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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. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. 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). Predict Squad RAAS lanes and learn map layouts with Squadlanes! Squad Lanes has destroyed RAAS layer. All tank rounds are using the existing sounds that youve heard. Also adjusted the volume of 50cal hit sounds against a Minsk. Added new explosive splash damage against infantry upon vehicle destruction. Fixed a z-fighting column at the warehouse. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers This draws focus to the action and enhances the look of visual effects. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad 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. Those who know about it anticipate and destroy maps. deployables to be placed intention is to disallow all deployables in the sewers. Squad Lanes has destroyed RAAS layer. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. RAAS v02. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed floating foliage at various locations. A look at the new layers (Squad Lanes dev) : r/joinsquad Also. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. In the future, restriction zone functionality may be extended to some of our larger maps as well. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Fallujah Fixed a detached wall segment at grid G5-3-2. 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. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Hopefully, this issue should be resolved now. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed an issue with various buildings and foliage culling too quickly. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. This will be addressed in a future update. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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). 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. 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. Adjusted the grass materials to better match 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. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. This can be changed in Settings -> Graphics. The fix attempt. Localization for most language translations is currently out of date. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). RAAS v05. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated HUD notifications to cap the maximum number of notifications to 4. This issue is a high priority to fix and. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Updated the water material to better match the new lighting. 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. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. RAAS v10. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Deployment Updated CAF Commander CAS to now use CF-18 rocket strike. Squad Lanes has destroyed RAAS layer. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. RAAS works for the first 5 to 20 mins into the game. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. RAAS v12. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Squad's 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! Fixed incorrect shading on several landscapes. Updated all muzzle flashes to now kick up much more dust after sustained firing. RAAS v07. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. garding exported NetGUIDs and Seamless Travel. Those who know about it anticipate and destroy maps. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. This is intended for very old systems for which Low settings are still not sufficient. 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. turret was disabled and therefore stabilisation was disabled. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Squad Masters Vanilla are the normal maps with normal settings. Server performance may periodically dip when a server has a high population and high load. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. This crash is currently not reproducible. This has increased both the visual quality and performance cost of particles. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Capturing the center flag does not cause any ticket loss or ticket bleed. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. 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. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed an issue with terrain clipping into a building at grid D3-3-6. !vote cancel - Cancels current round of voting. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces This may not provide a benefit on all computers. 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. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Skorpo - Official Squad Wiki My suggestion? Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. This is a long-time legacy bug that has been difficult to reproduce reliably. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed an exploitable non-enterable room to prevent radio placement. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. SFX bug while Firing in full auto. Fixed multiple piles of incorrectly textured boulders. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. This will be addressed in a future update. Fixed a potentially exploitable issue with server fire projectile IDs. 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. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed an issue with untextured rubble walls at multiple locations. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Occasional Player (Client) crashes in various circumstances. Squad Maps RAAS v09. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. 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. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Updated binoculars with new zoom in/ zoom out sounds. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. This is also intended to increase chances of Attacker success on first Capture Points. No ticket gain from capturing flags (normally +60). These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Updated brick tower at grid O13-4-6, interior ladders have been removed. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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 a sidewalk using an incorrect material. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Fixed an issue with dithered temporal AA glass shaders. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. optimized the LODs on the Coal Tipple Building. Fixed a collision clipping issue with the rusty railing material and decal. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. 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 Yehorivka to use a new road material. Only the admin cam has special caster features. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Adjusted the corn and wheat fields to remove the short grass. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated soldier stamina to no longer regenerate during vaulting and climbing. Players who are experiencing issues after the update, be sure to go to Settings ->. The oldest notifications will be removed to make room for new ones. Fixed an issue with the waterfall missing its VFX. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. For example lets take Mutaha. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. !vote cancelauto - Cancel scheduled automatic start of vote. RAAS v01. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. 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 an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. AAS v1. 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. Usage To use SquadMaps, head to https://squadmaps.com and begin! Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. a UGL impact getting perceived the same as a Tandem rocket). !vote restart - Restarts voting with 6 random maps and modes. Squad Maps Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Fixed some road intersections that were not blending correctly. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). All armor piercing projectiles use another set of piercing more destructive sounds. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. proportions on the CAF and MEA static flags. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Adjusted Sumari AAS v2 vehicle layout to not include APCs. 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 . Updated map to use new grass & adjusted the scale of the grass. RAAS v11. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. OWI need to nerf Squad lanes : r/joinsquad - reddit This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Increased the turret health to match the INS T62. 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. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Is Squad Lanes cheating? : r/joinsquad - reddit.com Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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. 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. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. 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. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Admin Commands. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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. Updated Mestia Invasion v1 to now use Mid Day Lighting. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Squad is again way too infantry-based, almost all AAS/RAAS layers lack Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Adjusted GB FV107s HAT damage modifier. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. RAAS v03. Capture Speed Scaling was added in v2.14. It is the third update of the year (not counting Hotfixes). RAAS v01. The recommended solution, for now, is to run Squad in the Borderless mode. Added a Material Quality graphics setting. 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. 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. Fixed an issue at the Old Hospital POI with wall alignment. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Please note that the associated quality and performance tradeoffs have similarly changed. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Fixed an issue with small ground clutter/rocks having too short of a culling range. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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). This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. These are the 200 round box mags. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. We are continuously working to improve server performance and optimization. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. The update also brings an overhaul of how the game handles lighting. Fixed an issue with the Castle POI walls culling too soon. You may want to raise or lower your graphics settings from what you used before this update. More details below: Removed the force which previously prevented infantry from standing on each others heads. 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 foliage popup at close distance. Adjusted the building in grid F8-4-9 to now have an open access point. This also helps reduce the perceived smudgyness of anti-aliasing. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. 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!