Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fixed floating foliage at various locations. This. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. This is intended to give low-end hardware more performance options. 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! Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Switched to more physically accurate parameters for outdoor lighting. These are 100 round box mags. Optimization: Blur shader no longer costs performance when not in ADS. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Low is now much lower, and High/Epic is much higher. It should no longer crash, but we will be monitoring client logs. Complete rework of Squads approach to dynamic shadows. Those who know about it anticipate and destroy maps. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. 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. This is also intended to increase chances of Attacker success on first Capture Points. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. 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). 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 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. AAS v1. Updated all muzzle flashes to be larger, brighter, and more consistent. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Hopefully, this issue should be resolved now. A complete dictionary of Squad Maps and layers available in-game. Increased the turret health to match the INS T62. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. turret was disabled and therefore stabilisation was disabled. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. Those who know about it anticipate and destroy maps. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Updated map to use new grass & adjusted the scale of the grass. Updated Mutaha RAAS v1 to include new CPs and new routes. The effect now smoothly fades in and out. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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. Squad's RAAS system was originally based only on depth. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). Fixed an issue with road/railroad culling distances being very low. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. 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). 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. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Updated brick tower at grid O13-4-6, interior ladders have been removed. Potential Fix for a client crash related to network messages when joining a squad. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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 Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. Stamina cost for these actions has also been increased. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. RAAS v02. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Rocks and grass should blend much better. Added a new road connection between the Bunker and Train Bridge OP. Fixed some floating grass at grid F5-5-8. 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. RAAS v11. We are continuously working to improve server performance and optimization. Expanded the road network northwest of Mogiliovo POI. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. RAAS v03. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. This draws focus to the action and enhances the look of visual effects. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. No change in all vanilla settings. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Most night layers are now brighter in general. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Added various mini POIs across the map to fill in areas that were a bit barren. 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. RAAS v07. Others can still hear them when they talk. Updated Belaya to use a new landscape renderer. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Local/Offline issues currently have a lower priority. 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. 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). RAAS v07. Mention the demotion if you are no longer the FTL. 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. 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. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Fixed an issue with some fences culling at too short-range at grid H10-3-5. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Fixed the long standing FOB Double teleport bug. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. RAAS v10. 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. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Squad Lanes has destroyed RAAS layer. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. This led to issues with flag distances and fairness, so it was changed to a lane system. RAAS v04. 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. Deployment V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Updated HUD notifications to cap the maximum number of notifications to 4. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Fixed a sidewalk using an incorrect material. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. RAAS v06. 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). The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. We have not been able to reproduce this issue since the fix was implemented. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Updated minimap with intent to make height more readable, also now features trees. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Goose Bay Fixed various floating grass. Kamdesh RAAS v6 new layout with 1 pre-captured flag. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Fixed an issue with a rock having collision problems at grid F4-7-4. Adjusted all SL Rifles to now show + Tracer on their HUD names. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. This is intended for very old systems for which Low settings are still not sufficient. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. 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. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained.

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