«

Apr 21

squad raas layers

Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed an issue at the Old Hospital POI with wall alignment. Capture Speed Scaling was added in v2.14. 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 Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Harju. My suggestion? Skirmish v1. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Updated Yehorivka to use a new road material. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a minor issue with floating grass in the Tunnel. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Steam Workshop::Squad Masters - Mod [SQ v4.2] . Adjusted GB FV107s HAT damage modifier. This issue is a high priority to fix and. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed a minor issue with dirty toilet water seeping through the wall. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Updated point capture speed to scale by the number of players. If you spot any specific errors, please open an issue! This has increased both the visual quality and performance cost of particles. 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 UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Squad Maps 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. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. The oldest notifications will be removed to make room for new ones. We have not been able to reproduce this issue since the fix was implemented. It should no longer crash, but we will be monitoring client logs. 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 an issue with some fences culling at too short-range at grid H10-3-5. 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. 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. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. This draws focus to the action and enhances the look of visual effects. RAAS v11. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. . before taking any other troubleshooting steps. !vote end - Gently ends the current vote and announces the winner layer. This new revised landscape should appear more natural, with a minor increase in micro terrain. 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. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Capture speed will be shortened if one team has significantly more players in the point than the other team. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Updated minimap with intent to make height more readable, also now features trees. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. proportions on the CAF and MEA static flags. 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. This. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Added a new deployable fortified HASCO Observation Tower for all conventional factions. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. We are continuously working to improve server performance and optimization. Hawks layer pack, the next generation of squad gameplay. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. This is an inherent problem, and the solution is currently in long-term development. The effect now smoothly fades in and out. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. 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 (. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. 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. 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. Squad Update v2.12 Release Notes This means it will not be possible to destroy these vehicles by hitting only their turret. We have completely reworked the games handling of dynamic shadows. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. 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. Currently, this primarily affects the complexity of the Landscape. 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. GB FV510 IFV was particularly susceptible to this issue. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. RAAS v10. This, Player kit role icons are sometimes not being displayed on certain menu screens. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Updated CAF weapon text description in the role loadout screen. Fixed an issue with the Castle POI walls culling too soon. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. The map was added into the game in the Alpha 14 (June 6, 2019) update. 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. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Squadlanes (Squad v4.0) 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. 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 an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. 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. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. A "lock" icon will appear over a capture zone when a team . Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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). RAAS v09. Stamina cost for these actions has also been increased. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Squad Lanes has destroyed RAAS layer. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed floating foliage at various locations. No change in all vanilla settings. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. To halt their advance, a NATO carrier group has been . Fixed an issue with z-fighting decals on hangars. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed an issue with various foliage clipping through buildings. Updated soldier stamina to no longer regenerate during vaulting and climbing. Improved the micro terrain across the entire landscape. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. 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. Updated brick tower at grid O13-4-6, interior ladders have been removed. 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 Kornet Emplacement, which was not taking HAT damage properly. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. In 2 . To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. 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. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout.

Vintage Navajo Jewelry, Identify The True And False Statements About Scientific Research, What Happened To Maki's Mom Stars Align, North Augusta Star Archives, Articles S