Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. RAAS v12. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. 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. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. A complete dictionary of Squad Maps and layers available in-game. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Fixed a sidewalk using an incorrect material. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. RAAS v04. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Setting it to Low will disable the effect altogether. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. TC v1. A complete dictionary of Squad Maps and layers available in-game. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . 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. Those who know about it anticipate and destroy maps. Squad's RAAS system was originally based only on depth. Fixed a potentially exploitable issue with server fire projectile IDs. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. This draws focus to the action and enhances the look of visual effects. 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! The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. 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. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. garding exported NetGUIDs and Seamless Travel. 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. Reduced the hollow tube effect. That helps us get an overview. Squads 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! Only the admin cam has special caster features. Complete rework of Squads approach to dynamic shadows. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed incorrect shading on several landscapes. SquadMaps: All maps and layers in Squad. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Adjusted the corn and wheat fields to remove the short grass. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). The Wrench - Freedom Edition (July) - Squad Updated Belaya to use a new landscape renderer. Complete overhaul of the technical and artistic approach to lighting. Fixed an issue with a rock having collision problems at grid F4-7-4. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Squad Update v3.0 Release Notes Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers This, Player kit role icons are sometimes not being displayed on certain menu screens. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Squad Masters Vanilla are the normal maps with normal settings. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. 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. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. 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. Those who know about it anticipate and destroy maps. This may not provide a benefit on all computers. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. This can be changed in Settings -> Graphics. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Also. 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. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. My suggestion? Updated landscape to be rockier across the entire landscape. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Others can still hear them when they talk. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. 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. Updated Mestia Invasion v1 to now use Mid Day Lighting. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. The fix attempt. Chora RAAS v3 features old school F88 Rifles. It is the third update of the year (not counting Hotfixes). Clarified the requirement for Combat Engineer explosives. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Updated map to use new grass & adjusted the scale of the grass. Updated and optimised deployable sandbag destruction FX. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Harju. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. And it accomplishes this. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Fixed an issue with a tree growing in train tracks at grid G9-4-8. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Squad Maps 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. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. more than 100 rounds if they respawn with an empty kit. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Local/Offline Bug with Commander CAS does not do damage in local. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Updated all muzzle flashes to be larger, brighter, and more consistent. Updated CAF arid uniforms textures to look more authentic. RAAS v11. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Adjusted the grass materials to better match the landscape. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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). 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. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. For example lets take Mutaha. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Adjusted the building in grid F8-4-9 to now have an open access point.
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