This has increased both the visual quality and performance cost of particles. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Clarified the requirement for Combat Engineer explosives. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. To halt their advance, a NATO carrier group has been . Fixed an issue with vehicles sometimes floating when they first spawn. Fallujah Fixed a detached wall segment at grid G5-3-2. deployables to be placed intention is to disallow all deployables in the sewers. Fixed an issue with some fences culling at too short-range at grid H10-3-5. TC v2. Added various mini POIs across the map to fill in areas that were a bit barren. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Hawks layer pack, the next generation of squad gameplay. !vote restart - Restarts voting with 6 random maps and modes. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. RAAS v02. Those who know about it anticipate and destroy maps. proportions on the CAF and MEA static flags. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. This issue is a high priority to fix and. 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. 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). Updated point capture speed to scale by the number of players. Fixed a common Server crash related to SQMapMarkerManager. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. RAAS v01. 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. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Updated map to use new grass & adjusted the scale of the grass. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. RAAS v09. With improved shadows and lighting also comes updates to the Graphics Settings Menu. RAAS v05. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. The collision should now better match the visual mesh. 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. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. This new revised landscape should appear more natural, with a minor increase in micro terrain. 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). This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. 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. Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). Also. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). This usually resulted in putting a soldier up in the air, followed by a fall to their death. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Optimized the sky textures, which previously could cause system hitching on older hardware. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Updated the landscape terrain shader to a new and improved version. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. 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. . Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. 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. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. This will be addressed in a future update. Those who know about it anticipate and destroy maps. 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). Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). RAAS v06. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. The quality and performance cost of this effect are controlled by Post Process Quality. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. This is also intended to increase chances of Attacker success on first Capture Points. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. 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. AAS v1. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. A complete dictionary of Squad Maps and layers available in-game. Updated the water material to better match the new lighting. RAAS v08. 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. 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. Fixed a minor issue with floating grass in the Tunnel. !vote cancel - Cancels current round of voting. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. 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 corn crops having dark leaves and dark artifacts in different LODs. Squad's RAAS system was originally based only on depth. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Ticket loss from losing the flag is still the same (-10 tickets). Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. 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. We now achieve the desired look using lighting alone, which preserves detail. Local/Offline issues currently have a lower priority. In the future, restriction zone functionality may be extended to some of our larger maps as well. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. The map was added into the game in the Alpha 14 (June 6, 2019) update. Stamina cost for these actions has also been increased. Fixed an exploitable non-enterable room to prevent radio placement. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Goose Bay Fixed various floating grass. Updated Terrain shadows to now render out to 8km. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. Fixed an issue with tall buildings culling inapporpriately. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. (APFSDS rounds etc.). Fixed an issue with a rock having collision problems at grid F4-7-4. Adjusted the grass materials to better match the landscape. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. RAAS v12. Updated CAF weapon text description in the role loadout screen. Updated Mestia Invasion v1 to now use Mid Day Lighting. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Updated and optimised deployable sandbag destruction FX. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. And it accomplishes this. Capture Speed Scaling was added in v2.14. We have updated the capture speed to scale with the number of players. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47.
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