squad raas layers

1

Potential Fix for the critical issue of players occasionally suddenly getting sent to the spawn menu screen when entering certain vehicle passenger seats (Passenger Seat Bug). Updated Mestia Skirmish v1 to now use Overcast Lighting. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Fixed floating rocks at grid G6-8-8, F8-8-9. Added a new landscape shader and new landscape textures. Fixed a minor issue with dirty toilet water seeping through the wall. More details below: Removed the force which previously prevented infantry from standing on each others heads. Updated Fireteam HUD notification icons to now match the colour associated with the relevant Fireteam (Note Fireteam colors are as follows: Fireteam A = Light Green, Fireteam B = Purple, Fireteam C = Cyan). Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Improved the visibility of muzzle flashes. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Updated point capture speed to scale by the number of players. This is a long-time legacy bug that has been difficult to reproduce reliably. Added new landscape shader & landscape textures. Fixed an issue with a rock having collision problems at grid F4-7-4. 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. Harju. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. My suggestion? Updated brick tower at grid O13-4-6, interior ladders have been removed. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed an issue on Logar AAS v1 & Logar Skirmish v1, the minimap was not showing the map layers version number. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. You may want to raise or lower your graphics settings from what you used before this update. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. RAAS v03. Please play Squad on a system that meets or exceeds our min spec. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. GB FV510 IFV was particularly susceptible to this issue. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. This is intended to give low-end hardware more performance options. The quality and performance cost of this effect are controlled by Post Process Quality. Added a new experimental Tire Fire deployable for Insurgents. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. Fixed an issue with some fences culling at too short-range at grid H10-3-5. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Added Dynamic Mesh Quality setting: Scales the quality of distant skeletal meshes, including soldiers, vehicles, and weapons. This will be addressed in a future update. Hopefully, this issue should be resolved now. turret was disabled and therefore stabilisation was disabled. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Adjusted the corn and wheat fields to remove the short grass. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. Expanded the road network northwest of Mogiliovo POI. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Fixed the long standing FOB Double teleport bug. Fixed an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Added various types of additional cover to various central locations. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. 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. 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 updated grass is currently found on Gorodok, Yehorivka, and Mestia. For example lets take Mutaha. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. 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. Tunnels are now darker in general, to better represent these CQB areas. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Admin Commands. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. 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. 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. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. 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. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. AAS v1. Fixed issue with shiny roads on several maps. 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. 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 ragdoll motors to create a more realistic death with the pose being maintained. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Complete rework of Squads approach to dynamic shadows. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. This is intended for very old systems for which Low settings are still not sufficient. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Updated Belaya to use a new landscape renderer. Sumari Seed v1 has been updated, and we have added 5 new additional seeding layers to help server staff seed their servers in a more hands-off manner: Special modifications to seeding layers include: Round start delay decreased to 30 seconds, Capturing an enemy-held flag requires having at least 2 more soldiers on the flag than the enemy (instead of 3). RAAS v07. SquadMaps is a website to display all the maps and layers in Squad. For certain Seeding layers (mentioned below) we added Restriction zones which are outside Main Base Protection zones. 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). Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. This is also intended to increase chances of Attacker success on first Capture Points. Mention the demotion if you are no longer the FTL. Updated the way armor meshes react to damage traces from explosions. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. 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). Players who are experiencing issues after the update, be sure to go to Settings ->. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Afterwards it becomes AAS,(assuming if you remember the next objective location). Note: autocannon are unchanged and still use a 50cm kill zone radius. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. 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. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. Fixed an issue with a static shovel floating at grid D7-8-5. 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. 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. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. We are continuously working to improve server performance and optimization. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Updated ragdoll ankles to be stiffer, to create a more realistic death but also to prevent soldier feet from twisting up in weird unrealistic ways. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. We have not been able to reproduce this issue since the fix was implemented. These are the 200 round box mags. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Squad's RAAS system was originally based only on depth. Gorodok Fixed various floating grass: grids F6-1-2, H4-1-4, F7-7-8, C12-8-3. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Currently, this primarily affects the complexity of the Landscape. 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. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Increased the turret health to match the INS T62. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Fixed multiple piles of incorrectly textured boulders. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Fixed a minor issue with a floating rock at grid D13-8-9. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. All armor piercing projectiles use another set of piercing more destructive sounds. Fixed an issue with z-fighting decals on hangars. 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. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. 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). Fixed an issue with various buildings and foliage culling too quickly. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. 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. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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 can be changed in Settings -> Graphics. This effect simulates the dimming of ambient light in enclosed spaces like buildings and forests. All tank rounds are using the existing sounds that youve heard. Fixed an issue with a wall sticking through a building at grid C4-2-4. Fixed some floating grass at grid F5-5-8. Rocks and grass should blend much better. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. !vote end - Gently ends the current vote and announces the winner layer. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. At the start of the match, it does a diceroll and chooses a lane, and sticks to that lane. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Potential Fix for a client crash related to network messages when joining a squad. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. 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! Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. 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. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. 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. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Easily installed this mod works to correct debilitating Raas layers. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Fixed a potentially exploitable issue with server fire projectile IDs. The collision should now better match the visual mesh. #5. Fixed an issue with road/railroad culling distances being very low. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fallujah Fixed a few locations in sewers that still allowed. 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! Others can still hear them when they talk.

Semi Pro Football Columbus Ohio, Wilcox County, Alabama Plantations, College Coach With Most Championships Any Sport, Ecobee Recommended Temperature Settings, Articles S