Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. We now achieve the desired look using lighting alone, which preserves detail. Fixed a potentially exploitable issue with server fire projectile IDs. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Improved the micro terrain across the entire landscape. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Local/Offline Bug with Commander CAS does not do damage in local. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. 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 an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed an issue with some fences culling at too short-range at grid H10-3-5. We are continuously working to improve server performance and optimization. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Please note that the associated quality and performance tradeoffs have similarly changed. This was a legacy issue that has been tough to isolate. !vote cancelauto - Cancel scheduled automatic start of vote. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Complete overhaul of the technical and artistic approach to lighting. Only the admin cam has special caster features. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. 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. 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. 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. 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. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. RAAS v02. 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. Skirmish v1. 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). Fixed an issue with a rock having collision problems at grid F4-7-4. 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. The Most Underrated Mod Since The Start Of Open Modding GitHub - fantinodavide/squad-js-map-vote Cons: Very exposed / prominent position which is easy to target with area effect weapons. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Updated minimap with intent to make height more readable, also now features trees. RAAS v03. 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). All armor piercing projectiles use another set of piercing more destructive sounds. Updated landscape to be rockier across the entire landscape. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. TC v2. TC v1. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Added a Material Quality graphics setting. Initial Neutral flags have an additional 1.3x speed multiplier. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Updated Yehorivka to use a new road material. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. 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 the way armor meshes react to damage traces from explosions. 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. Those who know about it anticipate and destroy maps. The map was added into the game in the Alpha 14 (June 6, 2019) update. more than 100 rounds if they respawn with an empty kit. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed the long standing FOB Double teleport bug. The new map is set on the southern coastline of Finland. The collision should now better match the visual mesh. SquadMaps: All maps and layers in Squad. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Adjusted the Goose Bay map camera location. Vehicle Reset Feature does not currently work with Helicopters. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Reduced the hollow tube effect. 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. 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 GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. 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 Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Squadlanes (Squad v4.0) Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed some road intersections that were not blending correctly. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Skorpo is a map featured in Squad. RAAS v07. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed an issue with the Castle POI walls culling too soon. 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 a floating concrete platform at Shipping Yard grid G3-7-5. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. 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. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. (APFSDS rounds etc.). Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. All tank rounds are using the existing sounds that youve heard. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Fixed an issue with tall buildings culling inapporpriately. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. This is intended for very old systems for which Low settings are still not sufficient. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. . 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 the vehicle explosion impact interior sound sets, adding 2 new sounds. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. 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. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Capture Speed Scaling was added in v2.14. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Added new explosive splash damage against infantry upon vehicle destruction. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. This will be addressed in a future update. 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. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Server performance may periodically dip when a server has a high population and high load. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Those who know about it anticipate and destroy maps. Adjusted the corn and wheat fields to remove the short grass. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. AAS v1. 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. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. 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. My suggestion? Adjusted the grass materials to better match the landscape. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Squad is again way too infantry-based, almost all AAS/RAAS layers lack proportions on the CAF and MEA static flags. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Updated all muzzle flashes to be larger, brighter, and more consistent. RAAS v06. Updated Mestia Invasion v1 to now use Mid Day Lighting. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. A complete dictionary of Squad Maps and layers available in-game. 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. RAAS v07. Localization for most language translations is currently out of date. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. 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 the issue with modded custom factions causing an infinite loading screen. 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. 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. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers 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. 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. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. !vote restart - Restarts voting with 6 random maps and modes. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. MEA Protection zones no-deploy zone was reduced from 150m to 80m. 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. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces SquadMaps is a website to display all the maps and layers in Squad. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. The Wrench - Freedom Edition (July) - Squad 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. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Chora RAAS v3 features old school F88 Rifles. It is the third update of the year (not counting Hotfixes). Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Pros: Relatively small footprint with superior viewing angles for observation and fire support. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. It should no longer crash, but we will be monitoring client logs. That helps us get an overview. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. 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. This, Player kit role icons are sometimes not being displayed on certain menu screens. 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. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Harju. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard.
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