announces the winner layer. Tunnels are now darker in general, to better represent these CQB areas. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Those who know about it anticipate and destroy maps. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Vehicle Reset Feature does not currently work with Helicopters.
A look at the new layers (Squad Lanes dev) : r/joinsquad Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Hawks layer pack, the next generation of squad gameplay. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). 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. 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 where players occasionally would have very thick fog after switching to a new map layer. Updated flag capture rate scaling values.
The Wrench - Freedom Edition (July) - Squad Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. 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. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Most night layers are now brighter in general.
Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Adjusted several CPs capture areas to better match the POI layouts. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps.
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