squad raas layers

Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. TC v2. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). This will be addressed in a future update. RAAS v09. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. GB FV510 IFV was particularly susceptible to this issue. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). (APFSDS rounds etc.). Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. TC v2. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Textures do not become excessively blobby at lower settings. Updated minimap with intent to make height more readable, also now features trees. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Clarified the requirement for Combat Engineer explosives. These are the 200 round box mags. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed an issue with vehicles sometimes floating when they first spawn. Occasionally a player does not spawn at a Rally Point. Fixed an issue with a rock having collision problems at grid F4-7-4. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. RAAS v05. Easily installed this mod works to correct debilitating Raas layers. Vehicle Reset Feature does not currently work with Helicopters. 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 various foliage clipping through buildings. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Updated Anvil loading screen music to use its own unique theme. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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. This issue is a high priority to fix and. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. RAAS v11. 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 where players occasionally would have very thick fog after switching to a new map layer. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. Updated and optimised deployable sandbag destruction FX. Numerous fixes and updates to improve Squads modding SDK.These have been communicated directly to our modding community on the Squad Modding HUB Discord server. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Fixed a common Server crash related to SQMapMarkerManager. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). !vote cancel - Cancels current round of voting. However, if you experience any of these 3 bugs still in v2.12, please report on the Discord/Forums. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Fixed an issue with a bad texture assignment on certain brick walls. Hopefully, this issue should be resolved now. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. proportions on the CAF and MEA static flags. Improved the way texture resolution scales down at distance. Adjusted and replaced some ambient sounds. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Players who are experiencing issues after the update, be sure to go to Settings ->. 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. All tank rounds are using the existing sounds that youve heard. 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. In 2 . Squad Lanes has destroyed RAAS layer. Skirmish v1. Fixed a wall segment having a missing face at grid I7-8-9. RAAS v03. Added a BP tool that allows media creation by loading a weapon mesh with all the attachments associated BP_Weapons_Marketing, If you are experiencing issues, be sure to go to Settings ->, Squad welcomes the folks from down under to the fight. 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. Fixed an issue with a floating Road grid J10-2-1. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Soldier stamina regeneration will be paused until these actions complete. Skorpo is a map featured in Squad. . Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. These are 100 round box mags. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Updated the MEA G3 Rifle series firing sounds. This can be changed in Settings -> Graphics. Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. This is intended to give low-end hardware more performance options. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed an issue at the Old Hospital POI with wall alignment. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Complete rework of Squads approach to dynamic shadows. Updated the sewer entrances with blocking volumes for vehicles only, to prevent motor bikes from glitching into sewers. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. 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. This, Player kit role icons are sometimes not being displayed on certain menu screens. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. 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. AAS . Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Fixed an issue with the Castle POI walls culling too soon. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. It should no longer crash, but we will be monitoring client logs. Added a Tessellation graphics toggle. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Updated Mestia Skirmish v1 to now use Overcast Lighting. Only the admin cam has special caster features. Updated CAF weapon text description in the role loadout screen. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. Fixed an issue with untextured rubble walls at multiple locations. This affects the following scopes: USA M150 ACOG Rifle Scope, GB L129A1 6x Rifle Scope, GB/USA/CAF M2 Browning HMG Scope. 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. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. before taking any other troubleshooting steps. A complete dictionary of Squad Maps and layers available in-game. Local/Offline Bug with Commander CAS does not do damage in local. Updated map to use new grass & adjusted the scale of the grass. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed an issue with z-fighting decals on hangars. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Squad Lanes has destroyed RAAS layer. Fixed a minor issue with a floating rock at grid D13-8-9. 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. The oldest notifications will be removed to make room for new ones. RAAS v10. 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). Fixed an issue with back blast VFX, where the bounding boxes were making these effects flicker off at certain angles. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. My suggestion? Fixed a potentially exploitable issue with server fire projectile IDs. 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. We have completely reworked the games handling of dynamic shadows. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. 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. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. etc.) 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. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Fixed floating foliage at various locations. Added a small amount of new mini POIs throughout the map. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Mention the demotion if you are no longer the FTL. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. If you experience any issues with the latest update please contact our Support Team (Link URL). You may want to raise or lower your graphics settings from what you used before this update. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Occasional Player (Client) crashes in various circumstances. 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. !vote start - Starts a vote with 6 layers, random modes. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. And it accomplishes this. SquadMaps is a website to display all the maps and layers in Squad. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Updated the infantry Buddy Boost feature to be easier to use, which allows a soldier to climb on top of another soldier to boost over a wall. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Squad Masters Vanilla are the normal maps with normal settings. Ticket loss from losing the flag is still the same (-10 tickets). Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. Fixed some road intersections that were not blending correctly. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Removed Eye Adaptation from all layers to reduce exploits and allow for balanced gameplay in all areas. Complete overhaul of the technical and artistic approach to lighting. 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 more than 100 rounds if they respawn with an empty kit. 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. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Fixed a minor error in text with CAF Grenadier C7 using C8s item description. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. 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. This led to issues with flag distances and fairness, so it was changed to a lane system. The update also brings an overhaul of how the game handles lighting. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. 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. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Fixed an issue with a wall sticking through a building at grid C4-2-4. 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. Fallujah Fixed a detached wall segment at grid G5-3-2. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Adjusted the Goose Bay map camera location. Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. 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. 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. Added a Material Quality graphics setting. Adjusted GB FV107s HAT damage modifier. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. 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. 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. Fixed an issue with road/railroad culling distances being very low. RAAS v05. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. 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. Adjusted several CPs capture areas to better match the POI layouts. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. Updated ragdoll motors to create a more realistic death with the pose being maintained. The new map is set on the southern coastline of Finland. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Added a new deployable rickety wooden watchtower with camo nets for Militia. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. RAAS v12. Also adjusted the volume of 50cal hit sounds against a Minsk. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. RAAS v06. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Upgrade package for defensive deployables. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. 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 an issue with the corn crops so that their LOD transition is not as obvious. This also helps reduce the perceived smudgyness of anti-aliasing. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. SFX bug while Firing in full auto. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. Adjusted the faction vehicle layout on Tallil RAAS v1. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. 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. 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. Fixed some floating grass at grid F5-5-8. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Fixed a minor visual issue with some small visual holes in the mesh of the Middle East Urban Center static building. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu.

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