Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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. Clarified the requirement for Combat Engineer explosives. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Localization for most language translations is currently out of date. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). And it accomplishes this. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). We have not been able to reproduce this issue since the fix was implemented. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. . 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. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. 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. TC v1. 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 road/railroad culling distances being very low. 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 building in grid F8-4-9 to now have an open access point. Updated the HAB ghost placement mesh to include exit point indicators. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. TC v2. RAAS v04. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Updated Anvil loading screen music to use its own unique theme. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed a minor issue with dirty toilet water seeping through the wall. Updated Shadows now render out to 1km at all graphics settings. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. These are the 200 round box mags. The recommended solution, for now, is to run Squad in the Borderless mode. Updated the minimap with intent to make height more readable, minimap also now features trees. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). 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. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. 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 an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. 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 a stone fence that players can enter and see through at grid F6-4-7. 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. RAAS works for the first 5 to 20 mins into the game. RAAS v07. Hawks layer pack, the next generation of squad gameplay. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. (APFSDS rounds etc.). Updated Mutaha RAAS v1 to include new CPs and new routes. Adjusted GB FV107s HAT damage modifier. Soldier stamina regeneration will be paused until these actions complete. Updated all muzzle flashes to be larger, brighter, and more consistent. Reduced the hollow tube effect. Fixed an issue with a static shovel floating at grid D7-8-5. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Fixed an issue with tall buildings culling inapporpriately. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. This is intended to make deployable fortifications more resilient. Fixed exploitable cliffs near Russian Outpost POI. 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. Fixed an issue with vehicles sometimes floating when they first spawn. Fixed an issue at the Old Hospital POI with wall alignment. 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. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Updated Mestia Invasion v1 to now use Mid Day Lighting. Fixed an issue with dithered temporal AA glass shaders. 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). No change in all vanilla settings. 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. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. It is the third update of the year (not counting Hotfixes). 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. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. 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). Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. This is intended to give low-end hardware more performance options. proportions on the CAF and MEA static flags. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. optimized the LODs on the Coal Tipple Building. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Some of the changes since you last saw me on the wrench: : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Initial Neutral flags have an additional 1.3x speed multiplier. Updated landscape to be rockier across the entire landscape. These are 100 round box mags. The oldest notifications will be removed to make room for new ones. Predict Squad RAAS lanes and learn map layouts with Squadlanes! For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Fixed the long standing FOB Double teleport bug. This also helps reduce the perceived smudgyness of anti-aliasing. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. 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. Capture Speed Scaling was added in v2.14. SquadMaps is a website to display all the maps and layers in Squad. RAAS v10. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Adjusted several CPs capture areas to better match the POI layouts. 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. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Harju. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Updated minimap with the intent to make height more readable, minimap now also features trees. All UGL / Frags now use a new light impact sound. 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. We have updated the capture speed to scale with the number of players. WoodenQuality5099 25 days ago However it's not truly random. Afterwards it becomes AAS,(assuming if you remember the next objective location). A complete dictionary of Squad Maps and layers available in-game. Fixed a minor issue with a floating rock at grid D13-8-9. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Adjusted grass heights to create less excessively high grass. 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. Fixed LODs before imposter on Beech/Oak trees. Updated Mestia Skirmish v1 to now use Overcast Lighting. AAS v1. The effect now smoothly fades in and out. 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. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. 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. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. We will keep you informed if this happens. Expanded the road network northwest of Mogiliovo POI. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). This addressed a number of visual bugs. Tunnels are now darker in general, to better represent these CQB areas. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. RAAS v11. RAAS v08. 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. Fixed floating rocks at grid G6-8-8, F8-8-9. RAAS v10. This is an inherent problem, and the solution is currently in long-term development. Updated map to use new grass & adjusted the scale of the grass. Updated HUD notifications to cap the maximum number of notifications to 4. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. If you experience any issues with the latest update please contact our Support Team (Link URL). Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. !vote restart - Restarts voting with 6 random maps and modes. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. The quality and performance cost of this effect are controlled by Post Process Quality. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. 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. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. 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. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. !vote cancelauto - Cancel scheduled automatic start of vote. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Optimized the sky textures, which previously could cause system hitching on older hardware. 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. Added a new experimental Tire Fire deployable for Insurgents. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. !vote start - Starts a vote with 6 layers, random modes. Expanded the road network around Kropy and Zolata POIs. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Setting it to Low will disable the effect altogether. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. #5. 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. 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. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. In the future, restriction zone functionality may be extended to some of our larger maps as well. Chora RAAS v3 features old school F88 Rifles. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Improved the micro terrain across the entire landscape. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. 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. 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. Adjusted the grass materials to better match the landscape. Fixed a wall segment having a missing face at grid I7-8-9. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Increased the update rate of particles at all quality levels. If you spot any specific errors, please open an issue! Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Fixed floating shovel and no water sfx sound on inlet. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Others can still hear them when they talk. Fixed a potentially exploitable issue with server fire projectile IDs. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed an issue with the waterfall missing its VFX. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout.
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