Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. RAAS v10. . Updated Terrain shadows to now render out to 8km. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. 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. Those who know about it anticipate and destroy maps. Those who know about it anticipate and destroy maps. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Some layers will continue to receive tweaks and improvements in the future. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. 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 on Gorodok RAAS v1, the minimap was not showing the map layers version number. Added a new landscape shader and new landscape textures. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Fixed an issue with a wall sticking through a building at grid C4-2-4. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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). Create Infographic with the information below: Added a Depth of Field (DoF) effect. Fixed a z-fighting column at the warehouse. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Occasional Player (Client) crashes in various circumstances. Adjusted several CPs capture areas to better match the POI layouts. Improved the way texture resolution scales down at distance. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. 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 the issues with the backdrop mountains texture. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. The effect now smoothly fades in and out. turret was disabled and therefore stabilisation was disabled. Some of the changes since you last saw me on the wrench: 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. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. RAAS v06. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. This issue is a high priority to fix and. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Fixed an issue with dithered temporal AA glass shaders. 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. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Updated a few maps to use new grass. 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 for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Increased the turret health to match the INS T62. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. 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. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. 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). This may not provide a benefit on all computers. Adjusted the grass materials to better match the landscape. Low is now much lower, and High/Epic is much higher. Design Intention: Give GB team better odds to and take and hold the first objective. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! 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. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. No ticket gain from capturing flags (normally +60). Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Tessellation itself has also been significantly optimized. 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. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed a minor issue with dirty toilet water seeping through the wall. Added various types of additional cover to various central locations. Also adjusted the volume of 50cal hit sounds against a Minsk. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Added a small amount of new mini POIs throughout the map. 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 quality and performance cost of this effect are controlled by Post Process Quality. 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. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. 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 issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. 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 Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. TC v2. 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. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Potential Fix for a client crash related to audio and gun sounds. Updated flag capture rate scaling values. These are the 200 round box mags. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Optimization: Blur shader no longer costs performance when not in ADS. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. 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). Also. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Adjusted the Goose Bay map camera location. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. SFX bug while Firing in full auto. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Increased intensity of peripheral vision blur when using zoom optics. 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 with corn crops having dark leaves and dark artifacts in different LODs. 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. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Stamina cost for these actions has also been increased. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. 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. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Updated ragdoll motors to create a more realistic death with the pose being maintained. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. TC v2. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. AAS . Fixed LODs before imposter on Beech/Oak trees. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. 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! This. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. #5. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. This addressed a number of visual bugs. #5 killertowfoo Mar 7, 2021 @ 8:33am Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Mention the demotion if you are no longer the FTL. RAAS v09. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Added a Material Quality graphics setting. a UGL impact getting perceived the same as a Tandem rocket). The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. RAAS v04. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. RAAS v03. RAAS v02. 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. 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. 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). Fixed an issue with small ground clutter/rocks having too short of a culling range.
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