squad raas layers

RAAS v12. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. This will be addressed in a future update. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Design Intention: Give GB team better odds to and take and hold the first objective. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Squad Lanes has destroyed RAAS layer. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue with dithered temporal AA glass shaders. All UGL / Frags now use a new light impact sound. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. 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. My suggestion? Also updated is the Buddy Boost feature, with a focus on making it easier to use. Textures do not become excessively blobby at lower settings. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. This may not provide a benefit on all computers. Updated binoculars with new zoom in/ zoom out sounds. 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. RAAS v02. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). This patch adds the new Harju Map to the game. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. 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. 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. Capturing the center flag does not cause any ticket loss or ticket bleed. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. 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. Fixed the long standing FOB Double teleport bug. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. 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 the vehicle explosion impact interior sound sets, adding 2 new sounds. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. 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 exploitable cliffs near Russian Outpost POI. This was a legacy issue that has been tough to isolate. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. 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). Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. In 2 . Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. This issue is a high priority to fix and. Fixed the issues with the backdrop mountains texture. Fixed hundreds of foliage visual issues. Updated soldier stamina to no longer regenerate during vaulting and climbing. The audio module for Squad is initialized at the game start. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. 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. AAS . Added subtle Volumetric Fog to all maps, which reacts to light more realistically. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. 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. Updated Shadows now render out to 1km at all graphics settings. The update also brings an overhaul of how the game handles lighting. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. 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). Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Added new explosive splash damage against infantry upon vehicle destruction. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. The Wrench - Freedom Edition (July) - Squad Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Increased the turret health to match the INS T62. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. 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. Squadlanes: Good or Bad? What's your opinion? : r/joinsquad Adjusted all SL Rifles to now show + Tracer on their HUD names. Random Advance and Secure - Official Squad Wiki Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. We now achieve the desired look using lighting alone, which preserves detail. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. 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 corn and wheat fields to remove the short grass. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed floating foliage at various locations. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Fixed a minor issue with floating grass in the Tunnel. 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. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). 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. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Currently, this primarily affects the complexity of the Landscape. RAAS v08. This will be addressed in a future update. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Updated CAF weapon text description in the role loadout screen. Ticket loss from losing the flag is still the same (-10 tickets). Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Some of the changes since you last saw me on the wrench: Fixed an exploitable non-enterable room to prevent radio placement. Localization for most language translations is currently out of date. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Expanded the road network northwest of Mogiliovo POI. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. This is also intended to increase chances of Attacker success on first Capture Points. 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 a material LOD issue on the large garage at USA Main and the village houses. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. RAAS v10. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Hawks layer pack, the next generation of squad gameplay. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. 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. a UGL impact getting perceived the same as a Tandem rocket). Designers Note: The intention with this change is to incur a more noticeable effect on soldier stamina when navigating obstacles, to bring more nuance to stamina management and navigating terrain. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Adjusted river grass and cattail foliage to better match the rest of the autumn look. 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. MEA now has 2x Ural Logi instead of Simir Logi. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Pros: Relatively small footprint with superior viewing angles for observation and fire support. 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 wall pieces protruding where they shouldnt, at grid H7-3-9. 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. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed the Scots Pine tree texture so it is less bright. 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. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Added a new experimental Tire Fire deployable for Insurgents. 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. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Updated Terrain shadows to now render out to 8km. 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). Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Squad is again way too infantry-based, almost all AAS/RAAS layers lack Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. more than 100 rounds if they respawn with an empty kit. 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 road/railroad culling distances being very low. Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Please play Squad on a system that meets or exceeds our min spec. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. RAAS v01. Hopefully, this issue should be resolved now. 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 with tall buildings culling inapporpriately. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Adjusted the faction vehicle layout on Tallil RAAS v1. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. 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. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] The intention is to give the Defenders a larger range of choices that they must make in the opening moments of an invasion battle, which includes a deeper risk/reward assessment. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Skirmish v1. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. This should hopefully remove an annoying issue that some users have with our in-game mod browser. Added a new deployable fortified HASCO Observation Tower for all conventional factions. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Squad Maps Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. RAAS v06. Squad Update v3.0 Release Notes garding exported NetGUIDs and Seamless Travel. Deployment RAAS v11. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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). Goose Bay Fixed various floating grass. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Clarified the requirement for Combat Engineer explosives. Updated all muzzle flashes to be larger, brighter, and more consistent. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. !vote cancel - Cancels current round of voting. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed an issue with z-fighting decals on hangars. Updated the way armor meshes react to damage traces from explosions. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). Steam Workshop::Squad Masters - Mod [SQ v4.2] 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 Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. 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. This means it will not be possible to destroy these vehicles by hitting only their turret. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Updated ragdoll motors to create a more realistic death with the pose being maintained. Fixed an issue with the Castle POI walls culling too soon. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed a wall segment having a missing face at grid I7-8-9. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Fixed an audio issue where double hit sounds would play for soldiers. . SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed a minor issue with dirty toilet water seeping through the wall. Updated CAF Commander CAS to now use CF-18 rocket strike. 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. It is the third update of the year (not counting Hotfixes). Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Fixed an issue with some fences culling at too short-range at grid H10-3-5. GitHub - fantinodavide/squad-js-map-vote Setting it to Low will disable the effect altogether. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. 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. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. 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. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. 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. Chora RAAS v3 features old school F88 Rifles. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Reduced the hollow tube effect. 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. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). It can cause objects to pop-in after one frame, such as when rapidly turning a corner. This also helps reduce the perceived smudgyness of anti-aliasing. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. 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. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). Squad Maps 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 visual issue with a middle eastern clothesline static having visible LOD popping. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. RAAS v06. Local/Offline issues currently have a lower priority. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. 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. Updated brick tower at grid O13-4-6, interior ladders have been removed. Also added more opacity at further LODs. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Potential Fix for a client crash related to audio and gun sounds. Fixed an issue with the corn crops so that their LOD transition is not as obvious. That helps us get an overview. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. While in AAS the flag layout is static and always the same for a map layer, in RAAS the flag layout is randomized and will be different every time you play. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models.

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squad raas layers

squad raas layers

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