squad raas layers
Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Attention Squaddies, Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. 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. Stamina cost for these actions has also been increased. Fixed some floating grass at grid F5-5-8. Added a Tessellation graphics toggle. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. AAS . !vote restart - Restarts voting with 6 random maps and modes. 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. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. 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). The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Improved the visibility of muzzle flashes. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Please note that the associated quality and performance tradeoffs have similarly changed. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. 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). 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. Those who know about it anticipate and destroy maps. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. Added new landscape shader & landscape textures. RAAS v01. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. RAAS v06. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Added a road connection between Niva Upper and Train Bridge. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. Improved the micro terrain across the entire landscape. 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. Hopefully, this issue should be resolved now. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Fixed a gameplay issue on Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. garding exported NetGUIDs and Seamless Travel. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. All infantry inside the restriction zone can take damage from projectiles and anything else that causes damage. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Adjusted and replaced some ambient sounds. 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. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. This may not provide a benefit on all computers. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Potential Fix for a client crash related to audio and gun sounds. Fixed a sidewalk using an incorrect material. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. We will keep you informed if this happens. Updated map to use new grass & adjusted the scale of the grass. If you spot any specific errors, please open an issue! Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. This has increased both the visual quality and performance cost of particles. Updated GB FV4034 MBT main gun ammunition stores, proportionally scaling it up to the IRL specs: 25x AP, 16x HESH, 6x Smoke = Total 47. The fix attempt. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. WoodenQuality5099 25 days ago However it's not truly random. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. This will be addressed in a future update. 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 thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. 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. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. 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. Fixed incorrect shading on several landscapes. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed an issue with a bad texture assignment on certain brick walls. Server performance may periodically dip when a server has a high population and high load. The collision should now better match the visual mesh. 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). Squad's RAAS system was originally based only on depth. Some of the changes since you last saw me on the wrench: I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Added a new experimental Tire Fire deployable for Insurgents. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Added a small amount of new mini POIs throughout the map. Adjusted Mutaha TC v2 MEA vehicle layout, replacing the Simir Kornet with a BRDM2 + S8. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. At Cinematic quality, there is no longer any limit to particle update rate, allowing you to see our VFX the way they were always intended to be seen. (APFSDS rounds etc.). 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. Fixed an issue with foliage popup at close distance. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. All tank rounds are using the existing sounds that youve heard. RAAS v08. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Fixed an exploit where players were able to manipulate their speed during games to gain an unfair advantage. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. 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. Improved the way texture resolution scales down at distance. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. Hawks RAAS Rework is an overhaul of the RAAS Gamemode, set out with express purpose of making Squad Lanes obsolete. AAS v1. Updated binoculars with new zoom in/ zoom out sounds. This crash is currently not reproducible. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Updated brick tower at grid O13-4-6, interior ladders have been removed. Chora RAAS v3 features old school F88 Rifles. 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. #5 killertowfoo Mar 7, 2021 @ 8:33am 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. Optimization: Blur shader no longer costs performance when not in ADS. Soldier stamina regeneration will be paused until these actions complete. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. 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. RAAS works for the first 5 to 20 mins into the game. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. A "lock" icon will appear over a capture zone when a team . Adjusted the building in grid F8-4-9 to now have an open access point. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Squad Lanes has destroyed RAAS layer. . The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. The oldest notifications will be removed to make room for new ones. 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. Optimized the sky textures, which previously could cause system hitching on older hardware. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Reduced the hollow tube effect. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. 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. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Fixed an issue with the Castle POI walls culling too soon. Low is now much lower, and High/Epic is much higher. 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. 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. turret was disabled and therefore stabilisation was disabled. Updated Yehorivka to use a new road material. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Fixed an issue with the corn crops so that their LOD transition is not as obvious. optimized the LODs on the Coal Tipple Building. 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 Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. RAAS v10. This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. 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. Easily installed this mod works to correct debilitating Raas layers. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. This is a long-time legacy bug that has been difficult to reproduce reliably. For example lets take Mutaha. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Updated the HAB ghost placement mesh to include exit point indicators. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Local/Offline Bug with Scoped Emplacements: When playing offline on Jensens Range, if a player exits an Emplacement while looking through the scope, the Scope remains on the Players HUD until they get back in the Emplacement and then Scope out. This is intended to give low-end hardware more performance options. Infantry Tutorial Updated to include the AUS faction on the soldier and vehicle identification board. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation.
Robert Hall Obituary 2021,
Should Schools Search Students' Lockers And Backpacks,
Richard Russell Audio Transcript,
Metro Nashville Police Active Incidents,
John Muse Dallas Net Worth,
Articles S
squad raas layers
Want to join the discussion?Feel free to contribute!