squad raas layers

Fixed the issues with the backdrop mountains texture. 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). Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. 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 Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Adjusted the faction vehicle layout on Tallil RAAS v1. 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. Updated Yehorivka to use a new road material. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). Fixed a minor visual issue with a corner brick wall asset having a bad UV material. 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. Adjusted Sumari AAS v2 vehicle layout to not include APCs. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed vehicle spawner issue on Kohat RAAS v4 GB LPPV and FV107 will now spawn at the start of the round. Cons: Very exposed / prominent position which is easy to target with area effect weapons. 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. Fixed an issue with terrain clipping into a building at grid D3-3-6. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. It should be much easier to tell when getting hit by projectiles now when inside a vehicle. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. 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. This was a legacy issue that has been tough to isolate. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fallujah Fixed a detached wall segment at grid G5-3-2. Fixed a z-fighting column at the warehouse. Capture speed will be shortened if one team has significantly more players in the point than the other team. 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. A "lock" icon will appear over a capture zone when a team . 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. Added a Material Quality graphics setting. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Optimized the sky textures, which previously could cause system hitching on older hardware. Added a new map layer: Logar Seed v1 created a new map layer for server seeding. Updated ragdoll motors to create a more realistic death with the pose being maintained. This is intended for very old systems for which Low settings are still not sufficient. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. #5 killertowfoo Mar 7, 2021 @ 8:33am These are the 200 round box mags. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Improved the visibility of muzzle flashes. Added a Tessellation graphics toggle. 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. deployables to be placed intention is to disallow all deployables in the sewers. Adjusted grass heights to create less excessively high grass. before taking any other troubleshooting steps. RAAS v03. Fixed LODs before imposter on Beech/Oak trees. 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. 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. Capturing the center flag does not cause any ticket loss or ticket bleed. The root cause of this issue was addressed by a change to the way penetration is handled. 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. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). This means it will not be possible to destroy these vehicles by hitting only their turret. 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. The capture progress bar will also be hidden to indicate the flag is no longer valid to capture. Fixed a minor issue with a floating rock at grid D13-8-9. 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. Adjusted the Mi8/Mi17 Helicopters default ammo/construction cargo split from 750/750 to 900 ammo / 600 construction. The recommended solution, for now, is to run Squad in the Borderless mode. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. 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. No ticket gain from capturing flags (normally +60). We now achieve the desired look using lighting alone, which preserves detail. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. 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! Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Fixed a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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. !vote end - Gently ends the current vote and announces the winner layer. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. Fixed an issue at the NW Main with an unintended burning fire sound in the area. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. This will be addressed in a future update. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed a common Server crash related to SQMapMarkerManager. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. This led to issues with flag distances and fairness, so it was changed to a lane system. 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. Added a new experimental Tire Fire deployable for Insurgents. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Updated CAF weapon text description in the role loadout screen. Skirmish v1. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. 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. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated the MEA G3 Rifle series firing sounds. Fixed an issue with Lashkar Insurgency v1 and CAF Lashkar Invasion v1 where the defenders were able to shoot their weapons during the staging phase. 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. Occasional Player (Client) crashes in various circumstances. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. Updated brick tower at grid O13-4-6, interior ladders have been removed. 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. Hawks layer pack, the next generation of squad gameplay. . RAAS v09. Fixed an exploitable non-enterable room to prevent radio placement. 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). Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu. Please note that this tickbox is not affected by changing Graphics Presets and must therefore be toggled manually. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. 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. This can be changed in Settings -> Graphics. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. Tessellation itself has also been significantly optimized. Updated the HAB ghost placement mesh to include exit point indicators. 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. more than 100 rounds if they respawn with an empty kit. Fixed an issue with a rock having collision problems at grid F4-7-4. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Added a new road connection between the Bunker and Train Bridge OP. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. As always please provide your feedback after playing Squads v2.12 Update on our forums (Link URL). This draws focus to the action and enhances the look of visual effects. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Cooldown does not affect markers placed through the map. Updated Mutaha RAAS v1 to include new CPs and new routes. Fixed an issue with z-fighting decals on hangars. To halt their advance, a NATO carrier group has been . Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. (APFSDS rounds etc.). Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Upgrade package for defensive deployables. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. 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 a road connection between Niva Upper and Train Bridge. Currently, this primarily affects the complexity of the Landscape. We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Fixed an issue with a wall sticking through a building at grid C4-2-4. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. 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. SquadMaps is a website to display all the maps and layers in Squad. RAAS v02. Harju. 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. It is the third update of the year (not counting Hotfixes). Fixed a minor issue with floating grass in the Tunnel. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. This is a long-time legacy bug that has been difficult to reproduce reliably. 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 CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Most night layers are now brighter in general. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. Updated the landscape terrain shader to a new and improved version. Deployment If you experience any issues with the latest update please contact our Support Team (Link URL). This may not provide a benefit on all computers. A complete dictionary of Squad Maps and layers available in-game. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Fixed an issue with the Castle POI walls culling too soon. Added various types of additional cover to various central locations. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Updated a few maps to use new grass. This camo netting is semi-transparent from one side, allowing the soldier manning the defenses to be much more concealed while still having good sightlines from inside the defensive position. Added subtle Volumetric Fog to all maps, which reacts to light more realistically. RAAS v06. The quality and performance cost of this effect are controlled by Post Process Quality. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Rocks and grass should blend much better. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. 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. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Adjusted river grass and cattail foliage to better match the rest of the autumn look. AAS . Potential Fix for a client crash related to audio and gun sounds. 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. MEA now has 2x Ural Logi instead of Simir Logi. 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. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. RAAS v07. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. Increased the turret health to match the INS T62. 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. 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).

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