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Localization for most language translations is currently out of date. 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. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. turret was disabled and therefore stabilisation was disabled. Updated Yehorivka to use a new road material. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Chora RAAS v3 features old school F88 Rifles. Reduced the hollow tube effect. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. 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). Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Updated point capture speed to scale by the number of players. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed some floating grass at grid F5-5-8. Added a small amount of new mini POIs throughout the map. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. 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. Fixed the issues with the backdrop mountains texture. Fixed smoothing groups, fixed dark baked in shadows in windows &. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. 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. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. And it accomplishes this. 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 Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. A "lock" icon will appear over a capture zone when a team . Fixed a common Server crash related to SQMapMarkerManager. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. TC v1. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Adjusted and replaced some ambient sounds. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Added a Tessellation graphics toggle. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Currently, this primarily affects the complexity of the Landscape. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. 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. RAAS v12. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Updated all muzzle flashes to be larger, brighter, and more consistent. 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). Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Fixed the long standing FOB Double teleport bug. !vote cancelauto - Cancel scheduled automatic start of vote. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. 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 dithered temporal AA glass shaders. Fixed an issue with road/railroad culling distances being very low. Others can still hear them when they talk. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Added a road connection between Niva Upper and Train Bridge. Adjusted the grass materials to better match the landscape. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Increased the turret health to match the INS T62. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. 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. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. This. The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Adjusted the Goose Bay map camera location. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Please play Squad on a system that meets or exceeds our min spec. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. This addressed a number of visual bugs. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Potential Fix for a client crash related to audio and gun sounds. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Also adjusted the volume of 50cal hit sounds against a Minsk. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. 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. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Usage To use SquadMaps, head to https://squadmaps.com and begin! Fixed an exploitable non-enterable room to prevent radio placement. Updated soldier stamina to no longer regenerate during vaulting and climbing. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Pros: Large amount of hit points and good viewing angles, with a protected entry way. This issue is a high priority to fix and. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). This allows a 120s AAS flag to be captured in as little as 80s. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. It is the third update of the year (not counting Hotfixes). 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. All armor piercing projectiles use another set of piercing more destructive sounds. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. SquadMaps: All maps and layers in Squad. Fixed a collision clipping issue with the rusty railing material and decal. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. #5. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. !vote start - Starts a vote with 6 layers, random modes. The recommended solution, for now, is to run Squad in the Borderless mode. 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. RAAS v09. RAAS v09. The effect now smoothly fades in and out. Clarified the requirement for Combat Engineer explosives. Fixed an issue with a rock having collision problems at grid F4-7-4.