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Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed an issue with terrain clipping into a building at grid D3-3-6. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. 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). Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Rocks and grass should blend much better. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Also. Squad is again way too infantry-based, almost all AAS/RAAS layers lack The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Added a road connection between Niva Upper and Train Bridge. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Added a new experimental Tire Fire deployable for Insurgents. Added a Tessellation graphics toggle. Note: autocannon are unchanged and still use a 50cm kill zone radius. Easily installed this mod works to correct debilitating Raas layers. Expanded the road network northwest of Mogiliovo POI. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed an issue with a static shovel floating at grid D7-8-5. 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 Graphic settings to ensure contact shadows are always on for low and medium shadow quality. The recommended solution, for now, is to run Squad in the Borderless mode. 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. Updated Anvil loading screen music to use its own unique theme. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Squad Maps Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Local/Offline issues currently have a lower priority. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. 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). Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Fixed a minor issue with floating grass in the Tunnel. RAAS v04. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. This is also intended to increase chances of Attacker success on first Capture Points. 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). Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. garding exported NetGUIDs and Seamless Travel. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. 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. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. AAS v1. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Hawks layer pack, the next generation of squad gameplay. Added a small amount of new mini POIs throughout the map. 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. Squad Update v2.12 Release Notes Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. 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. Squad: New Harju Map Added in Update v3.4 | Player.One Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Both locations will now use the IFV icon. Fixed a wall segment having a missing face at grid I7-8-9. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. Updated Shadows now render out to 1km at all graphics settings. Only the admin cam has special caster features. 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. Fixed an issue at the NW Main with an unintended burning fire sound in the area. RAAS v03. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Skirmish v1. Fixed a potentially exploitable issue with server fire projectile IDs. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed a sidewalk using an incorrect material. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. RAAS v11. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. 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. Tessellation itself has also been significantly optimized. Deployment The Most Underrated Mod Since The Start Of Open Modding Fixed some road intersections that were not blending correctly. This will be addressed in a future update. We have completely reworked the games handling of dynamic shadows. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Fixed an issue with various buildings and foliage culling too quickly. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. deployables to be placed intention is to disallow all deployables in the sewers. The effect now smoothly fades in and out. Local/Offline Bug with Commander CAS does not do damage in local. TC v1. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Now they should block traces with the visibility channel. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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 a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Skirmish v1. Chora RAAS v3 features old school F88 Rifles. Added a new landscape shader and new landscape textures. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Improved the way texture resolution scales down at distance. Reduced the hollow tube effect. Hopefully, this issue should be resolved now. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Reply 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. Fixed an issue with foliage popup at close distance. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. 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. Updated CAF arid uniforms textures to look more authentic. Fixed multiple piles of incorrectly textured boulders. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. This new revised landscape should appear more natural, with a minor increase in micro terrain. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. 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. Fixed LODs before imposter on Beech/Oak trees. 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. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Harju. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Capture Speed Scaling was added in v2.14. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. 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. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated and optimised deployable sandbag destruction FX. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Updated the way armor meshes react to damage traces from explosions. Adjusted GB FV107s HAT damage modifier. RAAS works for the first 5 to 20 mins into the game. 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. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. 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.