Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. . Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Updated Shadows now render out to 1km at all graphics settings. Fixed some floating grass at grid F5-5-8. Adjusted GB FV107s HAT damage modifier. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Fixed an issue with small ground clutter/rocks having too short of a culling range. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Updated Anvil loading screen music to use its own unique theme. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This, Player kit role icons are sometimes not being displayed on certain menu screens. 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. We now achieve the desired look using lighting alone, which preserves detail. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed incorrect shading on several landscapes. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Removed most artificial colour-grading. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Fixed a minor issue with dirty toilet water seeping through the wall. 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 z-fighting decals on hangars. Clarified the requirement for Combat Engineer explosives. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. 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 a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. more than 100 rounds if they respawn with an empty kit. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. 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. 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). RAAS v05. Updated landscape to be rockier across the entire landscape. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. #5 killertowfoo Mar 7, 2021 @ 8:33am Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. RAAS v01. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed an issue with foliage popup at close distance. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Fixed a common Server crash related to SQMapMarkerManager. This will be addressed in a future update. 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. It should no longer crash, but we will be monitoring client logs. Improved the way texture resolution scales down at distance. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Harju. 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). Stamina cost for these actions has also been increased. Fixed the Scots Pine tree texture so it is less bright. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. . Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Squad Lanes has destroyed RAAS layer. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. 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. 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. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Added a small amount of new mini POIs throughout the map. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Added a new map layer: Logar Seed v1 created a new map layer for server seeding. The recommended solution, for now, is to run Squad in the Borderless mode. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Updated brick tower at grid O13-4-6, interior ladders have been removed. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed an issue with the waterfall missing its VFX. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. 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. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. No ticket gain from capturing flags (normally +60). Hopefully, this issue should be resolved now. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed a sidewalk using an incorrect material. Players who are experiencing issues after the update, be sure to go to Settings ->. No change in all vanilla settings. 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. 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. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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 an issue with floating rocks and grass at the entrances to Tunnel POI. This crash is currently not reproducible. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Improved and optimized texture quality scaling. Fixed an issue with a wall sticking through a building at grid C4-2-4. Updated Belaya to use a new landscape renderer. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. 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. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Capturing the center flag does not cause any ticket loss or ticket bleed. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. 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. Updated minimap with intent to make height more readable, also now features trees. Added a road connection between Niva Upper and Train Bridge. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Fixed an issue with untextured rubble walls at multiple locations. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. RAAS v01. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. 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. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. This draws focus to the action and enhances the look of visual effects. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local.
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