Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Hopefully, this issue should be resolved now. This led to issues with flag distances and fairness, so it was changed to a lane system. 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). The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Updated binoculars with new zoom in/ zoom out sounds. Switched to more physically accurate parameters for outdoor lighting. Potential Fix for a client crash related to network messages when joining a squad. 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. This addressed a number of visual bugs. Usage To use SquadMaps, head to https://squadmaps.com and begin! Squad v2.15 will be released on Wednesday, April 13th at 19:00 UTC. 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. Updated and optimised deployable sandbag destruction FX. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Note that this setting is currently not affected by graphics presets, so remember to turn it off if you decide to stop using it. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Updated brick tower at grid O13-4-6, interior ladders have been removed. SquadMaps is a website to display all the maps and layers in Squad. At higher quality, textures remain at full resolution further into the distance. Improved Distance Field Ambient Occlusion (DFAO) and enabled at all quality levels. This issue is a high priority to fix and. Redesigned to be both as unpredictable as possible, while also maintaining the sanity of those who play, Hawks RAAS Rework is a hybrid between the olden days of Full Random, and the new-school Laned RAAS. 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. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed an issue where unintended high altitude wind SFX was playing across nearly the entire map. Squad Lanes has destroyed RAAS layer. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Updated a few maps to use new grass. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Complete rework of Squads approach to dynamic shadows. Fixed the Scots Pine tree texture so it is less bright. Adjusted the corn and wheat fields to remove the short grass. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. SquadMaps: All maps and layers in Squad. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Updated CAF Commander CAS to now use CF-18 rocket strike. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. The new map is set on the southern coastline of Finland. Implemented infantry player and infantry weapon Capsule shadows as a performance optimization at low settings. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. 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. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. RAAS v12. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. Local/Offline issues currently have a lower priority. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. In the future, restriction zone functionality may be extended to some of our larger maps as well. 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. Capture Speed Scaling was added in v2.14. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. Only the admin cam has special caster features. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. Skorpo is a map featured in Squad. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Expanded the road network northwest of Mogiliovo POI. Updated Mestia AAS v2 this map layer now has an experimental darker than normal lighting/shadows. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Fixed an issue at the Old Hospital POI with wall alignment. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Please play Squad on a system that meets or exceeds our min spec. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Updated Anvil loading screen music to use its own unique theme. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. Fixed a potentially exploitable issue with server fire projectile IDs. Adjusted MEA SL 01 pistol to have 2+1 mags, instead of 1+1 mags. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. 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. Deployment 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. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Also added more opacity at further LODs. Fixed a gameplay issue with the MIL T62 MBT turret component, which had 500 less hp than intended. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. 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). Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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). 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. That helps us get an overview. Also. Fixed a minor issue with the RUS Kamaz 5350 Truck where infantry were unable to fire while prone in the truck bed. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. We plan to push a full localization pass in a future release as we lock down the text that needs to be translated for the game. Fixed a common Server crash related to SQMapMarkerManager. A "lock" icon will appear over a capture zone when a team . Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. RAAS v01. Fixed a minor issue with flowers clipping through stone walls at grid F6-5-4. Fixed an issue with some fences culling at too short-range at grid H10-3-5. AAS . Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. Fixed an issue with small ground clutter/rocks having too short of a culling range. 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 a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. !vote start - Starts a vote with 6 layers, random modes. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Setting it to Low will disable the effect altogether. It is the third update of the year (not counting Hotfixes). This will be addressed in a future update. 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. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. 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. 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. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. It should no longer crash, but we will be monitoring client logs. Updated CAF arid uniforms textures to look more authentic. Commander UAV VOIP bug When the commander changes to the UAV camera, they cannot hear local audio anymore, even though they still see local audio transmissions in the bottom left corner. TC v1. Kokan Adjusted all Kokan map layers to remove the ability to become Commander. More details below: Removed the force which previously prevented infantry from standing on each others heads. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. 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. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Along with every map/layer, each contains: Team Information (Name and Total Tickets) Vehicle Information (Name, Quantity and Delays) Layer Information (Weather, Command and Total Capture Points) and more! 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. 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 a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. 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. RAAS v11. RAAS v05. You may want to raise or lower your graphics settings from what you used before this update. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Updated the MEA G3 Rifle series firing sounds. 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. Updated Mestia Skirmish v1 to now use Overcast Lighting. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. RAAS v06. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. 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. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). The fix attempt. RAAS v08. 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 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. 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. In 2 . RAAS v04. Fixed a minor UI issue with the INS/MIL Modern Transport Pickup Truck being called Technical. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Some of the changes since you last saw me on the wrench: Added a road connection between Niva Upper and Train Bridge. 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. Admin Commands. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. The recommended solution, for now, is to run Squad in the Borderless mode. a UGL impact getting perceived the same as a Tandem rocket). This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. 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. 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. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. 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. Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. Added a new road connection between the Bunker and Train Bridge OP. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. Fixed the long standing FOB Double teleport bug. Fixed a long-standing issue with RAAS fog of war, which was unintentionally hiding lost and double neutral flags. In Vanilla Squad, RAAS have predefined lanes, and within these lanes there are clusters of points for each capture point (ie, 1st point will have xyz capture zones, 2nd point will have abc, etc. Adjusted the CAF C9A2 LMG front sight to a more accurate model. 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). Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. 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. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Now they should block traces with the visibility channel. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. This will be addressed in a future update. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). !vote cancelauto - Cancel scheduled automatic start of vote. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. RAAS v03. Fallujah Fixed a few locations in sewers that still allowed. Vehicle Reset Feature does not currently work with Helicopters. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. 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. 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 a large Geo hole where a pipe should be located at grid K4-4-7. 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. more than 100 rounds if they respawn with an empty kit. With improved shadows and lighting also comes updates to the Graphics Settings Menu. 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 vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. 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.
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- Post published:March 17, 2023
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