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MEA now has 2x Ural Logi instead of Simir Logi. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. SQUAD UPDATE V2.15 RELEASE NOTES : Squad - joinsquad.com Fixed floating foliage at various locations. To halt their advance, a NATO carrier group has been . ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. RAAS v04. RAAS v07. Fixed an issue with a bad texture assignment on certain brick walls. This may not provide a benefit on all computers. 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. Goose Bay Fixed various floating grass. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Updated all muzzle flashes to be larger, brighter, and more consistent. No change in all vanilla settings. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Some of the changes since you last saw me on the wrench: Create Infographic with the information below: Added a Depth of Field (DoF) effect. Fixed a wall segment having a missing face at grid I7-8-9. 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. Optimization: Blur shader no longer costs performance when not in ADS. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. 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. Updated soldier stamina to no longer regenerate during vaulting and climbing. Squad Lanes has destroyed RAAS layer. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Squad Lanes has destroyed RAAS layer. Fixed an issue with a floating Road grid J10-2-1. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. RAAS works for the first 5 to 20 mins into the game. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). 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). Hawks layer pack, the next generation of squad gameplay. Updated Anvil loading screen music to use its own unique theme. 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. Improved the visibility of muzzle flashes. Fixed a potentially exploitable issue with server fire projectile IDs. Others can still hear them when they talk. RAAS v01. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Fixed an issue at the NW Main with an unintended burning fire sound in the area. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Both locations will now use the IFV icon. Some layers will continue to receive tweaks and improvements in the future. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed an issue with a wall sticking through a building at grid C4-2-4. 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. RAAS v06. Occasionally a player does not spawn at a Rally Point. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. 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. 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. RAAS v08. . Updated the minimap with intent to make height more readable, minimap also now features trees. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. Adjusted and replaced some ambient sounds. Fixed the long standing FOB Double teleport bug. This is intended for very old systems for which Low settings are still not sufficient. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Updated Yehorivka to use a new road material. Squad Maps Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Admin Commands. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. RAAS v11. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Currently, this primarily affects the complexity of the Landscape. Adjusted the building in grid F8-4-9 to now have an open access point. 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. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. This led to issues with flag distances and fairness, so it was changed to a lane system. 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). The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. 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 LODs before imposter on Beech/Oak trees. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. 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. Reply Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Harju. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. 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. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. That helps us get an overview. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Please note that the associated quality and performance tradeoffs have similarly changed. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Textures do not become excessively blobby at lower settings. In 2 . The Most Underrated Mod Since The Start Of Open Modding Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. a UGL impact getting perceived the same as a Tandem rocket). Updated the water material to better match the new lighting. RAAS v09. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. 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. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. GB FV510 IFV was particularly susceptible to this issue. SquadMaps: All maps and layers in Squad. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Fixed an issue with the waterfall missing its VFX. 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. Harju. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Improved and optimized texture quality scaling. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. before taking any other troubleshooting steps. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. 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. The recommended solution, for now, is to run Squad in the Borderless mode. 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. The Wrench - Freedom Edition (July) - Squad Fallujah Fixed a detached wall segment at grid G5-3-2. 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. No ticket gain from capturing flags (normally +60). AAS v1. Fixed a common Server crash related to SQMapMarkerManager. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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. 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. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). This is a long-time legacy bug that has been difficult to reproduce reliably. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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 a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Adjusted GB FV107s HAT damage modifier. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Reduced the hollow tube effect. #5 killertowfoo Mar 7, 2021 @ 8:33am Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Updated the HAB ghost placement mesh to include exit point indicators. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. 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. Fixed an issue with a static shovel floating at grid D7-8-5. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Squad is again way too infantry-based, almost all AAS/RAAS layers lack 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.