squad raas layers

Expanded the road network northwest of Mogiliovo POI. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. No ticket gain from capturing flags (normally +60). Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. optimized the LODs on the Coal Tipple Building. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated HUD notifications to cap the maximum number of notifications to 4. 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). This is intended to make deployable fortifications more resilient. This, Player kit role icons are sometimes not being displayed on certain menu screens. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. turret was disabled and therefore stabilisation was disabled. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. It should no longer crash, but we will be monitoring client logs. Switched to more physically accurate parameters for outdoor lighting. Occasionally a player does not spawn at a Rally Point. Fixed an issue with foliage popup at close distance. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. RAAS v07. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. 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. Added a new map layer: Tallil Seed v1 (CAF vs RUS), this map layer is intended for server seeding -populating a server from 1 player to full. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. 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). Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. 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. Fixed a minor UI issue with inconsistent vehicle icons between the vehicle card menu and the map icon for the following vehicles: Simir MG3, Simir Kord, Modern Technical UB32, MEA BRDM2 UB32. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. This should hopefully remove an annoying issue that some users have with our in-game mod browser. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. 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. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. The recommended solution, for now, is to run Squad in the Borderless mode. RAAS v10. Capture Speed Scaling was added in v2.14. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. This draws focus to the action and enhances the look of visual effects. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Increased the turret health to match the INS T62. Also added more opacity at further LODs. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. RAAS v04. Adjusted the corn and wheat fields to remove the short grass. Squad Lanes has destroyed RAAS layer. The fix attempt. 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. Fixed smoothing groups, fixed dark baked in shadows in windows &. For more on the development and challenges we faced with this update see our pre-launch blog post (, As always please provide your feedback after playing Squads v2.12 Update on our forums (. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. RAAS v11. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Fixed an issue with road/railroad culling distances being very low. This was a legacy issue that has been tough to isolate. Fixed an issue with various foliage clipping through buildings. Updated the minimap with intent to make height more readable, minimap also now features trees. All armor piercing projectiles use another set of piercing more destructive sounds. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. before taking any other troubleshooting steps. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). 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! Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Updated flag capture rate scaling values. Adjusted grass heights to create less excessively high grass. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Updated a few maps to use new grass. The collision should now better match the visual mesh. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed floating rocks at grid G6-8-8, F8-8-9. 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. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Updated binoculars with new zoom in/ zoom out sounds. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. 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. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). 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. Rocks and grass should blend much better. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). RAAS works for the first 5 to 20 mins into the game. These are 100 round box mags. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted the building in grid F8-4-9 to now have an open access point. Squad Lanes has destroyed RAAS layer. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. It is the third update of the year (not counting Hotfixes). Updated the HAB ghost placement mesh to include exit point indicators. 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. The new map is set on the southern coastline of Finland. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. Updated Mestia Skirmish v1 to now use Overcast Lighting. Added new explosive splash damage against infantry upon vehicle destruction. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. 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! In 2 . Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. The update also brings an overhaul of how the game handles lighting. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Fixed an issue with a wall sticking through a building at grid C4-2-4. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Removed most artificial colour-grading. SquadMaps: All maps and layers in Squad. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Updated Terrain shadows to now render out to 8km. USA now has 2x M939. Optimization: Blur shader no longer costs performance when not in ADS. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). More map layers will be upgraded with the HDRI sky spheres gradually in future updates. #5 killertowfoo Mar 7, 2021 @ 8:33am With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. 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. Improved and optimized texture quality scaling. Improved the way texture resolution scales down at distance. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed multiple piles of incorrectly textured boulders. 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. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Added a new experimental Tire Fire deployable for Insurgents. 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. 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. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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 a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. 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. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. 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. 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. Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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. MEA Protection zones no-deploy zone was reduced from 150m to 80m. The quality and performance cost of this effect are controlled by Post Process Quality. 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). Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. RAAS v08. This patch adds the new Harju Map to the game. Players who are experiencing issues after the update, be sure to go to Settings ->. Goose Bay Fixed various floating grass. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Skorpo is a map featured in Squad. 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. 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. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Those who know about it anticipate and destroy maps. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fallujah Fixed a detached wall segment at grid G5-3-2. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Fixed a potentially exploitable issue with server fire projectile IDs. Please note that the associated quality and performance tradeoffs have similarly changed. It is the third update of the year (not counting Hotfixes). Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Some layers will continue to receive tweaks and improvements in the future. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. We are continuously working to improve server performance and optimization. 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. 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. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Pros: Relatively small footprint with superior viewing angles for observation and fire support. 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. Adjusted GB FV107s HAT damage modifier. The effect now smoothly fades in and out. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Fixed issue with shiny roads on several maps. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Adjusted all SL Rifles to now show + Tracer on their HUD names. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. proportions on the CAF and MEA static flags. Squad Masters Vanilla are the normal maps with normal settings. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Vehicle Reset Feature does not currently work with Helicopters. TC v2. RAAS v02. Fixed floating foliage at various locations. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Potential Fix for a client crash related to audio and gun sounds. Updated Anvil loading screen music to use its own unique theme. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. Fixed an issue with untextured rubble walls at multiple locations. Adjusted Sumari AAS v2 vehicle layout to not include APCs. MEA now has 2x Ural Logi instead of Simir Logi. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. 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 an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. RAAS v12. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. 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. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. 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. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Server performance may periodically dip when a server has a high population and high load. TC v2. Reply 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. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines.

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squad raas layers

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