This patch adds the new Harju Map to the game. Please note that the associated quality and performance tradeoffs have similarly changed. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Adjusted and replaced some ambient sounds. Capture speed will be shortened if one team has significantly more players in the point than the other team. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Admin Commands. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fixed multiple piles of incorrectly textured boulders. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. 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. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed an issue with untextured rubble walls at multiple locations. 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. Potential Fix for a client crash related to audio and gun sounds. Adjusted all SL Rifles to now show + Tracer on their HUD names. Added new explosive splash damage against infantry upon vehicle destruction. For example lets take Mutaha. RAAS v01. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. Fixed a common Server crash related to SQMapMarkerManager. 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. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Hopefully, this issue should be resolved now. AAS v1. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Updated the water material to better match the new lighting. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Updated minimap with the intent to make height more readable, minimap now also features trees. Adjusted grass heights to create less excessively high grass. 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. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Fixed an issue at the Old Hospital POI with wall alignment. 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. Complete overhaul of the technical and artistic approach to lighting. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Added a new landscape shader and new landscape textures. 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 an issue on Jensens Range v2 with a Minsk spawning for the RUS team. 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. 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. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. TC v1. 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). Added various mini POIs across the map to fill in areas that were a bit barren. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. RAAS v03. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). 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. RAAS v08. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. 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. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. More details below: Removed the force which previously prevented infantry from standing on each others heads. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am Also adjusted the volume of 50cal hit sounds against a Minsk. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. WoodenQuality5099 25 days ago However it's not truly random. This crash is currently not reproducible. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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 minor error in text with CAF Grenadier C7 using C8s item description. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed an issue with tall buildings culling inapporpriately. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. RAAS v06. Squad Masters Vanilla are the normal maps with normal settings. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. RAAS v08. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. This issue is a high priority to fix and. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Updated CAF Commander CAS to now use CF-18 rocket strike. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Adjusted the corn and wheat fields to remove the short grass. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed an issue with small ground clutter/rocks having too short of a culling range. And it accomplishes this. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture 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 can be changed in Settings -> Graphics. No ticket gain from capturing flags (normally +60). This usually resulted in putting a soldier up in the air, followed by a fall to their death. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed an issue with vehicles sometimes floating when they first spawn. TC v2. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. This addressed a number of visual bugs. This was a legacy issue that has been tough to isolate. RAAS v11. Fixed exploitable cliffs near Russian Outpost POI. Updated CAF weapon text description in the role loadout screen. This means it will not be possible to destroy these vehicles by hitting only their turret. Adjusted the faction vehicle layout on Tallil RAAS v1. 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. TC v2. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed issue with shiny roads on several maps. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. 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). Currently, this primarily affects the complexity of the Landscape. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Added a new experimental Tire Fire deployable for Insurgents. Fixed an issue with a static shovel floating at grid D7-8-5. If you experience any issues with the latest update please contact our Support Team (Link URL). Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). 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. The update also brings an overhaul of how the game handles lighting. Improved the visibility of muzzle flashes. 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. Improved the micro terrain across the entire landscape. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Capturing the center flag does not cause any ticket loss or ticket bleed. Added a Material Quality graphics setting. Squad Lanes has destroyed RAAS layer. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Updated HUD notifications to cap the maximum number of notifications to 4. Fallujah Fixed a few locations in sewers that still allowed. It should no longer crash, but we will be monitoring client logs. 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. 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. The recommended solution, for now, is to run Squad in the Borderless mode. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Deployment Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Upgrade package for defensive deployables. Initial Neutral flags have an additional 1.3x speed multiplier. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). Updated all muzzle flashes to now kick up much more dust after sustained firing. turret was disabled and therefore stabilisation was disabled. RAAS v12. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Both locations will now use the IFV icon. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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. 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. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Adjusted the building in grid F8-4-9 to now have an open access point. We now achieve the desired look using lighting alone, which preserves detail. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. Updated minimap with intent to make height more readable, also now features trees. 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. A "lock" icon will appear over a capture zone when a team . No change in all vanilla settings. RAAS v02. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. 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 back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. !vote cancel - Cancels current round of voting. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. RAAS v05. Easily installed this mod works to correct debilitating Raas layers. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Alt-tabbing out of Squad during a loading screen freezes the Player (client). 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. Fixed an issue with the Castle POI walls culling too soon. Some of the changes since you last saw me on the wrench: Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. RAAS v05. 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, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. 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. Fixed hundreds of foliage visual issues. We will keep you informed if this happens. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Added a small amount of new mini POIs throughout the map. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. 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. a UGL impact getting perceived the same as a Tandem rocket). Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). A complete dictionary of Squad Maps and layers available in-game. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Also added more opacity at further LODs. This will be addressed in a future update. Fixed an issue with various foliage clipping through buildings. These are the 200 round box mags. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Added a road connection between Niva Upper and Train Bridge. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. This will be addressed in a future update. This. Updated point capture speed to scale by the number of players. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Expanded the road network around Kropy and Zolata POIs. 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. Skirmish v1. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Tessellation itself has also been significantly optimized. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. You may want to raise or lower your graphics settings from what you used before this update. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Low is now much lower, and High/Epic is much higher. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. 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. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Some layers will continue to receive tweaks and improvements in the future. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. TC v1. Squad Lanes has destroyed RAAS layer. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Added a new deployable fortified HASCO Observation Tower for all conventional factions.
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