Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. You may want to raise or lower your graphics settings from what you used before this update. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Cooldown does not affect markers placed through the map. 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. Adjusted GB FV107s HAT damage modifier. Fixed an issue with foliage popup at close distance. Fixed an issue with vehicles sometimes floating when they first spawn. Those who know about it anticipate and destroy maps. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. This. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. The fix attempt. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. 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). Also. This is intended for very old systems for which Low settings are still not sufficient. Fallujah Fixed a few locations in sewers that still allowed. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. The map was added into the game in the Alpha 14 (June 6, 2019) update. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. 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 a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Updated Yehorivka to use a new road material. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. !vote start - Starts a vote with 6 layers, random modes. Fixed a sidewalk using an incorrect material. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Squad Update v2.12 Release Notes 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. Usage To use SquadMaps, head to https://squadmaps.com and begin! Adjusted Sumari AAS v2 vehicle layout to not include APCs. 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 an issue with dithered temporal AA glass shaders. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Squad Maps Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. This patch adds the new Harju Map to the game. This crash is currently not reproducible. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. 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. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. The update also brings an overhaul of how the game handles lighting. 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. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. SquadMaps: All maps and layers in Squad. RAAS v12. Switched to more physically accurate parameters for outdoor lighting. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Improved the visibility of muzzle flashes. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. Reddit - Dive into anything Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. 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. It is the third update of the year (not counting Hotfixes). We have updated the capture speed to scale with the number of players. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Reduced the hollow tube effect. Fixed a z-fighting column at the warehouse. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. 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. Squad Update v3.0 Release Notes Added a Material Quality graphics setting. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. 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. Localization for most language translations is currently out of date. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Server performance may periodically dip when a server has a high population and high load. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. We have completely reworked the games handling of dynamic shadows. That helps us get an overview. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] 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.
Ocie Army Regulation, Articles S
Ocie Army Regulation, Articles S