Squad
Rassvet v0.6.8 | [MAP] [KOTH] [SPM] | 753mb
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Update: 16 Jun @ 6:04am

Alpha build v0.6.8

- Extended shadows from 80 metres to 200 metres for better visual consistency at medium engagement distances
- Adjusted foliage and landscape grass cull distances and distributions for better visual consistency and blending at medium engagement distances
- Increased the distance tessellated roads and fields fade out from 60 metres to 200 metres
- Improved tree LOD's
- Adjusted material specularity and lighting for nicer interplay between reflective and non reflective surfaces and more realistic auto exposure behaviour.
- Replaced landscape spline fences with BPA spline fences in preparation for nanite and to reduce draw calls
- Fixes and improvements for landscape virtual texturing
- Adjusted compression settings when packaging the mod to reduce file size from 965mb to 753mb

Update: 9 Jun @ 1:20am

Alpha build v0.6.7

- Added new Skirmish v2 layer with dynamic time of day support
- Added experimental PvPvE KOTH Seed v2 layer with dynamic time of day support
- Removed redundant team restriction zones on KOTH Seed v1
- Removed bloom and tweaked indirect lighting to reduce light flicking through trees and improve general readability
- Tweaked starting time of day and speed for dynamic KOTH layers to account for reduced staging timers

Update: 7 Jun @ 7:17pm

Alpha build v0.6.6.1 HOTFIX

- Disabled vehicle claim and spawn timers on KOTH layers
- tweaked bot playable boundaries on Seed layers
- Added INDFOR bots and redesigned spawns on KOTH Seed layer
- Tweaked starting time of day and speed on KOTH v2 layer

Update: 7 Jun @ 7:46am

Alpha build v0.6.6

- Added KOTH mod support (1 daytime layer, 1 dynamic layer, 1 seed layer)
- Added bot support to seed layers (Except for SU GoingDark)
- Fixed some static meshes accidentally being in gameplay levels instead of the Geo level
- Subtle rework of older village along creek
- Lowered ambient sound volume

Update: 5 May @ 6:48am

Alpha build v0.6.5

- Added New Substation Bravo POI to the NW of Storage Depot
- Added power lines to all relevant parts of the playable area
- Additional art detailing pass on Storage Depot, Nilrem village and surrounds
- Placeholder detailing pass on Eastern Marshland area (will revisit in UE5)
- Added support for SuperMod along with new KOTH layer and night time lighting scenarios
- Deleted redundant Dev layer
- Updated all relevant minimaps and UI images

Update: 10 Apr @ 3:07am

Alpha build v0.6.1

- Reworked current SW section of playable area
- Expanded to the SW in placeholder state for new AAS layers
- Updated AAS v1 layer
- Added AAS v2 layer
- Changed TC lighting scenario to Overcast
- Excluded Dev layer and blockot meshes from cook

Update: 4 Apr @ 5:49pm

Alpha build v0.6.0

- Added Railroad Village POI and surrounds
- Optimised lamps and streetlights
- Changed AAS and TC factions to Medium Offensive unit type

Update: 20 Dec, 2024 @ 1:18pm

Alpha testing build v0.5.2

- Added AAS v1 layer

Update: 15 Dec, 2024 @ 12:36am

Alpha testing build v0.5.1

- Fixed vehicle spawners
- Fixed ticket and timer issues
- Set first flags on Skirmish v1 to be pre capped
- added more restriction zones to Seed v1 to limit play to the Lumber Yard and surrounds until seeding ends
- set up faction voting

Update: 13 Dec, 2024 @ 9:07pm

Alpha testing build v0.5.0

- Huge progress update included the finished Lumber Yard POI.
- Added new overcast lighting to Skirmish layer
- Updated daylight and dynamic lighting to improve visibility
- Updated forest floor undergrowth to both look nicer and improve prone visibility
- Removed 2nd skirmish layer and replaced with a seed layer and a TC layer
- Lots of other shit I've no doubt forgotten