This was a legacy issue that has been tough to isolate. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). etc.) Fixed LODs before imposter on Beech/Oak trees. 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 ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. . 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. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. !vote restart - Restarts voting with 6 random maps and modes. The collision should now better match the visual mesh. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Added a new experimental Tire Fire deployable for Insurgents. RAAS v05. Most night layers are now brighter in general. Added new explosive splash damage against infantry upon vehicle destruction. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. Squad's RAAS system was originally based only on depth. TC v1. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Updated point capture speed to scale by the number of players. . help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Adjusted the CAF C9A2 LMG front sight to a more accurate model. This is an inherent problem, and the solution is currently in long-term development. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Others can still hear them when they talk. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Updated Mestia Skirmish v1 to now use Overcast Lighting. 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 a floating concrete platform at Shipping Yard grid G3-7-5. 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. 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 (. Updated a few maps to use new grass. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. USA now has 2x M939. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. 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 the landscape terrain shader to a new and improved version. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Rocks and grass should blend much better. 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 . Stamina cost for these actions has also been increased. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed an issue with the waterfall missing its VFX. Fixed incorrect shading on several landscapes. RAAS v11. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. 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. Ticket loss from losing the flag is still the same (-10 tickets). Mention the demotion if you are no longer the FTL. Only the admin cam has special caster features. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. This, Player kit role icons are sometimes not being displayed on certain menu screens. This addressed a number of visual bugs. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Occasional Player (Client) crashes in various circumstances. TC v1. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Improved the visibility of muzzle flashes. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Fixed floating rocks at grid G6-8-8, F8-8-9. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. MEA now has 2x Ural Logi instead of Simir Logi. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Predict Squad RAAS lanes and learn map layouts with Squadlanes! Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. 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). Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. This draws focus to the action and enhances the look of visual effects. The quality and performance cost of this effect are controlled by Post Process Quality. Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. Updated Shadows now render out to 1km at all graphics settings. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Adjusted the grass materials to better match the landscape. RAAS v02. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Those who know about it anticipate and destroy maps. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. RAAS v05. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Adjusted river grass and cattail foliage to better match the rest of the autumn look. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. 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. Vehicle Reset Feature does not currently work with Helicopters. Updated the water material to better match the new lighting. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. (APFSDS rounds etc.). The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. RAAS v02. Fixed an exploitable non-enterable room to prevent radio placement. This led to issues with flag distances and fairness, so it was changed to a lane system. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Harju. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed an issue with vehicles sometimes floating when they first spawn. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. 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. 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 a road connection between Niva Upper and Train Bridge. 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. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. AAS . The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Updated binoculars with new zoom in/ zoom out sounds. 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 with a stone fence that players can enter and see through at grid F6-4-7. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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. Server performance may periodically dip when a server has a high population and high load. Fixed an audio issue where double hit sounds would play for soldiers. 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). Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! 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. optimized the LODs on the Coal Tipple Building. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Fixed the long standing FOB Double teleport bug. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed some floating grass at grid F5-5-8. If you experience any issues with the latest update please contact our Support Team (Link URL). Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! We have updated the capture speed to scale with the number of players. Updated Belaya to use a new landscape renderer. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Currently, this primarily affects the complexity of the Landscape. AAS v1. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. 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. RAAS v06. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. 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. 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. Fixed an issue with the Castle POI walls culling too soon. Local/Offline issues currently have a lower priority. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed exploitable cliffs near Russian Outpost POI. Updated soldier stamina to no longer regenerate during vaulting and climbing. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures.
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