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Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Most night layers are now brighter in general. RAAS v08. TC v2. Fixed a minor issue with dirty toilet water seeping through the wall. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. 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. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed a sidewalk using an incorrect material. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. We are continuously working to improve server performance and optimization. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. The fix attempt. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Easily installed this mod works to correct debilitating Raas layers. Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed floating rocks at grid G6-8-8, F8-8-9. Local/Offline issues currently have a lower priority. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Updated point capture speed to scale by the number of players. Fixed a z-fighting column at the warehouse. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Expanded the road network northwest of Mogiliovo POI. Updated binoculars with new zoom in/ zoom out sounds. Fixed an issue with small ground clutter/rocks having too short of a culling range. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). 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. Server performance may periodically dip when a server has a high population and high load. A complete dictionary of Squad Maps and layers available in-game. Added new landscape shader & landscape textures. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. 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 the Castle POI walls culling too soon. RAAS v03. Clarified the requirement for Combat Engineer explosives. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. These are 100 round box mags. 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. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. This. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Ticket loss from losing the flag is still the same (-10 tickets). Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Also. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. 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. For example lets take Mutaha. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. This will be addressed in a future update. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Added a new landscape shader and new landscape textures. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed an issue with a tree growing in train tracks at grid G9-4-8. 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). Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. 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. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. RAAS v04. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. The update also brings an overhaul of how the game handles lighting. With improved shadows and lighting also comes updates to the Graphics Settings Menu. This also helps reduce the perceived smudgyness of anti-aliasing. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Predict Squad RAAS lanes and learn map layouts with Squadlanes! It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. !vote restart - Restarts voting with 6 random maps and modes. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. 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). Fixed the issue with modded custom factions causing an infinite loading screen. RAAS v06. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. This issue is a high priority to fix and. 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. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Squad's RAAS system was originally based only on depth. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Also updated is the Buddy Boost feature, with a focus on making it easier to use. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Also added more opacity at further LODs. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. . Updated the HAB ghost placement mesh to include exit point indicators. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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 Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. To halt their advance, a NATO carrier group has been . RAAS v02. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Some of the changes since you last saw me on the wrench: Upgrade package for defensive deployables. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. It is the third update of the year (not counting Hotfixes). The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Occasionally a player does not spawn at a Rally Point. 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 the crash reporter not running for server builds, therefore not reporting crashes or ensures. Updated Terrain shadows to now render out to 8km. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Removed most artificial colour-grading. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed some floating grass at grid F5-5-8. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. . Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Added a Material Quality graphics setting. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. We also added a Shaders Graphics Settings section which currently will primarily affect the complexity of the Landscape allowing lower-end hardware more performance options. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Chora RAAS v3 features old school F88 Rifles. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. 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! Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Updated Mestia Invasion v1 to now use Mid Day Lighting. 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 vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. This will be addressed in a future update. Optimized the sky textures, which previously could cause system hitching on older hardware. Increased intensity of peripheral vision blur when using zoom optics. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. (APFSDS rounds etc.). Improved the visibility of muzzle flashes. Note: autocannon are unchanged and still use a 50cm kill zone radius. 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. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Fixed incorrect shading on several landscapes. RAAS v01. This should hopefully remove an annoying issue that some users have with our in-game mod browser. RAAS v12. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Updated the way armor meshes react to damage traces from explosions. This led to issues with flag distances and fairness, so it was changed to a lane system. AAS . RAAS v12. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. RAAS v05. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. WoodenQuality5099 25 days ago However it's not truly random. This crash is currently not reproducible. 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. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted grass heights to create less excessively high grass. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). A "lock" icon will appear over a capture zone when a team . Hopefully, this issue should be resolved now. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. 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. deployables to be placed intention is to disallow all deployables in the sewers. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Soldier stamina regeneration will be paused until these actions complete. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. It should no longer crash, but we will be monitoring client logs.