squad raas layers

Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Fixed a minor issue with floating grass in the Tunnel. Vehicle Reset Feature does not currently work with Helicopters. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. It is the third update of the year (not counting Hotfixes). 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. 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. Fixed an issue with conflicting ambient tree SFX cutting out around grid E9-6-6. 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. 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. RAAS v08. Added new explosive splash damage against infantry upon vehicle destruction. Updated and optimised deployable sandbag destruction FX. Skorpo - Official Squad Wiki 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 . AAS v1. Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. This also helps reduce the perceived smudgyness of anti-aliasing. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. 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. Added a Tessellation graphics toggle. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. This is an inherent problem, and the solution is currently in long-term development. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed a potentially exploitable issue with server vehicle hits to ragdoll soldiers. RAAS v02. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. AAS . More details below: Removed the force which previously prevented infantry from standing on each others heads. Is Squad Lanes cheating? : r/joinsquad - reddit.com Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. deployables to be placed intention is to disallow all deployables in the sewers. 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. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. USA now has 2x M939. Fixed an issue with the waterfall missing its VFX. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. New layers: Yehorivka RAAS v6 (USA vs RU), Yehorivka RAAS v7 (GB vs RU), CAF Yehorivka RAAS v3 (CAF vs RU), CAF Yehorivka RAAS v4 (CAF vs RU). Fixed the Scots Pine tree texture so it is less bright. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Updated a few maps to use new grass. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed some areas where foliage bushes was clipping into houses. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. 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. Added a new deployable rickety wooden watchtower with camo nets for Militia. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Fixed some minor visual issues with the Scots Pine bush LODs and normals. The map was added into the game in the Alpha 14 (June 6, 2019) update. Stamina cost for these actions has also been increased. RAAS v04. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. Adjusted GB FV107s HAT damage modifier. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). TC v2. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed floating foliage at various locations. Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. !vote start - Starts a vote with 6 layers, random modes. RAAS v08. Only the admin cam has special caster features. Fixed an issue with foliage popup at close distance. OWI need to nerf Squad lanes : r/joinsquad - reddit Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed a minor issue with dirty toilet water seeping through the wall. Updated the MEA G3 Rifle series firing sounds. 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. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. 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. Updated CAF Commander CAS to now use CF-18 rocket strike. Fixed floating shovel and no water sfx sound on inlet. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. 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. 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. Tunnels are now darker in general, to better represent these CQB areas. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Initial Neutral flags have an additional 1.3x speed multiplier. 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 Castle POI walls culling too soon. Fixed a sidewalk using an incorrect material. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Chora RAAS v3 features old school F88 Rifles. RAAS works for the first 5 to 20 mins into the game. If you experience any issues with the latest update please contact our Support Team (Link URL). Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Cooldown does not affect markers placed through the map. Low is now much lower, and High/Epic is much higher. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. 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. RAAS v11. 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. 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. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Updated the way armor meshes react to damage traces from explosions. 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). The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. 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). These are the 200 round box mags. Adjusted the grass materials to better match the landscape. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. At ease, Offworld Industries Changelog Amphibious Gameplay and Water Interaction This update primarily showcases amphibious functionality Summary Join the marine forces in amphibious assaults from ships off the coast. This can be changed in Settings -> Graphics. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. !vote cancel - Cancels current round of voting. 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. The effect now smoothly fades in and out. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Increased the turret health to match the INS T62. Those who know about it anticipate and destroy maps. Usage To use SquadMaps, head to https://squadmaps.com and begin! Localization for most language translations is currently out of date. Squad Lanes has destroyed RAAS layer. Fixed an issue with z-fighting decals on hangars. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. Now with well over 100 distinct layer configurations, Hawks RAAS Rework is the perfect supplement to any server, giving you a classic Squad experience with a new twist. 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! more than 100 rounds if they respawn with an empty kit. Updated CAF arid uniforms textures to look more authentic. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. Potential Fix for a client crash related to audio and gun sounds. Added various types of additional cover to various central locations. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. The knowledge of Squad Lanes would still be both in the heads of experienced SLs and not so easy to access. Adjusted grass heights to create less excessively high grass. 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. This has been a difficult fix for us to track down, so far with the fix in place we have yet to reproduce this bug. Fixed an issue with dithered temporal AA glass shaders. Updated point capture speed to scale by the number of players. Squad Maps Also adjusted the volume of 50cal hit sounds against a Minsk. Expanded the road network around Kropy and Zolata POIs. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Added various mini POIs across the map to fill in areas that were a bit barren. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Squad: New Harju Map Added in Update v3.4 | Player.One 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 hopefully remove an annoying issue that some users have with our in-game mod browser. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Adjusted the building in grid F8-4-9 to now have an open access point. RAAS v12. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces MEA Protection zones no-deploy zone was reduced from 150m to 80m. Updated Anvil loading screen music to use its own unique theme. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. A "lock" icon will appear over a capture zone when a team . Tessellation itself has also been significantly optimized. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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 on Jensens Range v2 with a Minsk spawning for the RUS team. We now achieve the desired look using lighting alone, which preserves detail. Squad Masters Vanilla are the normal maps with normal settings. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion 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. Most night layers are now brighter in general. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. We have updated the capture speed to scale with the number of players. TC v1. Adjusted the Goose Bay map camera location. proportions on the CAF and MEA static flags. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. Improved the micro terrain across the entire landscape. 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. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed some floating grass at grid F5-5-8. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed the long standing FOB Double teleport bug. Updated Shadows now render out to 1km at all graphics settings. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Updated minimap with intent to make height more readable, also now features trees. RAAS v12. Removed most artificial colour-grading. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. GB FV510 IFV was particularly susceptible to this issue. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed hundreds of foliage visual issues. Pros: Relatively small footprint with superior viewing angles for observation and fire support. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). 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. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Fixed some road intersections that were not blending correctly. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. 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. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. We have not been able to reproduce this issue since the fix was implemented. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. 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. Others can still hear them when they talk. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. #5 killertowfoo Mar 7, 2021 @ 8:33am RAAS v01. 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. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Fallujah Fixed a detached wall segment at grid G5-3-2. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Fixed an issue on Gorodok RAAS v1, the minimap was not showing the map layers version number. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. Occasional Player (Client) crashes in various circumstances. The recommended solution, for now, is to run Squad in the Borderless mode. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Fixed a common Server crash related to SQMapMarkerManager. 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. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. RAAS v04. Hopefully, this issue should be resolved now.

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