Admin Commands. 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 the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. 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. The collision should now better match the visual mesh. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Improved the way texture resolution scales down at distance. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Most night layers are now brighter in general. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Updated soldier stamina to no longer regenerate during vaulting and climbing. Skirmish v1. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Fixed a minor issue with dirty toilet water seeping through the wall. TC v2. Fixed a wall segment having a missing face at grid I7-8-9. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. RAAS v12. #5. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. RAAS v09. 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 a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Squad Masters Vanilla are the normal maps with normal settings. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. USA now has 2x M939. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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 (. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Adjusted the corn and wheat fields to remove the short grass. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. It should no longer crash, but we will be monitoring client logs. Fixed an issue with a bad texture assignment on certain brick walls. No change in all vanilla settings. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Adjusted several CPs capture areas to better match the POI layouts. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). Switched to more physically accurate parameters for outdoor lighting. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Skirmish v1. 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 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. 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. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. 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. 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. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Increased the turret health to match the INS T62. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. Fixed issue with shiny roads on several maps. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. 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). garding exported NetGUIDs and Seamless Travel. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Please note that the associated quality and performance tradeoffs have similarly changed. 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. Added a new landscape shader and new landscape textures. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Occasionally a player does not spawn at a Rally Point. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. The fix attempt. 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. 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. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed an issue with a rock having collision problems at grid F4-7-4. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. RAAS v07. SquadMaps is a website to display all the maps and layers in Squad. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. 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). 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. 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! Potential Fix for a client crash related to network messages when joining a squad. Fixed LODs before imposter on Beech/Oak trees. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. 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 Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Added a new deployable rickety wooden watchtower with camo nets for Militia. Harju. 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. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! (APFSDS rounds etc.). 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. 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. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. a UGL impact getting perceived the same as a Tandem rocket). Upgrade package for defensive deployables. And it accomplishes this. 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). Adjusted grass heights to create less excessively high grass. 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 a potentially exploitable issue with server fire projectile IDs. !vote cancel - Cancels current round of voting. Some layers will continue to receive tweaks and improvements in the future. Fixed floating rocks at grid G6-8-8, F8-8-9. We will keep you informed if this happens. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Tunnels are now darker in general, to better represent these CQB areas. Design Intention: Give GB team better odds to and take and hold the first objective. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Updated all muzzle flashes to now kick up much more dust after sustained firing. Updated point capture speed to scale by the number of players. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. The audio module for Squad is initialized at the game start. Adjusted Sumari AAS v2 vehicle layout to not include APCs. 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. Added new landscape shader & landscape textures. Added a new road connection between the Bunker and Train Bridge OP. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. 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. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Added new explosive splash damage against infantry upon vehicle destruction. 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. This is an inherent problem, and the solution is currently in long-term development. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps.
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