squad raas layers

Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. The fix attempt. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. 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. Squad's RAAS system was originally based only on depth. Removed most artificial colour-grading. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. A complete dictionary of Squad Maps and layers available in-game. This means it will not be possible to destroy these vehicles by hitting only their turret. 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. Fixed an issue with z-fighting decals on hangars. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. 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 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. !vote end - Gently ends the current vote and announces the winner layer. turret was disabled and therefore stabilisation was disabled. Skirmish v1. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. AAS v1. The collision should now better match the visual mesh. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. Deployment Adjusted the CAF C9A2 LMG front sight to a more accurate model. Potential Fix for a client crash related to network messages when joining a squad. 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. (APFSDS rounds etc.). This is an inherent problem, and the solution is currently in long-term development. Fixed an issue with tall buildings culling inapporpriately. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Reduced the hollow tube effect. . We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. 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. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. 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). The update also brings an overhaul of how the game handles lighting. Fixed an issue with a wall sticking through a building at grid C4-2-4. This, Player kit role icons are sometimes not being displayed on certain menu screens. 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. 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 all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. 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. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. These are the 200 round box mags. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Initial Neutral flags have an additional 1.3x speed multiplier. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed an issue with some fences culling at too short-range at grid H10-3-5. 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. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fixed an issue with a static shovel floating at grid D7-8-5. 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. Fixed a collision clipping issue with the rusty railing material and decal. This issue is a high priority to fix and. Improved the visibility of muzzle flashes. RAAS v05. We have completely reworked the games handling of dynamic shadows. TC v1. This will be addressed in a future update. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). RAAS v12. #5 killertowfoo Mar 7, 2021 @ 8:33am Added new landscape shader & landscape textures. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed a minor issue with the name of the MIL Logistics Technical from Transport Pickup Truck to Logi Pickup Truck. . Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. 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). Harju. 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. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Updated CAF weapon text description in the role loadout screen. RAAS v09. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. AAS . 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 MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Added a new experimental Tire Fire deployable for Insurgents. This has increased both the visual quality and performance cost of particles. RAAS v02. We have updated the capture speed to scale with the number of players. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Updated the way armor meshes react to damage traces from explosions. Others can still hear them when they talk. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Expanded the road network northwest of Mogiliovo POI. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. 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. Added a Tessellation graphics toggle. . RAAS v03. This also helps reduce the perceived smudgyness of anti-aliasing. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. We have not been able to reproduce this issue since the fix was implemented. 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. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). RAAS is a corroborative exam of the American education system mixed with the lack of self responsibility, touched with a little bit of social media rage syndrome. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Goose Bay Fixed various floating grass. 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. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Updated HUD notifications to cap the maximum number of notifications to 4. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed a minor UI issue with the MIL MTLBM 6MB vehicle info card entry, the icon was inconsistent with the map icon (it was using APC rather than IFV). These are 100 round box mags. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed an issue with the corn crops so that their LOD transition is not as obvious. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Switched to more physically accurate parameters for outdoor lighting. Fixed an issue with road/railroad culling distances being very low. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Squad Lanes has destroyed RAAS layer. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed exploitable cliffs near Russian Outpost POI. 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 POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. 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. Server performance may periodically dip when a server has a high population and high load. Tessellation itself has also been significantly optimized. Some of the changes since you last saw me on the wrench: Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. 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. 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. 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. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Updated minimap with the intent to make height more readable, minimap now also features trees. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. 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. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Mass EAC disconnect issue Occasionally upon the end of a round and when a map switch occurs, the majority of a server population will be disconnected with a Server Closed Connection message. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Hopefully, this issue should be resolved now. Fixed an exploitable non-enterable room to prevent radio placement. No change in all vanilla settings. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Vehicle Reset Feature does not currently work with Helicopters. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Optimized the sky textures, which previously could cause system hitching on older hardware. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Only the admin cam has special caster features. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Fixed an issue with dithered temporal AA glass shaders. Updated CAF arid uniforms textures to look more authentic. Updated the water material to better match the new lighting. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Some layers will continue to receive tweaks and improvements in the future. garding exported NetGUIDs and Seamless Travel. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. 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. 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). Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. This may not provide a benefit on all computers. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. The map was added into the game in the Alpha 14 (June 6, 2019) update. RAAS v03. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Some of the new Seed layers have experimental features added to try out various scenarios to see how they play out, Tallil Seed v1 is focused on light vehicle combat, the rest of the seeding layers dont have offensive vehicles, On Tallil Seed v1, Logar Seed v1, and Sumari Seed v1 the Mercy Bleed rate for losing your last flag has been increased to -300 tickets per second (essentially instantly ending the round), Al Basrah Seed v1, Fallujah Seed v1, and Tallil Seed v2 have Restriction zones limiting the fighting to middle flag(s), At the moment, these restriction zones stay in place until the end of the round. Setting it to Low will disable the effect altogether. 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. It is the third update of the year (not counting Hotfixes). Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Fallujah Fixed a few locations in sewers that still allowed. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fallujah Fixed a detached wall segment at grid G5-3-2. RAAS v05. Also adjusted the volume of 50cal hit sounds against a Minsk. Reply Clarified the requirement for Combat Engineer explosives. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. Updated the MEA G3 Rifle series firing sounds. Capture speed will be shortened if one team has significantly more players in the point than the other team. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. RAAS v10. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. This is a long-time legacy bug that has been difficult to reproduce reliably. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Harju. Complete rework of Squads approach to dynamic shadows. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Rocks and grass should blend much better. Fixed a z-fighting column at the warehouse. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Local/Offline issues currently have a lower priority. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. 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. 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. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo.

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