Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Most night layers are now brighter in general. !vote restart - Restarts voting with 6 random maps and modes. RAAS v10. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. RAAS v09. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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 with dithered temporal AA glass shaders. This is intended to make deployable fortifications more resilient. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. We now achieve the desired look using lighting alone, which preserves detail. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Potential Fix for a client crash related to audio and gun sounds. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. We have updated the capture speed to scale with the number of players. Upgrade package for defensive deployables. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed a minor issue with dirty toilet water seeping through the wall. (APFSDS rounds etc.). Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Updated the HAB ghost placement mesh to include exit point indicators. 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. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). 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. Updated all muzzle flashes to be larger, brighter, and more consistent. 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. This means it will not be possible to destroy these vehicles by hitting only their turret. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. RAAS v08. Create Infographic with the information below: Added a Depth of Field (DoF) effect. 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. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed a minor issue with a floating rock at grid D13-8-9. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. A complete dictionary of Squad Maps and layers available in-game. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. RAAS v02. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed an issue with the waterfall missing its VFX. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. before taking any other troubleshooting steps. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed an issue with a bad texture assignment on certain brick walls. 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. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Pros: Large amount of hit points and good viewing angles, with a protected entry way. The oldest notifications will be removed to make room for new ones. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed a minor issue with floating grass in the Tunnel. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Occasionally a player does not spawn at a Rally Point. Fixed an issue with foliage popup at close distance. Fixed an issue with various buildings and foliage culling too quickly. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed an issue with a static shovel floating at grid D7-8-5. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. More details below: Removed the force which previously prevented infantry from standing on each others heads. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. 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. SFX bug while Firing in full auto. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Adjusted and replaced some ambient sounds. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. 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. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Textures do not become excessively blobby at lower settings. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. 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. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. 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. Switched to more physically accurate parameters for outdoor lighting. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. In 2 . Updated flag capture rate scaling values. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Ticket loss from losing the flag is still the same (-10 tickets). 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. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. RAAS v05. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. RAAS v03. Updated Yehorivka to use a new road material. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. 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). Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. 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 map was added into the game in the Alpha 14 (June 6, 2019) update. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. The new map is set on the southern coastline of Finland. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. 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 large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed an issue with a wall sticking through a building at grid C4-2-4. No ticket gain from capturing flags (normally +60). etc.) TC v2. Added a Material Quality graphics setting. RAAS v10. 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. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. This also helps reduce the perceived smudgyness of anti-aliasing. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Hopefully, this issue should be resolved now. 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. Skirmish v1. 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. Increased the update rate of particles at all quality levels. RAAS v08. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. AAS v1. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed issue with shiny roads on several maps. The update also brings an overhaul of how the game handles lighting. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). 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. RAAS v07. . Adjusted the corn and wheat fields to remove the short grass. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed the issue with modded custom factions causing an infinite loading screen. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast.
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