Posted by on March 6, 2023

Fixed an issue with the corn crops so that their LOD transition is not as obvious. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. 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 a tarp asset that can cause headspace issues at grid D3-3-6. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. 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. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed a minor issue with dirty toilet water seeping through the wall. This. Updated point capture speed to scale by the number of players. Also added more opacity at further LODs. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. All UGL / Frags now use a new light impact sound. This is intended to restrict the fighting on seed layers to the central capture points and mitigate main base camping, while still allowing players to damage the enemies that they can see. This, The deploy screen squad list will sometimes display incorrect players that are not actually in the squad. 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. Most AR/MG kits should now have only 1 magazine/belt when spawning with an empty kit. 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. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. Added 2 new Gorodok RAAS layers with re-configured CP routes for improved variability and less predictable routes: Gorodok RAAS v6 (USA vs RU), CAF Gorodok RAAS v3 (CAF vs USA). Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. 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. etc.) Harju. It is intended to be a more action-oriented type of gameplay focused on infantry fighting with less downtime and a focus on a smaller fighting area. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. . 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. RAAS v05. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. 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. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. This fix will force the server to re-acknowledge the data, which means there will be increased bandwidth usage after a seamless travel (map change). V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Improved the micro terrain across the entire landscape. #5 killertowfoo Mar 7, 2021 @ 8:33am Updated minimap with intent to make height more readable, also now features trees. This crash is currently not reproducible. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Updated Mutaha RAAS v1 to include new CPs and new routes. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Switched to more physically accurate parameters for outdoor lighting. 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). Added new landscape shader & landscape textures. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Some of the changes since you last saw me on the wrench: AAS v1. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Fixed an issue with various buildings and foliage culling too quickly. Fixed incorrect shading on several landscapes. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Optimization: Blur shader no longer costs performance when not in ADS. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Alt-tabbing out of Squad during a loading screen freezes the Player (client). RAAS v07. optimized the LODs on the Coal Tipple Building. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. 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. Occasionally a player does not spawn at a Rally Point. !vote restart - Restarts voting with 6 random maps and modes. 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. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. This also helps reduce the perceived smudgyness of anti-aliasing. 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. Currently, this primarily affects the complexity of the Landscape. Fixed an issue with road/railroad culling distances being very low. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. RAAS v07. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Complete rework of Squads approach to dynamic shadows. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed an issue with the Castle POI walls culling too soon. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Fixed the Scots Pine tree texture so it is less bright. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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. SFX bug while Firing in full auto. Setting it to Low will disable the effect altogether. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. SMV Layers: See Discussion for SMV layer list - [LayerName_SMV] Credits For the Killfeed and Stickycam System ProMod Team - DevilsD - Arkanoid - Steez Popular Discussions View All (3) 0 Feb 21 @ 12:36am The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Also adjusted the volume of 50cal hit sounds against a Minsk. 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. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Adjusted the corn and wheat fields to remove the short grass. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Fixed an issue with the entire inlet north of grid C11-2-8 not having water footstep SFX. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Added a new map layer: Tallil Seed v2 (CAF vs RUS) a variant of Tallil Seed v1 with only two middle flags, that does not have any offensive vehicles, and also includes restriction zones. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Fixed an issue with a bad texture assignment on certain brick walls. Fixed an issue at the Old Hospital POI with wall alignment. Updated the water material to better match the new lighting. Updated CAF Commander CAS to now use CF-18 rocket strike. 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. 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. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. Fixed a common Server crash related to SQMapMarkerManager. Updated the landscape terrain shader to a new and improved version. Updated Anvil loading screen music to use its own unique theme. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. These are the 200 round box mags. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. 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. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Adjusted and replaced some ambient sounds. This was a legacy issue that has been tough to isolate. A "lock" icon will appear over a capture zone when a team . This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. Fixed some road intersections that were not blending correctly. RAAS v08. GB FV510 IFV was particularly susceptible to this issue. 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. 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. 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 . Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fallujah Fixed a few locations in sewers that still allowed. Complete overhaul of the technical and artistic approach to lighting. RAAS works for the first 5 to 20 mins into the game. All tank rounds are using the existing sounds that youve heard. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. 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. This means it will not be possible to destroy these vehicles by hitting only their turret. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed an audio issue where double hit sounds would play for soldiers. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. 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 Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. All armor piercing projectiles use another set of piercing more destructive sounds. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Both locations will now use the IFV icon. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. Tunnels are now darker in general, to better represent these CQB areas. Adjusted deployable Razor Wire (FOB+Infantry) to no longer have any player or vehicle collision on the stakes at any build state.. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Those who know about it anticipate and destroy maps. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). To halt their advance, a NATO carrier group has been . Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). A complete dictionary of Squad Maps and layers available in-game. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Reply Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. 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. Fixed issue with shiny roads on several maps. Fixed an issue with various foliage clipping through buildings. 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! For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. 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. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. RAAS v04. 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. Added a new deployable rickety wooden watchtower with camo nets for Militia. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. This will be addressed in a future update. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Adjusted the CAF C9A2 LMG front sight to a more accurate model. 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. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Updated binoculars with new zoom in/ zoom out sounds. This new revised landscape should appear more natural, with a minor increase in micro terrain. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. 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. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. In 2 . Adjusted the grass materials to better match the landscape. 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. Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Hopefully, this issue should be resolved now. 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 some minor visual issues with the Scots Pine bush LODs and normals. The fix attempt. Updated CAF weapon text description in the role loadout screen. Easily installed this mod works to correct debilitating Raas layers. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. Squad's RAAS system was originally based only on depth. RAAS v11. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. 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). Only the admin cam has special caster features. Fixed an issue with small ground clutter/rocks having too short of a culling range. 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 a large Geo hole where a pipe should be located at grid K4-4-7. 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. Note: autocannon are unchanged and still use a 50cm kill zone radius. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. 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. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. 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. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Updated CAF arid uniforms textures to look more authentic. Improved the visibility of muzzle flashes. Please note that the associated quality and performance tradeoffs have similarly changed. 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. 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. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the actual synced projectile. 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. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Reduced the hollow tube effect. Updated Yehorivka to use a new road material. TC v2. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. At higher quality, textures remain at full resolution further into the distance. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Updated brick tower at grid O13-4-6, interior ladders have been removed. 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. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. AAS . 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Local/Offline Bug with Commander CAS does not do damage in local. Increased the update rate of particles at all quality levels. Please play Squad on a system that meets or exceeds our min spec. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Squad Masters Vanilla are the normal maps with normal settings. RAAS v03. SquadMaps: All maps and layers in Squad. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. That helps us get an overview. Initial Neutral flags have an additional 1.3x speed multiplier. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. This is intended for very old systems for which Low settings are still not sufficient. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. This issue is a high priority to fix and. Added a road connection between Niva Upper and Train Bridge. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL.

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