RAAS v01. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. We have not been able to reproduce this issue since the fix was implemented. Low is now much lower, and High/Epic is much higher. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Added a road connection between Niva Upper and Train Bridge. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Textures do not become excessively blobby at lower settings. 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. Increased the update rate of particles at all quality levels. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. 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. Fixed the Scots Pine tree texture so it is less bright. The recommended solution, for now, is to run Squad in the Borderless mode. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. 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. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. This addressed a number of visual bugs. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. !vote cancel - Cancels current round of voting. 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). Main Rifle (Non Magnified Optic): EF88 + Eotech 552 (new), Main Rifle (Magnified Optic): EF88 + Elcan Specter 4x (new), Light Machine Gun (LMG): F89 Minimi (new), General Purpose Machine Gun (GPMG): Maximi (new), Light Anti-Tank (LAT): M72 LAW (Same as USA/GB/CAF), Heavy Anti-Tank (HAT): Carl Gustaf (Same as USA/CAF), Logistics Vehicle: HX60 (Retextured GB asset), Unarmed Transport Vehicle: HX60 (Retextured GB asset), Infantry Fighting Vehicle (IFV): ASLAV-25 (new), Main Battle Tank (MBT): M1A1 Abrams (Modified USA asset), ATGM: BG71 TOW Emplacement (Same as USA/GB/CAF), Mortar: 81mm F2 Emplacement (Same as USA/GB/CAF), 12 Cannon Salvo Circle (Same as USA/GB/CAF), 12 Cannon Salvo Line (Same as USA/GB/CAF), Commander UAV: MQ-9 Reaper (Same as USA/GB/CAF). Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. 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. 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 multiple piles of incorrectly textured boulders. #5 killertowfoo Mar 7, 2021 @ 8:33am With improved shadows and lighting also comes updates to the Graphics Settings Menu. AAS . Also updated is the Buddy Boost feature, with a focus on making it easier to use. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated Shadows now render out to 1km at all graphics settings. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. RAAS v01. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. My suggestion? Fixed some road intersections that were not blending correctly. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Updated all muzzle flashes to now kick up much more dust after sustained firing. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Fixed issue with shiny roads on several maps. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. 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. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Updated autocannon projectiles ( 23mm HE and 30mm HE) to no longer have a so-called kill zone radius this radius differs from other damage radii by ignoring mesh collisions, thus causing these projectiles to penetrate armour and still damage soldiers inside vehicles. Fixed a material LOD issue on the large garage at USA Main and the village houses. Hopefully, this issue should be resolved now. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. This issue is a high priority to fix and. 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. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Adjusted the building in grid F8-4-9 to now have an open access point. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. optimized the LODs on the Coal Tipple Building. Fixed hundreds of foliage visual issues. 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. Fixed the issue with modded custom factions causing an infinite loading screen. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Added new landscape shader & landscape textures. Occasionally a player does not spawn at a Rally Point. RAAS v12. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. 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 soldier stamina to no longer regenerate during vaulting and climbing. 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! Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed floating rocks at grid G6-8-8, F8-8-9. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Note: autocannon are unchanged and still use a 50cm kill zone radius. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Updated minimap with intent to make height more readable, also now features trees. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. It is the third update of the year (not counting Hotfixes). Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. 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 issue with the camo netting frame extending through the floor, at grid G8-5-7. Tessellation itself has also been significantly optimized. Some layers will continue to receive tweaks and improvements in the future. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. SquadMaps: All maps and layers in Squad. Mention the demotion if you are no longer the FTL. Fixed an issue with various buildings and foliage culling too quickly. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Updated a few maps to use new grass. Fixed an issue with foliage popup at close distance. Added a new deployable rickety wooden watchtower with camo nets for Militia. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency.
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