Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. deployables to be placed intention is to disallow all deployables in the sewers. Fixed some minor visual issues with the Scots Pine bush LODs and normals. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. 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. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Updated HUD notifications to cap the maximum number of notifications to 4. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. RAAS v09. Updated the HAB ghost placement mesh to include exit point indicators. Fixed a collision clipping issue with the rusty railing material and decal. Also. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. These are the 200 round box mags. At higher quality, textures remain at full resolution further into the distance. 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. No change in all vanilla settings. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4.
Squad Maps Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. 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. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Added a road connection between Niva Upper and Train Bridge. Potential Fix for a client crash related to audio and gun sounds. All armor piercing projectiles use another set of piercing more destructive sounds. This crash is currently not reproducible. Updated binoculars with new zoom in/ zoom out sounds. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. This patch adds the new Harju Map to the game. Skirmish v1. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Updated a few maps to use new grass. 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. Adjusted the building in grid F8-4-9 to now have an open access point. Updated the water material to better match the new lighting. 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. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. 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. 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. Optimized the sky textures, which previously could cause system hitching on older hardware. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Initial Neutral flags have an additional 1.3x speed multiplier. RAAS v08. 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. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. A complete dictionary of Squad Maps and layers available in-game. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Added a new deployable rickety wooden watchtower with camo nets for Militia. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. RAAS v07. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. RAAS v05. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Fixed some floating grass at grid F5-5-8. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Updated Belaya to use a new landscape renderer. SquadMaps is a website to display all the maps and layers in Squad. Please note that the associated quality and performance tradeoffs have similarly changed. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Fixed a minor issue with a floating rock at grid D13-8-9. And it accomplishes this. This draws focus to the action and enhances the look of visual effects. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fallujah Fixed a few locations in sewers that still allowed. optimized the LODs on the Coal Tipple Building. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am
Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Updated the landscape terrain shader to a new and improved version. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Updated minimap with intent to make height more readable, also now features trees. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. That helps us get an overview. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. This will be addressed in a future update. Fixed an issue at the Old Hospital POI with wall alignment. We now achieve the desired look using lighting alone, which preserves detail. If you spot any specific errors, please open an issue!
Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Usage To use SquadMaps, head to https://squadmaps.com and begin! Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Capture speed will be shortened if one team has significantly more players in the point than the other team. The root cause of this issue was addressed by a change to the way penetration is handled. 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. Stamina cost for these actions has also been increased. Localization for most language translations is currently out of date. Increased the update rate of particles at all quality levels. Others can still hear them when they talk. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. 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 a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. MEA now has 2x Ural Logi instead of Simir Logi. Fixed an issue with untextured rubble walls at multiple locations. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. 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.