Fixed the long standing FOB Double teleport bug. No ticket gain from capturing flags (normally +60). Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Adjusted the grass materials to better match the landscape. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. optimized the LODs on the Coal Tipple Building. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. This is intended for very old systems for which Low settings are still not sufficient. 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. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. !vote start - Starts a vote with 6 layers, random modes. Reduced the hollow tube effect. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. The new map is set on the southern coastline of Finland. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Upgrade package for defensive deployables. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Removed most artificial colour-grading. RAAS v02. Updated Yehorivka to use a new road material. Improved the way texture resolution scales down at distance. RAAS v05. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. 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. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Both locations will now use the IFV icon. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. AAS v1. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. 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. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. A complete dictionary of Squad Maps and layers available in-game. Updated Shadows now render out to 1km at all graphics settings. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. SFX bug while Firing in full auto. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. AAS v1. Complete overhaul of the technical and artistic approach to lighting. The oldest notifications will be removed to make room for new ones. 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. If you spot any specific errors, please open an issue! Updated all muzzle flashes to be larger, brighter, and more consistent. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. garding exported NetGUIDs and Seamless Travel. Fixed an issue with untextured rubble walls at multiple locations. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. 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. 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. Potential Fix for a client crash related to network messages when joining a squad. Fixed an audio issue where double hit sounds would play for soldiers. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Only the admin cam has special caster features. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Server performance may periodically dip when a server has a high population and high load. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Hawks layer pack, the next generation of squad gameplay. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed an issue with the waterfall missing its VFX. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. 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 a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. This is intended to give low-end hardware more performance options. 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 potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. 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). 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 Terrain shadows to now render out to 8km. Reply Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Skorpo is a map featured in Squad. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. This patch adds the new Harju Map to the game. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Fixed an issue with road/railroad culling distances being very low. 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. Is Squad Lanes cheating? : r/joinsquad - reddit.com Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. My suggestion? And it accomplishes this. Capture Speed Scaling was added in v2.14. Fixed a potentially exploitable issue with server fire projectile IDs. This can be changed in Settings -> Graphics. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Random Advance and Secure - Official Squad Wiki Fixed exploitable cliffs near Russian Outpost POI. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. 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. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed a wall segment having a missing face at grid I7-8-9. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. This means it will not be possible to destroy these vehicles by hitting only their turret. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Potential Fix for a client crash related to audio and gun sounds. This new revised landscape should appear more natural, with a minor increase in micro terrain. 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). We have not been able to reproduce this issue since the fix was implemented. 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. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated the landscape terrain shader to a new and improved version. . Fixed floating foliage at various locations. 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. Some of the changes since you last saw me on the wrench: The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. 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. 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 small ground clutter/rocks having too short of a culling range. The root cause of this issue was addressed by a change to the way penetration is handled. These are the 200 round box mags. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. 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 hundreds of foliage visual issues. Squad: New Harju Map Added in Update v3.4 | Player.One Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. 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 LODs before imposter on Beech/Oak trees. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. RAAS v11. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Fixed a minor issue with dirty toilet water seeping through the wall. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed the Scots Pine tree texture so it is less bright. 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. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Squad Update v3.0 Release Notes Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed an issue with a bad texture assignment on certain brick walls. Updated the way armor meshes react to damage traces from explosions. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed the issue with modded custom factions causing an infinite loading screen. 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. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. 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.

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