squad raas layers
Fixed an issue with a shed that players can enter but cannot exit at grid D4-8-8. AAS v1. 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. Fixed a gameplay issue with the ACOG Scope stadia line widths not corresponding to the soldiers shoulder widths at range. Switched to more physically accurate parameters for outdoor lighting. This should hopefully remove an annoying issue that some users have with our in-game mod browser. 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 The fix attempt. Afterwards it becomes AAS,(assuming if you remember the next objective location). Fixed a minor issue with dirty toilet water seeping through the wall. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed an issue with small ground clutter/rocks having too short of a culling range. The root cause of this issue was addressed by a change to the way penetration is handled. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. Fixed a collision clipping issue with the rusty railing material and decal. Local/Offline Bug with Commander CAS does not do damage in local. Exception is RUS AR kits with RPK-74, which should spawn with 2x 45 round magazines (90 rounds in total). Potential Fix for a client crash related to audio and gun sounds. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed some floating grass at grid F5-5-8. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. deployables to be placed intention is to disallow all deployables in the sewers. 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. This led to issues with flag distances and fairness, so it was changed to a lane system. 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. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. The new map is set on the southern coastline of Finland. This will be addressed in a future update. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. a UGL impact getting perceived the same as a Tandem rocket). Fixed a minor issue with a shipping container that was blocking a doorway in grid G5-3-1. RAAS v05. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue with the Castle POI walls culling too soon. RAAS v10. . 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. 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. Rocks and grass should blend much better. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Fixed some minor visual issues with the Scots Pine bush LODs and normals. Fixed an issue with a rock having collision problems at grid F4-7-4. Reply The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). This updated grass is currently found on Gorodok, Yehorivka, and Mestia. Fixed an issue with the waterfall missing its VFX. Updated ragdoll motors to create a more realistic death with the pose being maintained. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. TC v2. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. Adjusted the Goose Bay map camera location. Fixed LODs before imposter on Beech/Oak trees. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. This occurred when the stabilizer was enabled and the gunner would move the turret while the vehicle commander would move their periscope/HMG. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Updated soldier stamina to no longer regenerate during vaulting and climbing. Local/Offline issues currently have a lower priority. Fixed an issue with untextured rubble walls at multiple locations. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. RAAS v04. The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. We have updated the capture speed to scale with the number of players. Fixed a z-fighting column at the warehouse. Kamdesh RAAS v4 Fixed respawn time of an MEA MTLB 6MA (was incorrectly 10 seconds, now 6 minutes). 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. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Updated point capture speed to scale by the number of players. Updated minimap with intent to make height more readable, also now features trees. RAAS v09. 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. Fixed a player collision issue on the two warehouse wall pieces due to incorrect orientation resulting in incorrect scaling. If you encounter any map layers with this issue after this fix, we appreciate detailed player reports thru discord, forums, etc. 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. 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. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Fixed an exploitable non-enterable room to prevent radio placement. 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. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Now they should block traces with the visibility channel. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. Squad Lanes has destroyed RAAS layer. Removed most artificial colour-grading. Various Kit icon issues Occasionally the kit and weapon in the deploy screen squad list will show up as a white square instead of the kit. Added a brand new POI: Alekseivskiy Posad, located between Mogiliovo and Kropy. Updated Yehorivka to use a new road material. All vehicles will now deal damage to infantry who are within close proximity to a vehicle when it explodes (~10m or less). If you spot any specific errors, please open an issue! 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. Cons: Very exposed / prominent position which is easy to target with area effect weapons. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Most night layers are now brighter in general. 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. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. Updated POIs: Hilltop Bunk Ruins, Train Bridge, Gas Station, Soloninki Ruins, River Fortification. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Updated the water material to better match the new lighting. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. This is intended for very old systems for which Low settings are still not sufficient. 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. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. 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. Fixed a wall segment having a missing face at grid I7-8-9. Also. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. 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). Increased the update rate of particles at all quality levels. Fixed smoothing groups, fixed dark baked in shadows in windows &. turret was disabled and therefore stabilisation was disabled. Complete overhaul of the technical and artistic approach to lighting. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Adjusted the deployable TOW and Kornet to now have a more precise collision on thetripod to match the visual mesh. Design Intention: Give GB team better odds to and take and hold the first objective. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. 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. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. SFX bug while Firing in full auto. Fixed issue with shiny roads on several maps. RAAS v12. Adjusted GB teams Squad Leader to now display as Section Leader for GB SL 01, SL 02, SL 03. 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. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Fixed a floating concrete platform at Shipping Yard grid G3-7-5. 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. Potential Fix for a client crash related to network messages when joining a squad. MEA Protection zones no-deploy zone was reduced from 150m to 80m. It is the third update of the year (not counting Hotfixes). !vote cancelauto - Cancel scheduled automatic start of vote. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Cooldown does not affect markers placed through the map. Adjusted the rotation speed of open turrets and emplacements using keyboard and mouse input. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Skirmish v1. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Applied subtle ADS peripheral vision blur to some remaining weapons which did not yet have it. 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. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. 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! 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. MEA now has 2x Ural Logi instead of Simir Logi. One side of the camo netting appears semi-transparent up close, while the side facing the enemy is fully opaque. 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. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Fixed multiple piles of incorrectly textured boulders. 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. That helps us get an overview. Refactored Protection Zone logic for applying/removing buffs, to ensure that all vehicles (including neutral ones) will have proper buffs applied on client. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. A "lock" icon will appear over a capture zone when a team . Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Adjusted the protection zones on Tallil Skirmish v1 and v2 to be larger, to help mitigate issues with Main spawn camping. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. 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. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Added camouflage nets to many deployables: Pillbox sandbags, HMG bunkers, HASCO bunkers, Indirect Fire Shelters, HABs. No change in all vanilla settings. Hawks layer pack, the next generation of squad gameplay. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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). Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Fixed an issue with a wall sticking through a building at grid C4-2-4. Updated Anvil loading screen music to use its own unique theme. 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. 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. Updated several map layers which were displaying vehicles bundled in groups in the vehicle card list info. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Updated Shadows now render out to 1km at all graphics settings. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Adjusted Al Basrah Skirmish v1 protection zone so MEA can build a FOB near the Mosque. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a minor visual issue with the viewport texture on the RUS woodland BMP-2. 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. 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. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). Fixed a minor issue with a floating ammo crate at US main on Tallil Invasion v3. Fixed a sidewalk using an incorrect material. Squad Masters Vanilla are the normal maps with normal settings. This can be changed in Settings -> Graphics. Usage To use SquadMaps, head to https://squadmaps.com and begin! Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. Textures do not become excessively blobby at lower settings. 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. 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. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). We have overhauled the graphics scalability settings for Shadows and Ambient Occlusion. Alt-tabbing out of Squad during a loading screen freezes the Player (client). Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. 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 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. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. #5 killertowfoo Mar 7, 2021 @ 8:33am Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. 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 Skorpo TC v1 and TC v2 where the minimap did not display the gameplay border. Fixed an issue with different projectiles having non-muffled vehicle impact sounds while inside the vehicle. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. 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. Tunnels are now darker in general, to better represent these CQB areas. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Deployment Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. 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. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. This crash is currently not reproducible. Adjusted and replaced some ambient sounds. These are the 200 round box mags.