Local/Offline issues currently have a lower priority. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. 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). This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Fallujah Fixed a detached wall segment at grid G5-3-2. Updated the way armor meshes react to damage traces from explosions. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Increased the update rate of particles at all quality levels. Adjusted several CPs capture areas to better match the POI layouts. With improved shadows and lighting also comes updates to the Graphics Settings Menu. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Please note that the associated quality and performance tradeoffs have similarly changed. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. It is the third update of the year (not counting Hotfixes). Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. TC v1. Updated flag capture rate scaling values. Fixed a minor issue with dirty toilet water seeping through the wall. Chora RAAS v3 features old school F88 Rifles. Added a road connection between Niva Upper and Train Bridge. Squad Lanes has destroyed RAAS layer. 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 an issue with a wall sticking through a building at grid C4-2-4. 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. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue with vehicles sometimes floating when they first spawn. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. We now achieve the desired look using lighting alone, which preserves detail. Stamina cost for these actions has also been increased. 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. This crash is currently not reproducible. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. 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. 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). Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. RAAS v04. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. 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 a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed a sidewalk using an incorrect material. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. RAAS v10. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. 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. 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. Setting it to Low will disable the effect altogether. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Reduced the hollow tube effect. RAAS v04. Squadlanes (Squad v4.0) Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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). This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. If you spot any specific errors, please open an issue! Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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 where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. We are continuously working to improve server performance and optimization. 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. To halt their advance, a NATO carrier group has been . a UGL impact getting perceived the same as a Tandem rocket). RAAS v01. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. 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. This is an inherent problem, and the solution is currently in long-term development. 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. 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. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Harju. Fixed floating rocks at grid G6-8-8, F8-8-9. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Added a Tessellation graphics toggle. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. 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). Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Please play Squad on a system that meets or exceeds our min spec. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed an issue at the NW Main with an unintended burning fire sound in the area. 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. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. . Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. 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. No ticket gain from capturing flags (normally +60). Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Squad Lanes Destroying RAAS :: Squad Game Owner Discussion The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. All UGL / Frags now use a new light impact sound. 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. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed the issues with the backdrop mountains texture. 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. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. RAAS v03. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed the issue with modded custom factions causing an infinite loading screen. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Updated map to use new grass & adjusted the scale of the grass. 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.
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