Fixed a minor issue with floating grass in the Tunnel. Fixed the long standing FOB Double teleport bug. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Capture speed will be shortened if one team has significantly more players in the point than the other team. 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 a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. The quality and performance cost of this effect are controlled by Post Process Quality. 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. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). RAAS v12. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed the Scots Pine tree texture so it is less bright. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Stamina cost for these actions has also been increased. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Capturing the center flag does not cause any ticket loss or ticket bleed. 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. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Potential Fix for a client crash related to audio and gun sounds. WoodenQuality5099 25 days ago However it's not truly random. A complete dictionary of Squad Maps and layers available in-game. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. 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. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. This led to issues with flag distances and fairness, so it was changed to a lane system. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Tessellation itself has also been significantly optimized. Increased intensity of peripheral vision blur when using zoom optics. At higher quality, textures remain at full resolution further into the distance. 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. 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. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Updated Anvil loading screen music to use its own unique theme. 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 a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. 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. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. The map was added into the game in the Alpha 14 (June 6, 2019) update. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. AAS . Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. 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. RAAS v09. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. 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. Fixed LODs before imposter on Beech/Oak trees. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. RAAS v07. The update also brings an overhaul of how the game handles lighting. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Improved the way texture resolution scales down at distance. The audio module for Squad is initialized at the game start. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue with a rock having collision problems at grid F4-7-4. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). 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. 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. We now achieve the desired look using lighting alone, which preserves detail. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed some floating grass at grid F5-5-8. 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. RAAS v12. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed a sidewalk using an incorrect material. Both locations will now use the IFV icon. Fixed a z-fighting column at the warehouse. Localization for most language translations is currently out of date. Occasional Player (Client) crashes in various circumstances. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. 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.

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