Fixed a collision clipping issue with the rusty railing material and decal. RAAS v06. before taking any other troubleshooting steps. 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. The Most Underrated Mod Since The Start Of Open Modding Added various mini POIs across the map to fill in areas that were a bit barren. 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. Updated all muzzle flashes to now kick up much more dust after sustained firing. Fixed an issue with a static shovel floating at grid D7-8-5. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Narrow, windy roads and dark tunnels follow the coastline and are treacherous bottlenecks . Overall this change should discourage rushing flags by increasing the chances of encountering a full squad on the point, rather than a lone enemy on back-cap duty. Fixed several buildings that were causing players to jump on because they were placed too high to walk up onto. Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. 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. This crash is currently not reproducible. 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. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. GitHub - fantinodavide/squad-js-map-vote The recommended solution, for now, is to run Squad in the Borderless mode. Steam Community :: Guide :: RAAS Meta Explained Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. This should hopefully remove an annoying issue that some users have with our in-game mod browser. This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. AAS . These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Optimized foliage by reducing the maximum number of non-visible foliage triangles allowed to be drawn at once. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. TC v2. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. 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. Updated point capture speed to scale by the number of players. RAAS v05. These fixes have all been communicated to Server Owners on the Offworld Industries Hosting Discord server. Updated the minimap with intent to make height more readable, minimap also now features trees. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed vehicle spawner issues on Manic-5 layers that would cause the incorrect vehicle to spawn at a given location. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). Adjusted all SL Rifles to now show + Tracer on their HUD names. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Fixed an issue for outside metal hit SFX on vehicles being too loud and sounded too far out from projectiles. Fixed a variety of foliage textures to help with brightness, saturation and some normals to prevent glowing foliage, due to materials with excessive subsurface brightness. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. 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. Skorpo - Official Squad Wiki Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Updated landscape to be rockier across the entire landscape. 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. Side effects may include: Having fun, Getting along with other squad leads, Actual teamwork If you experience a round of squad lasting longer than 30 mins please contact Hawks and thank him for this wonderful rework. 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 some road intersections that were not blending correctly. Others can still hear them when they talk. Updated Anvil loading screen music to use its own unique theme. 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 a gameplay issue with pilots getting excessively harsh team kill penalties in relation to crashing helicopters with multiple passengers. Adjusted the CAF Arid and Woodland team selection images to reflect the most up to date character and weapon models. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Narva Destruction v1 Fixed USA not having enough vehicle spawners for all vehicles to spawn at start. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. AAS v1. Skirmish v1. This increases to 1.2x with 5 and 1.3x with 6, up to a maximum of 1.5x. Added a new deployable rickety wooden watchtower with camo nets for Militia. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. Improved the way texture resolution scales down at distance. 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. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Updated the way armor meshes react to damage traces from explosions. Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. 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. 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. GB FV510 IFV was particularly susceptible to this issue. 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. This will be addressed in a future update. 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. 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. Updated Shadows now render out to 1km at all graphics settings. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. It takes hundreds if not thousands of hours to learn RAAS lanes but many players, myself included, know most common lanes offhand. 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. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. The update also brings an overhaul of how the game handles lighting. Squadlanes Interactive Squad Maps to help with RAAS capture point prediction Capture Points and RAAS lanes are automatically extracted from Squad maps. Easily installed this mod works to correct debilitating Raas layers. TC v1. Fixed an issue with foliage popup at close distance. Added new map layer: Narva Invasion v3 USA vs RUS, using a unique flag lattice with under-utilised Points of Interest. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. 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. Fixed a minor visual issue with the Militia Heavy Machine gunner having a broken lip that stretched out the back of his neck. If you spot any specific errors, please open an issue! Rocks and grass should blend much better. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion 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). 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. Adjusted and replaced some ambient sounds. Updated Mutaha RAAS v1 to include new CPs and new routes. Reply Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. 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. All UGL / Frags now use a new light impact sound. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. RAAS v07. This also helps reduce the perceived smudgyness of anti-aliasing. The full Release Notes for v2.12 are below, and we encourage that you take the time to look for them, to get the full scope of what the Squad development team has been working on. RAAS v11. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Updated minimap with intent to make height more readable, also now features trees. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. AAS v1. Complete overhaul of the technical and artistic approach to lighting. Australian Defence Force; British Army; Canadian Army; Civilians; Insurgent Forces Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. Adjusted the Goose Bay map camera location. 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. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed floating foliage at various locations. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Updated CAF arid uniforms textures to look more authentic. 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. 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. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed an issue where players occasionally would have very thick fog after switching to a new map layer. That helps us get an overview. #5 killertowfoo Mar 7, 2021 @ 8:33am Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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. Most night layers are now brighter in general. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Soldier stamina regeneration will be paused until these actions complete. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. 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. Also adjusted the reticles to be more readable with higher Anti Aliasing settings. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. Fixed an issue with small ground clutter/rocks having too short of a culling range. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. 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. Updated flag capture rate scaling values. Updated Mestia Invasion v1 to now use Mid Day Lighting. Occasionally a player does not spawn at a Rally Point. 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. Updated Belaya to use a new landscape renderer. 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. Squad Update v2.9 Adds 5 New Map Layers, Fixes Ammo Racks Only the admin cam has special caster features. Updated the landscape terrain shader to a new and improved version. Fixed an issue with some fences culling at too short-range at grid H10-3-5. 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). Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. 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. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. 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). Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). https://joinsquad.com/wp-content/uploads/BuddyBoost_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_Ragdoll_Blog.mp4, https://joinsquad.com/wp-content/uploads/v212_HelicopterRotorwash_Twitter.mp4. Most RAAS layers are just not very random, it is more that they have fog of war over the exact position of the objective but that is of little consequence if all options are basically within 200 meters of each other. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Capturing the center flag does not cause any ticket loss or ticket bleed. Adjusted the volume of the tire sliding sound for all wheeled vehicles to reduce annoying skidding audio. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Improved and optimized texture quality scaling. RAAS v12. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. 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. Adjusted GB FV107s HAT damage modifier. Added a small amount of new mini POIs throughout the map. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Potential Fix for a client crash related to network messages when joining a squad. 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 While the ultimate solution will include changes to those offensive assets, buffing deployables should lead to more enjoyable defensive gameplay in the meantime. Increased the turret health to match the INS T62. Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. RAAS v03. 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. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. 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. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. garding exported NetGUIDs and Seamless Travel. Updated brick tower at grid O13-4-6, interior ladders have been removed. Clarified the requirement for Combat Engineer explosives. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Updated the LandMine / IED explosions / Demo Charges to include new debris sounds for heavy and light vehicles and also modified the close-up explosion sound. Updated all GB SUSAT-equipped infantry weapons to have adjustable range zeroing from 100m out to 600m, in increments of 100m. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. Updated ragdoll motors to create a more realistic death with the pose being maintained. SquadMaps: All maps and layers in Squad. Fixed an issue with the corn crops so that their LOD transition is not as obvious. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Updated Yehorivka to use a new road material. (APFSDS rounds etc.). Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. We will keep you informed if this happens. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. 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. 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. Fixed an issue with see thru Rocks at grids C4-1-3 & G6-8-7. This draws focus to the action and enhances the look of visual effects. Capture speed will be shortened if one team has significantly more players in the point than the other team. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Server performance may periodically dip when a server has a high population and high load. This, Player kit role icons are sometimes not being displayed on certain menu screens. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Potential Fix for the critical issue of players occasionally not seeing Logistic Vehicles construction supplies (Logi Bug). Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed an issue with untextured rubble walls at multiple locations. For more on the development and challenges we faced with this update see our pre-launch blog post (LINK URL). Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Added a new road connection between the Bunker and Train Bridge OP. Design Intention: Give GB team better odds to and take and hold the first objective. RAAS v12. Adjusted the corn and wheat fields to remove the short grass. Squad Maps BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. : The fall damage changes which existed in the pre-release v2.12 playtests are not in this update. Fixed some floating grass at grid F5-5-8. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. Switched to more physically accurate parameters for outdoor lighting. Adjusted grass heights to create less excessively high grass. Squad Maps 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). 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. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Those who know about it anticipate and destroy maps. This. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Also updated is the Buddy Boost feature, with a focus on making it easier to use. Fixed floating shovel and no water sfx sound on inlet. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. proportions on the CAF and MEA static flags. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Initial Neutral flags have an additional 1.3x speed multiplier. TC v2. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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. WoodenQuality5099 25 days ago However it's not truly random. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Adjusted the faction vehicle layout on Tallil RAAS v1. 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. SQUAD UPDATE V2.15 RELEASE NOTES Squad Forums Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light.

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