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. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed the long standing FOB Double teleport bug. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. RAAS v04. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Goose Bay Fixed various floating grass. 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. 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 Increased the update rate of particles at all quality levels. AAS . 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. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Squad Update v2.12 Release Notes Updated the minimap with intent to make height more readable, minimap also now features trees. Hopefully, this issue should be resolved now. Players who are experiencing issues after the update, be sure to go to Settings ->. Rocks and grass should blend much better. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Squad Masters Vanilla are the normal maps with normal settings. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). turret was disabled and therefore stabilisation was disabled. 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. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Fallujah Fixed a few locations in sewers that still allowed. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Adjusted the Goose Bay map camera location. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. 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. The recommended solution, for now, is to run Squad in the Borderless mode. Removed most artificial colour-grading. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Squad Update v3.0 Release Notes !vote start - Starts a vote with 6 layers, random modes. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. 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. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed a material LOD issue on the large garage at USA Main and the village houses. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Reduced the hollow tube effect. Updated Mestia Skirmish v1 to now use Overcast Lighting. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Improved the micro terrain across the entire landscape. 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). Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion RAAS v02. Both locations will now use the IFV icon. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. 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. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Adjusted the corn and wheat fields to remove the short grass. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Mention the demotion if you are no longer the FTL. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated a few maps to use new grass. RAAS v12. Low is now much lower, and High/Epic is much higher. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. If you experience any issues with the latest update please contact our Support Team (Link URL). RAAS v08. Updated brick tower at grid O13-4-6, interior ladders have been removed. 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 a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. 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. This. Fixed an issue with road/railroad culling distances being very low. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). With improved shadows and lighting also comes updates to the Graphics Settings Menu. Harju. Added a new experimental Tire Fire deployable for Insurgents. This will be addressed in a future update. Fixed an issue with terrain clipping into a building at grid D3-3-6. etc.) Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Improved the visibility of muzzle flashes. Fixed the issue with modded custom factions causing an infinite loading screen. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed an issue with foliage popup at close distance. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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. Fixed an issue with z-fighting decals on hangars. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed an issue with untextured rubble walls at multiple locations. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. 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. In 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. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Squad's 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! We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Expanded the road network around Kropy and Zolata POIs. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. 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. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. SFX bug while Firing in full auto. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. 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. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. 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. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Squad Maps Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. 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. OWI need to nerf Squad lanes : r/joinsquad - reddit Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Updated Anvil loading screen music to use its own unique theme. Updated Shadows now render out to 1km at all graphics settings. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). 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. RAAS v09. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. 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. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Squad Lanes has destroyed RAAS layer. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. 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. 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. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Fixed a floating concrete platform at Shipping Yard grid G3-7-5. The map was added into the game in the Alpha 14 (June 6, 2019) update. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Upgrade package for defensive deployables. Fixed an issue with small ground clutter/rocks having too short of a culling range. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Complete overhaul of the technical and artistic approach to lighting. Adjusted the faction vehicle layout on Tallil RAAS v1. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Added various types of additional cover to various central locations. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. before taking any other troubleshooting steps. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Soldier stamina regeneration will be paused until these actions complete. Tessellation itself has also been significantly optimized. Those who know about it anticipate and destroy maps. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Afterwards it becomes AAS,(assuming if you remember the next objective location). Squadlanes: Good or Bad? What's your opinion? : r/joinsquad We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. 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 columns having z-fighting issues on the rooftop of the Warehouse. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Updated the way armor meshes react to damage traces from explosions. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. RAAS v06. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). 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! 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. 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. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed a collision clipping issue with the rusty railing material and decal. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. 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. Adjusted several CPs capture areas to better match the POI layouts. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed an audio issue where double hit sounds would play for soldiers. Reddit - Dive into anything Steam Workshop::Hawks Layer Pack [v4.2] [75MB] TC v2. Added a road connection between Niva Upper and Train Bridge. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. The new map is set on the southern coastline of Finland. 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. These are the 200 round box mags. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. optimized the LODs on the Coal Tipple Building. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. 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. Added a Material Quality graphics setting. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Stamina cost for these actions has also been increased. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. 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). Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. We are continuously working to improve server performance and optimization. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Clarified the requirement for Combat Engineer explosives. 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. RAAS v11. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Squad Lanes has destroyed RAAS layer. 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. Currently, this primarily affects the complexity of the Landscape. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. This allows a 120s AAS flag to be captured in as little as 80s. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. 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. Note: autocannon are unchanged and still use a 50cm kill zone radius. #5. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Fixed hundreds of foliage visual issues. This is intended for very old systems for which Low settings are still not sufficient. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. RAAS v09. Now they should block traces with the visibility channel. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. RAAS v03. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS.
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