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 Scaling was added in v2.14. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! 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 a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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 (. AAS . Added 3 new Kohat RAAS layers with re-configured CP routes for improved variability and less predictable routes: Kohat RAAS v5 (USA vs RU), Kohat RAAS v6 (GB vs RU), Kohat RAAS v7 (RU vs MEA). Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. This also helps reduce the perceived smudgyness of anti-aliasing. We are continuously working to improve server performance and optimization. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Some of the changes since you last saw me on the wrench: Setting it to Low will disable the effect altogether. Added a new deployable fortified HASCO Observation Tower for all conventional factions. 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. 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. 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. Fixed an issue with terrain clipping into a building at grid D3-3-6. Initial Neutral flags have an additional 1.3x speed multiplier. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Those who know about it anticipate and destroy maps. 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. Fixed floating shovel and no water sfx sound on inlet. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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. This may not provide a benefit on all computers. It is the third update of the year (not counting Hotfixes). Updated the minimap with intent to make height more readable, minimap also now features trees. This is an inherent problem, and the solution is currently in long-term development. The update also brings an overhaul of how the game handles lighting. Reduced the hollow tube effect. These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. AAS . Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Updated ragdoll motors to create a more realistic death with the pose being maintained. If you experience any issues with the latest update please contact our Support Team (Link URL). RAAS v12. This crash is currently not reproducible. 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. Adjusted GB FV107s HAT damage modifier. We now achieve the desired look using lighting alone, which preserves detail. Adjusted grass heights to create less excessively high grass. RAAS v11. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. #5 killertowfoo Mar 7, 2021 @ 8:33am Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Squad Masters Vanilla are the normal maps with normal settings. 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! 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. Fixed the long standing FOB Double teleport bug. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Easily installed this mod works to correct debilitating Raas layers. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Narva Destruction v1 Fixed an issue where USA is not team1, which could result in the same team playing the same faction 2 maps in a row. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. 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 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. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. No change in all vanilla settings. MEA now has 2x Ural Logi instead of Simir Logi. Both locations will now use the IFV icon. Adjusted river grass and cattail foliage to better match the rest of the autumn look. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Fixed the issues with the backdrop mountains texture. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). 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. Added a Material Quality graphics setting. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Skirmish v1. 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. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. All tank rounds are using the existing sounds that youve heard. The collision should now better match the visual mesh. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Added a new deployable rickety wooden watchtower with camo nets for Militia. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Also. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Cooldown does not affect markers placed through the map. It is the third update of the year (not counting Hotfixes). Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Added a new experimental Tire Fire deployable for Insurgents. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Others can still hear them when they talk. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. 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. GitHub - w4rum/squadlanes: Interactive Squad Maps to help with RAAS . Fixed some areas where foliage bushes was clipping into houses. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. 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. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Increased the turret health to match the INS T62. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Squad Update v2.12 Release Notes Fixed a collision clipping issue with the rusty railing material and decal. At higher quality, textures remain at full resolution further into the distance. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. 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. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Is Squad Lanes cheating? : r/joinsquad - reddit.com Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Added a new landscape shader and new landscape textures. Tessellation itself has also been significantly optimized. The quality and performance cost of this effect are controlled by Post Process Quality. 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 the faction vehicle layout on Tallil RAAS v1. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated minimap with the intent to make height more readable, minimap now also features trees. Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Please note that the associated quality and performance tradeoffs have similarly changed. 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. Low is now much lower, and High/Epic is much higher. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Potential Fix for a client crash related to network messages when joining a squad. Deployment This can be changed in Settings -> Graphics. 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. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Fallujah Fixed a few locations in sewers that still allowed. Updated the water material to better match the new lighting. Improved the micro terrain across the entire landscape. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Updated a few maps to use new grass. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Skorpo - Official Squad Wiki RAAS v06. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. 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. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. These are the 200 round box mags. 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. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. 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. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Stamina cost for these actions has also been increased. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. In the future, restriction zone functionality may be extended to some of our larger maps as well. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed multiple piles of incorrectly textured boulders. This is intended to give low-end hardware more performance options. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. No ticket gain from capturing flags (normally +60). Updated HUD notifications to cap the maximum number of notifications to 4. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. 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. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start.
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