Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. 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. Squad's 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! Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. . Please play Squad on a system that meets or exceeds our min spec. 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. USA now has 2x M939. Added a new deployable rickety wooden watchtower with camo nets for Militia. Updated map to use new grass & adjusted the scale of the grass. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Occasional Player (Client) crashes in various circumstances. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Adjusted the building in grid F8-4-9 to now have an open access point. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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. Local/Offline Bug with Commander CAS does not do damage in local. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. This may not provide a benefit on all computers. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. If you experience any issues with the latest update please contact our Support Team (Link URL). Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. 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. We are continuously working to improve server performance and optimization. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. 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. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Complete overhaul of the technical and artistic approach to lighting. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. We will keep you informed if this happens. AAS v1. 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 render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Fixed a minor issue with floating grass in the Tunnel. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. 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 issue with dirty toilet water seeping through the wall. 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 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. Deployment Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed an issue with a bad texture assignment on certain brick walls. Updated Belaya to use a new landscape renderer. RAAS v01. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. RAAS v04. Potential Fix for a client crash related to audio and gun sounds. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Removed most artificial colour-grading. Some layers will continue to receive tweaks and improvements in the future. 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. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed floating foliage at various locations. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Skirmish v1. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Improved and optimized texture quality scaling. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. 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 some areas where foliage bushes was clipping into houses. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. 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. 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). Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed a common Server crash related to SQMapMarkerManager. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. To halt their advance, a NATO carrier group has been . Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. MEA now has 2x Ural Logi instead of Simir Logi. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. 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. Fixed the long standing FOB Double teleport bug. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. before taking any other troubleshooting steps. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). RAAS v03. RAAS v06. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Updated CAF Commander CAS to now use CF-18 rocket strike. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3).
Power Bi Conditional Formatting Based On Text Measure, Peacock Funeral Home Whiteville, Nc Obituaries, Articles S