squad raas layers
Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed an issue with a tree growing in train tracks at grid G9-4-8. RAAS v10. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. Fixed issue with shiny roads on several maps. The collision should now better match the visual mesh. 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 audio issue where double hit sounds would play for soldiers. TC v2. RAAS v12. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. At higher quality, textures remain at full resolution further into the distance. Updated the landscape terrain shader to a new and improved version. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. This is a long-time legacy bug that has been difficult to reproduce reliably. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. 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 subtle Volumetric Fog to all maps, which reacts to light more realistically. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. More details below: Removed the force which previously prevented infantry from standing on each others heads. Most night layers are now brighter in general. 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). Fixed an issue with the Castle POI walls culling too soon. Added new landscape shader & landscape textures. Fixed an issue with z-fighting decals on hangars. Fixed an issue with various buildings and foliage culling too quickly. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. !vote cancel - Cancels current round of voting. No change in all vanilla settings. WoodenQuality5099 25 days ago However it's not truly random. Squad Maps Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Fixed an issue with small ground clutter/rocks having too short of a culling range. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion etc.) Pros: Relatively small footprint with superior viewing angles for observation and fire support. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. RAAS v07. Updated all muzzle flashes to be larger, brighter, and more consistent. Updated the MEA G3 Rifle series firing sounds. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. This is also intended to increase chances of Attacker success on first Capture Points. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. 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. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Added a new road connection between the Bunker and Train Bridge OP. Updated flag capture rate scaling values. 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. With improved shadows and lighting also comes updates to the Graphics Settings Menu. 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. Squad's RAAS system was originally based only on depth. 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. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. This was a legacy issue that has been tough to isolate. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed floating rocks at grid G6-8-8, F8-8-9. 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. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. !vote end - Gently ends the current vote and announces the winner layer. Added a new deployable rickety wooden watchtower with camo nets for Militia. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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. Vehicle Reset Feature does not currently work with Helicopters. That helps us get an overview. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. 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. Soldier stamina regeneration will be paused until these actions complete. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. Updated and optimised deployable sandbag destruction FX. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . In addition to improving the visual fidelity at all settings, this also ensures that Low settings no longer give a significant competitive advantage for spotting targets. Note: autocannon are unchanged and still use a 50cm kill zone radius. 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. Increased intensity of peripheral vision blur when using zoom optics. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Updated landscape to be rockier across the entire landscape. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed a section of a wall having broken LODs making the wall appear damaged at grid F6-4-7. We are continuously working to improve server performance and optimization. RAAS v06. Admin Commands. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. AAS . Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Occasional Player (Client) crashes in various circumstances. Squad Lanes has destroyed RAAS layer. 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 a large Geo hole where a pipe should be located at grid K4-4-7. Improved the way texture resolution scales down at distance. a UGL impact getting perceived the same as a Tandem rocket). Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Removed most artificial colour-grading. It is the third update of the year (not counting Hotfixes). Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. 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. Fixed a wall segment having a missing face at grid I7-8-9. 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. No ticket gain from capturing flags (normally +60). Added a new experimental Tire Fire deployable for Insurgents. 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). Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. RAAS v10. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Reply Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. We have not been able to reproduce this issue since the fix was implemented. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. The oldest notifications will be removed to make room for new ones. optimized the LODs on the Coal Tipple Building. 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. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated Belaya to use a new landscape renderer. Fixed a minor issue with dirty toilet water seeping through the wall. This allows a 120s AAS flag to be captured in as little as 80s. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks These are 100 round box mags. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Fallujah Fixed a detached wall segment at grid G5-3-2. 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. You may want to raise or lower your graphics settings from what you used before this update. 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. Fixed an issue with various foliage clipping through buildings. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. We now achieve the desired look using lighting alone, which preserves detail. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Potential Fix for a client crash related to audio and gun sounds. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed an issue with foliage popup at close distance. 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 gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. 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 conflicting ambient tree SFX cutting out around grid E9-6-6. Fixed some road intersections that were not blending correctly. Fixed a collision clipping issue with the rusty railing material and decal. Added a road connection between Niva Upper and Train Bridge. RAAS v04. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Squad: New Harju Map Added in Update v3.4 | Player.One SquadMaps: All maps and layers in Squad. Kamdesh RAAS v6 new layout with 1 pre-captured flag. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Fixed a z-fighting column at the warehouse. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed a common Server crash related to SQMapMarkerManager. 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. Easily installed this mod works to correct debilitating Raas layers. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Improved the visibility of muzzle flashes. . Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. 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. Setting it to Low will disable the effect altogether. RAAS v11. My suggestion? While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Adjusted grass heights to create less excessively high grass. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). This crash is currently not reproducible. Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. Fixed a potentially exploitable issue with server fire projectile IDs. All armor piercing projectiles use another set of piercing more destructive sounds. This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. RAAS v08. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). 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 an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Optimized the sky textures, which previously could cause system hitching on older hardware. This, Player kit role icons are sometimes not being displayed on certain menu screens. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. #5. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed the issues with the backdrop mountains texture. Fixed the Scots Pine tree texture so it is less bright. TC v1. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. 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.
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