RAAS v12. Fixed an issue with terrain clipping into a building at grid D3-3-6. Potential Fix for a client crash related to audio and gun sounds. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. 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. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Updated brick tower at grid O13-4-6, interior ladders have been removed. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Fixed an issue with z-fighting decals on hangars. You may want to raise or lower your graphics settings from what you used before this update. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Removed most artificial colour-grading. 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. This change was done to account for the previously mentioned change to radial splash damage on vehicle gunner positions, as this kill zone radius would also damage gunner positions to that change. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed an exploitable non-enterable room to prevent radio placement. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. To halt their advance, a NATO carrier group has been . Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Adjusted all SL Rifles to now show + Tracer on their HUD names. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Also added more opacity at further LODs. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. RAAS v10. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Improved and optimized texture quality scaling. In the future, restriction zone functionality may be extended to some of our larger maps as well. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. more than 100 rounds if they respawn with an empty kit. Updated the way armor meshes react to damage traces from explosions. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Added new explosive splash damage against infantry upon vehicle destruction. Fixed hundreds of foliage visual issues. Fixed a minor issue with a floating rock at grid D13-8-9. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. 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 a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Increased intensity of peripheral vision blur when using zoom optics. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Skirmish v1. 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. 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. !vote cancel - Cancels current round of voting. Fixed a client crash related to attempting to apply suppression effects due to an invalid projectile type, likely crashing most if not all clients on the server. This is a long-time legacy bug that has been difficult to reproduce reliably. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Improved the visibility of muzzle flashes. Optimization: Blur shader no longer costs performance when not in ADS. RAAS v07. Capturing the center flag does not cause any ticket loss or ticket bleed. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). Adjusted the Goose Bay map camera location. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. 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. At higher quality, textures remain at full resolution further into the distance. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). These are the 200 round box mags. 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. The audio module for Squad is initialized at the game start. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Fixed an issue with small ground clutter/rocks having too short of a culling range. Some of the changes since you last saw me on the wrench: Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Expanded the road network northwest of Mogiliovo POI. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. It should no longer crash, but we will be monitoring client logs. Added a road connection between Niva Upper and Train Bridge. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. 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. 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. 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. optimized the LODs on the Coal Tipple Building. Harju. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. 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). Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Added a new road connection between the Bunker and Train Bridge OP. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Increased the turret health to match the INS T62. Fixed exploitable cliffs near Russian Outpost POI. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Added a small amount of new mini POIs throughout the map. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. 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 a minor issue with dirty toilet water seeping through the wall. No ticket gain from capturing flags (normally +60). Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Predict Squad RAAS lanes and learn map layouts with Squadlanes! For example lets take Mutaha. RAAS v06. Improved the way texture resolution scales down at distance. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Setting it to Low will disable the effect altogether. 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. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed floating rocks at grid G6-8-8, F8-8-9. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Updated the HAB ghost placement mesh to include exit point indicators. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. 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 an issue with various foliage clipping through buildings. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. My suggestion? Updated Yehorivka to use a new road material. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. Fixed floating foliage at various locations. 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. Vehicle Reset Feature does not currently work with Helicopters. 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. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. And it accomplishes this. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. before taking any other troubleshooting steps. Upgrade package for defensive deployables. This. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. A complete dictionary of Squad Maps and layers available in-game. Fixed an issue with RUS Tigr and GB LPPV where the open turret hatches were transmitting damage to the vehicle hull, this will no longer happen. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). These are 100 round box mags. Fixed an issue with some fences culling at too short-range at grid H10-3-5. . Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. SFX bug while Firing in full auto. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Added a new deployable fortified HASCO Observation Tower for all conventional factions. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. 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. Fixed the issue with modded custom factions causing an infinite loading screen. Occasional Player (Client) crashes in various circumstances. 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. 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 a minor issue with the GB helmet scrim appearing too dark at longer ranges. Potential Fix for a client crash related to network messages when joining a squad. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Optimized the sky textures, which previously could cause system hitching on older hardware. Kamdesh RAAS v6 new layout with 1 pre-captured flag. 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. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Local/Offline issues currently have a lower priority. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. This experimental camo netting may eventually get added to many of the deployable fortifications/emplacements, in an effort to increase the survivability of soldiers using these assets, as we want to see an increase in their use and more practicality of deploying these assets. 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. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Harju. 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. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. The fix attempt. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. The system is limited to only one player being able to stand on another at a time, to prevent giant towers of players The Squad teams focus here was to reward players who move and work together to overcome obstacles, encouraging and rewarding players who move in closer proximity and work as a squad rather than as individuals. This also helps reduce the perceived smudgyness of anti-aliasing. RAAS v03. This was a legacy issue that has been tough to isolate. Fixed incorrect shading on several landscapes. Reduced the hollow tube effect. Note: autocannon are unchanged and still use a 50cm kill zone radius. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. 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. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). turret was disabled and therefore stabilisation was disabled. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Those who know about it anticipate and destroy maps. Complete rework of Squads approach to dynamic shadows. Adjusted grass heights to create less excessively high grass. Fixed an issue with a bad texture assignment on certain brick walls. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Updated binoculars with new zoom in/ zoom out sounds. 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. This patch adds the new Harju Map to the game. Updated the water material to better match the new lighting. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Fixed an issue with the Castle POI walls culling too soon. !vote end - Gently ends the current vote and announces the winner layer. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. Adjusted GB FV107s HAT damage modifier. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. 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. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed the issues with the backdrop mountains texture. RAAS v03. Fixed floating shovel and no water sfx sound on inlet. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. This is also intended to increase chances of Attacker success on first Capture Points. 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. A "lock" icon will appear over a capture zone when a team . Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Initial Neutral flags have an additional 1.3x speed multiplier. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Fixed LODs before imposter on Beech/Oak trees. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Adjusted the building in grid F8-4-9 to now have an open access point. WoodenQuality5099 25 days ago However it's not truly random. RAAS v04. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. AAS v1. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Updated all muzzle flashes to be larger, brighter, and more consistent. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Chora RAAS v3 features old school F88 Rifles. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. RAAS v02. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. This can be changed in Settings -> Graphics. Updated minimap with intent to make height more readable, also now features trees. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Increased the update rate of particles at all quality levels. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed the long standing FOB Double teleport bug. This draws focus to the action and enhances the look of visual effects. RAAS v06. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed an issue with a rock having collision problems at grid F4-7-4. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Updated HUD notifications to cap the maximum number of notifications to 4. This issue is a high priority to fix and. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Others can still hear them when they talk. Adjusted the corn and wheat fields to remove the short grass. Updated a few maps to use new grass. 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.
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