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Upgrade package for defensive deployables. Fixed an issue with small ground clutter/rocks having too short of a culling range. RAAS v09. 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. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. 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. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Added a new deployable rickety wooden watchtower with camo nets for Militia. Fixed some floating grass at grid F5-5-8. Currently, this primarily affects the complexity of the Landscape. You may want to raise or lower your graphics settings from what you used before this update. Squad's 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 the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. The root cause of this issue was addressed by a change to the way penetration is handled. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Added a road connection between Niva Upper and Train Bridge. Fixed the long standing FOB Double teleport bug. Skorpo is a map featured in Squad. A complete dictionary of Squad Maps and layers available in-game. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Capture speed will be shortened if one team has significantly more players in the point than the other team. Updated brick tower at grid O13-4-6, interior ladders have been removed. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Rocks and grass should blend much better. 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. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Adjusted the grass materials to better match the landscape. Fixed an issue with tall buildings culling inapporpriately. 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. Complete overhaul of the technical and artistic approach to lighting. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. turret was disabled and therefore stabilisation was disabled. 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. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. All tank rounds are using the existing sounds that youve heard. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Squad Masters Vanilla are the normal maps with normal settings. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Updated Mestia Skirmish v1 to now use Overcast Lighting. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. With improved shadows and lighting also comes updates to the Graphics Settings Menu. This led to issues with flag distances and fairness, so it was changed to a lane system. No change in all vanilla settings. Fallujah Fixed a few locations in sewers that still allowed. Occasional Player (Client) crashes in various circumstances. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Server performance may periodically dip when a server has a high population and high load. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Expanded the road network around Kropy and Zolata POIs. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. The map was added into the game in the Alpha 14 (June 6, 2019) update. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. 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. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Added a Material Quality graphics setting. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Adjusted the corn and wheat fields to remove the short grass. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. garding exported NetGUIDs and Seamless Travel. This means it will not be possible to destroy these vehicles by hitting only their turret. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. WoodenQuality5099 25 days ago However it's not truly random. Fixed an issue with untextured rubble walls at multiple locations. That helps us get an overview. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. 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. Updated Terrain shadows to now render out to 8km. Also added more opacity at further LODs. Adjusted GB FV107s HAT damage modifier. Squad's RAAS system was originally based only on depth. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Added new explosive splash damage against infantry upon vehicle destruction. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Clarified the requirement for Combat Engineer explosives. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Updated map to use new grass & adjusted the scale of the grass. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). 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. 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). 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. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. SquadMaps is a website to display all the maps and layers in Squad. Updated Yehorivka to use a new road material. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. At higher quality, textures remain at full resolution further into the distance. Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. It is the third update of the year (not counting Hotfixes). Setting it to Low will disable the effect altogether. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. No ticket gain from capturing flags (normally +60). This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. 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. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. We will keep you informed if this happens. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed an exploitable non-enterable room to prevent radio placement. Fallujah Fixed a detached wall segment at grid G5-3-2. Updated Mutaha RAAS v1 to include new CPs and new routes. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. 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. 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. All UGL / Frags now use a new light impact sound. This allows a 120s AAS flag to be captured in as little as 80s. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Added a small amount of new mini POIs throughout the map. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. This is also intended to increase chances of Attacker success on first Capture Points. Fixed an issue with a wall sticking through a building at grid C4-2-4. Textures do not become excessively blobby at lower settings. Hawks layer pack, the next generation of squad gameplay. Potential Fix for a client crash related to audio and gun sounds. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. If you experience any issues with the latest update please contact our Support Team (Link URL). Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. 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. Adjusted the building in grid F8-4-9 to now have an open access point. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Skirmish v1. 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. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. !vote cancel - Cancels current round of voting. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Fixed the Scots Pine tree texture so it is less bright. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Adjusted grass heights to create less excessively high grass. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Capturing the center flag does not cause any ticket loss or ticket bleed. Fixed a wall segment having a missing face at grid I7-8-9. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. 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. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed incorrect shading on several landscapes. Removed most artificial colour-grading. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Usage To use SquadMaps, head to https://squadmaps.com and begin! Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed a z-fighting column at the warehouse. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. 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. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling.