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Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Updated point capture speed to scale by the number of players. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. All UGL / Frags now use a new light impact sound. Cooldown does not affect markers placed through the map. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. 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. Fixed an issue with a static shovel floating at grid D7-8-5. 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 several issues with the industrial_office1_plain (a building used on multiple maps) structure. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Removed most artificial colour-grading. Soldier stamina regeneration will be paused until these actions complete. Increased intensity of peripheral vision blur when using zoom optics. Updated Terrain shadows to now render out to 8km. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Design Intention: Give GB team better odds to and take and hold the first objective. Only the admin cam has special caster features. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Textures do not become excessively blobby at lower settings. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. 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. 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 a potentially exploitable issue with server fire projectile IDs. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. No ticket gain from capturing flags (normally +60). Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. 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 (. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. RAAS v01. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Updated Mestia Invasion v1 to now use Mid Day Lighting. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed an issue with foliage popup at close distance. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. 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. TC v2. We have updated the capture speed to scale with the number of players. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. . Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. AAS . Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. a UGL impact getting perceived the same as a Tandem rocket). Updated Yehorivka to use a new road material. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. 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. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. This draws focus to the action and enhances the look of visual effects. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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. This is intended to give low-end hardware more performance options. At higher quality, textures remain at full resolution further into the distance. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. A complete dictionary of Squad Maps and layers available in-game. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). RAAS v07. GB FV510 IFV was particularly susceptible to this issue. Please note that the associated quality and performance tradeoffs have similarly changed. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Updated Belaya to use a new landscape renderer. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Kamdesh RAAS v6 new layout with 1 pre-captured flag. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. 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 . It should no longer crash, but we will be monitoring client logs. 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 Material Quality graphics setting. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). 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. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. This issue is a high priority to fix and. Improved and optimized texture quality scaling. Fixed an issue with terrain clipping into a building at grid D3-3-6. This usually resulted in putting a soldier up in the air, followed by a fall to their death. This will be addressed in a future update. Fixed floating shovel and no water sfx sound on inlet. 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. Rocks and grass should blend much better. We will keep you informed if this happens. Occasional Player (Client) crashes in various circumstances. 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. #5 killertowfoo Mar 7, 2021 @ 8:33am It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Improved the way texture resolution scales down at distance. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. In the future, restriction zone functionality may be extended to some of our larger maps as well. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. 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. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Note: autocannon are unchanged and still use a 50cm kill zone radius. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03.