TC v2. 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 a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. This will be addressed in a future update. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Updated a few maps to use new grass. This issue is a high priority to fix and. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. RAAS v11. Potential Fix for a client crash related to audio and gun sounds. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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. 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 (. Updated point capture speed to scale by the number of players. Setting it to Low will disable the effect altogether. That helps us get an overview. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed a sidewalk using an incorrect material. 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. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed an issue with various foliage clipping through buildings. 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. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Expanded the road network northwest of Mogiliovo POI. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Adjusted the CAF C9A2 LMG front sight to a more accurate model. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. RAAS v06. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. Fixed a z-fighting column at the warehouse. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Squad Masters Vanilla are the normal maps with normal settings. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. In the future, restriction zone functionality may be extended to some of our larger maps as well. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Server performance may periodically dip when a server has a high population and high load. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed the issue with modded custom factions causing an infinite loading screen. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. 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. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. 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. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Updated CAF arid uniforms textures to look more authentic. 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. This is an inherent problem, and the solution is currently in long-term development. Easily installed this mod works to correct debilitating Raas layers. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. 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. 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 occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Added a new landscape shader and new landscape textures. Added a road connection between Niva Upper and Train Bridge. 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! Currently, this primarily affects the complexity of the Landscape. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. !vote start - Starts a vote with 6 layers, random modes. 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. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Localization for most language translations is currently out of date. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Adjusted several CPs capture areas to better match the POI layouts. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. Updated CAF weapon text description in the role loadout screen. This has increased both the visual quality and performance cost of particles. Updated Terrain shadows to now render out to 8km. 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 an issue with a bad texture assignment on certain brick walls. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Goose Bay Fixed various floating grass. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Also. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. SquadMaps: All maps and layers in Squad. RAAS v05. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Design Intention: Give GB team better odds to and take and hold the first objective. This can be changed in Settings -> Graphics. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. . At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. USA now has 2x M939. We have completely reworked the games handling of dynamic shadows. This may not provide a benefit on all computers. Fixed an issue with small ground clutter/rocks having too short of a culling range. RAAS v03. Updated the way armor meshes react to damage traces from explosions. 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. Fixed some areas where foliage bushes was clipping into houses. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed an issue with dithered temporal AA glass shaders. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. This crash is currently not reproducible. Tessellation itself has also been significantly optimized. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Squad Lanes has destroyed RAAS layer. Added a new experimental Tire Fire deployable for Insurgents. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed incorrect shading on several landscapes. The new map is set on the southern coastline of Finland. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. 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. Updated Anvil loading screen music to use its own unique theme. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed floating foliage at various locations. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location.
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