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squad raas layers
squad raas layers
squad raas layers
squad raas layers
squad raas layers
squad raas layers
Fixed an issue with the waterfall missing its VFX. more than 100 rounds if they respawn with an empty kit. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. These are the 200 round box mags. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed some floating grass at grid F5-5-8. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Capturing the center flag does not cause any ticket loss or ticket bleed. RAAS v08. RAAS v06. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Skirmish v1. More details below: Removed the force which previously prevented infantry from standing on each others heads. 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 clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Fixed an issue with tall buildings culling inapporpriately. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. 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. The audio module for Squad is initialized at the game start. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. 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. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. AAS . turret was disabled and therefore stabilisation was disabled. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. 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). Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. RAAS v11. Skirmish v1. 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). This means it will not be possible to destroy these vehicles by hitting only their turret. 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 an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Expanded the road network northwest of Mogiliovo POI. 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 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 player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed multiple piles of incorrectly textured boulders. Capture speed will be shortened if one team has significantly more players in the point than the other team. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Stamina cost for these actions has also been increased. 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. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Reduced the hollow tube effect. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. 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. 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. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Also. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. 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. Added a new landscape shader and new landscape textures. Those who know about it anticipate and destroy maps. Fixed an issue with vehicles sometimes floating when they first spawn. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed floating shovel and no water sfx sound on inlet. This is intended to make deployable fortifications more resilient. proportions on the CAF and MEA static flags. 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. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Occasionally a player does not spawn at a Rally Point. Added various types of additional cover to various central locations. Updated minimap with the intent to make height more readable, minimap now also features trees. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. 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. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. optimized the LODs on the Coal Tipple Building. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. 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. GB FV510 IFV was particularly susceptible to this issue. Fixed an issue with road/railroad culling distances being very low. 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. Updated the HAB ghost placement mesh to include exit point indicators. 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. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. 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. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. SFX bug while Firing in full auto. Fixed an issue with a bad texture assignment on certain brick walls. Others can still hear them when they talk. 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). A complete dictionary of Squad Maps and layers available in-game. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Fixed a minor issue with floating grass in the Tunnel. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. TC v1. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. before taking any other troubleshooting steps. !vote restart - Restarts voting with 6 random maps and modes. AAS v1. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. 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. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. 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 the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. WoodenQuality5099 25 days ago However it's not truly random. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed an issue with small ground clutter/rocks having too short of a culling range. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Some layers will continue to receive tweaks and improvements in the future. 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. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. TC v2. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. 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 sidewalk using an incorrect material. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. In 2 . Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Fixed a minor issue with dirty toilet water seeping through the wall. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed floating rocks at grid G6-8-8, F8-8-9. Harju. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Updated Anvil loading screen music to use its own unique theme. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. This, Player kit role icons are sometimes not being displayed on certain menu screens. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. 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. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. 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. Improved the micro terrain across the entire landscape. And it accomplishes this. Reply RAAS v07. Upgrade package for defensive deployables. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Adjusted grass heights to create less excessively high grass. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Updated the minimap with intent to make height more readable, minimap also now features trees. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. 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 also intended to increase chances of Attacker success on first Capture Points. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Added new explosive splash damage against infantry upon vehicle destruction. Mention the demotion if you are no longer the FTL. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. 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 . Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. The effect now smoothly fades in and out. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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. Added a small amount of new mini POIs throughout the map. Fixed an audio issue where double hit sounds would play for soldiers. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Goose Bay Fixed various floating grass. RAAS v11. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed smoothing groups, fixed dark baked in shadows in windows &. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. The new map is set on the southern coastline of Finland. 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. Improved the visibility of muzzle flashes. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle.
Peterborough City Hospital Consultants, Articles S
Peterborough City Hospital Consultants, Articles S
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