Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. RAAS v08. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. before taking any other troubleshooting steps. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed an issue with vehicles sometimes floating when they first spawn. !vote cancelauto - Cancel scheduled automatic start of vote. Server performance may periodically dip when a server has a high population and high load. Fixed a z-fighting column at the warehouse. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. RAAS v01. 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 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. Adjusted grass heights to create less excessively high grass. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. RAAS v01. 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). Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. 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. Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. 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. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Squad's RAAS system was originally based only on depth. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. It is the third update of the year (not counting Hotfixes). Fixed an issue with various foliage clipping through buildings. These are the 200 round box mags. AAS . Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Local/Offline issues currently have a lower priority. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. TC v2. 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 the issue with modded custom factions causing an infinite loading screen. Currently, this primarily affects the complexity of the Landscape. . Squad Masters Vanilla are the normal maps with normal settings. Fixed some minor visual issues with the Scots Pine bush LODs and normals. 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. 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. Capture Speed Scaling was added in v2.14. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed an issue with a bad texture assignment on certain brick walls. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Upgrade package for defensive deployables. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Updated flag capture rate scaling values. 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). Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. This led to issues with flag distances and fairness, so it was changed to a lane system. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. 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. 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. The effect now smoothly fades in and out. turret was disabled and therefore stabilisation was disabled. Fixed a potentially exploitable issue with server fire projectile IDs. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). Reduced the hollow tube effect. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. 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. 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. 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. TC v2. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Chora RAAS v3 features old school F88 Rifles. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Updated and optimised deployable sandbag destruction FX. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). 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. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. This is intended for very old systems for which Low settings are still not sufficient. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. 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. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. This usually resulted in putting a soldier up in the air, followed by a fall to their death. 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). This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. 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. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Complete rework of Squads approach to dynamic shadows. Fixed an issue with foliage popup at close distance. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Admin Commands. 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. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Updated brick tower at grid O13-4-6, interior ladders have been removed. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Expanded the road network around Kropy and Zolata POIs. This is intended to give low-end hardware more performance options. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. 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. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. optimized the LODs on the Coal Tipple Building. Fallujah Fixed a few locations in sewers that still allowed. RAAS v04. This can be changed in Settings -> Graphics. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Updated Mestia Invasion v1 to now use Mid Day Lighting. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. This is intended to make deployable fortifications more resilient. Updated the HAB ghost placement mesh to include exit point indicators. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Updated Mestia Skirmish v1 to now use Overcast Lighting. Optimized the sky textures, which previously could cause system hitching on older hardware. Stamina cost for these actions has also been increased.
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