squad raas layers

Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Fixed the Scots Pine tree texture so it is less bright. Updated Mestia Skirmish v1 to now use Overcast Lighting. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Added a road connection between Niva Upper and Train Bridge. Increased intensity of peripheral vision blur when using zoom optics. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. . Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. Capture speed will be shortened if one team has significantly more players in the point than the other team. Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. RAAS v01. AAS . SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Please play Squad on a system that meets or exceeds our min spec. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed an issue with the waterfall missing its VFX. 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. 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. Updated landscape to be rockier across the entire landscape. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. RAAS v08. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. 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. Squad Maps Increased the update rate of particles at all quality levels. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Updated the landscape terrain shader to a new and improved version. These are the 200 round box mags. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Some of the changes since you last saw me on the wrench: Added a Tessellation graphics toggle. Steam Workshop::Squad Masters - Mod [SQ v4.2] Updated the way armor meshes react to damage traces from explosions. RAAS v11. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. SFX bug while Firing in full auto. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Updated the water material to better match the new lighting. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. (APFSDS rounds etc.). This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). . When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). 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. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. RAAS v06. 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. Adjusted several CPs capture areas to better match the POI layouts. Switched to more physically accurate parameters for outdoor lighting. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. 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 a stone wall clipping into a corrugated metal fence around a western edge homestead. 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 various mini POIs across the map to fill in areas that were a bit barren. It is the third update of the year (not counting Hotfixes). Currently, this primarily affects the complexity of the Landscape. Is Squad Lanes cheating? : r/joinsquad - reddit.com 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. Squad Masters Vanilla are the normal maps with normal settings. Fixed a material LOD issue on the large garage at USA Main and the village houses. Fixed an audio issue where double hit sounds would play for soldiers. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. 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. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Fixed multiple piles of incorrectly textured boulders. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. The Wrench - Freedom Edition (July) - Squad Fixed an issue with ragdoll momentum, where previously the ragdoll would not maintain its forward momentum, this momentum should now be maintained. 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. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Updated Shadows now render out to 1km at all graphics settings. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. 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 various foliage clipping through buildings. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed an issue with cliffs having a collision that is far off the actual terrain at grid G6-8-8. Added a new map layer: Al Basrah Seed v1 (GB vs MEA) new map layer for server seeding, which includes a single capture point in the Crossroads with restriction zones and forward spawns. Fixed hundreds of foliage visual issues. Textures do not become excessively blobby at lower settings. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Rocks and grass should blend much better. Adjusted the Goose Bay map camera location. garding exported NetGUIDs and Seamless Travel. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. . Those who know about it anticipate and destroy maps. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. The quality and performance cost of this effect are controlled by Post Process Quality. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. No ticket gain from capturing flags (normally +60). Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. Goose Bay Fixed various floating grass. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. 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. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. 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. 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). Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. RAAS v03. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Squad Update v2.12 Release Notes Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Adjusted the faction vehicle layout on Tallil RAAS v1. Mention the demotion if you are no longer the FTL. Adjusted the building in grid F8-4-9 to now have an open access point. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. 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. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). RAAS v08. 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). Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Squad Update v3.0 Release Notes Reply Squad: New Harju Map Added in Update v3.4 | Player.One Potential Fix for a client crash related to network messages when joining a squad. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. We have completely reworked the games handling of dynamic shadows. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. GitHub - fantinodavide/squad-js-map-vote Adjusted Sumari Seed v1 map layer increased tickets to 300/300 (was 100/100), increased round timer to 4 hours (was 2 hours), decreased startup timer to 30sec (was 60sec), increased forward spawn expiration to 15min (was 10min), removed ticket gain from capturing a flag (was +20 tickets), increased the mercy bleed rate. The root cause of this issue was addressed by a change to the way penetration is handled. Upgrade package for defensive deployables. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. 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. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). A "lock" icon will appear over a capture zone when a team . Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Only the admin cam has special caster features. RAAS v10. In 2 . Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Added a small amount of new mini POIs throughout the map. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Fixed LODs before imposter on Beech/Oak trees. Fixed an issue with various buildings and foliage culling too quickly. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Updated Mestia Invasion v1 to now use Mid Day Lighting. To halt their advance, a NATO carrier group has been . Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. Those who know about it anticipate and destroy maps. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Fixed a minor issue with a floating rock at grid D13-8-9. Updated flag capture rate scaling values. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. Chora RAAS v3 features old school F88 Rifles. If you spot any specific errors, please open an issue! Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. The oldest notifications will be removed to make room for new ones. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. RAAS v12. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. 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). All armor piercing projectiles use another set of piercing more destructive sounds. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. 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. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. 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. Added a new deployable rickety wooden watchtower with camo nets for Militia. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. RAAS v04. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. WoodenQuality5099 25 days ago However it's not truly random. SquadMaps: All maps and layers in Squad. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Fixed floating foliage at various locations. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. RAAS v10. Fixed incorrect shading on several landscapes. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Local/Offline Bug with Vehicles: When playing offline on Jensens Range, Tracks, Wheels, and other components are not destructible while on the Jensens Range in Local play. 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! Fixed a minor issue with floating grass in the Tunnel. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. TC v2. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. TC v2. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. 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. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Admin Commands. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. 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. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. This is an inherent problem, and the solution is currently in long-term development. Fixed the issues with the backdrop mountains texture. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). RAAS v06. Squad's 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! Occasionally a player does not spawn at a Rally Point. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. RAAS v07. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Fixed an issue with terrain clipping into a building at grid D3-3-6. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Squad Lanes has destroyed RAAS layer. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. 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). All UGL / Frags now use a new light impact sound. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Capture Speed Scaling was added in v2.14. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Fixed an exploitable non-enterable room to prevent radio placement. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Please note that the associated quality and performance tradeoffs have similarly changed. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fallujah Fixed a few locations in sewers that still allowed. Fixed a z-fighting column at the warehouse. RAAS works for the first 5 to 20 mins into the game. GitHub - mahtoid/SquadMaps: Website to display all the maps and layers Updated all muzzle flashes to be larger, brighter, and more consistent. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. . Updated the HAB ghost placement mesh to include exit point indicators. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability.

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squad raas layers