squad raas layers

Updated Seed Map layers to now show the game mode in the server browser, as well as adding the game modes description to the team select menu. The random aspect is that it will randomly decide which direction it wants to trend in, then maintain that trend. Fixed an issue with a stone fence that players can enter and see through at grid F6-4-7. . Added a Material Quality graphics setting. MEA now has 2x Ural Logi instead of Simir Logi. Fixed a minor visual issue with a concrete doorway trench arch static which had an incorrect setup for LOD1 normal maps. Please play Squad on a system that meets or exceeds our min spec. Updated CAF Commander CAS to now use CF-18 rocket strike. 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 RAAS v10. Ghost player in vehicle bug Occasionally entering a vehicle makes a player permanently take up a seat in that vehicle, even after they exit. Improved the way texture resolution scales down at distance. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Squad v3.0 will be released on Wednesday, June 22nd at 18:00 UTC. Added a new experimental Tire Fire deployable for Insurgents. Cooldown does not affect markers placed through the map. 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. Adjusted all Gorodok map layers helicopter altitude threshold to be decreased from 400m to 300m. Fallujah RAAS v1 Adjusted vehicle layout, removing MEA Simir Kornet, replaced with BMP2 IFV. 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). 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. More details below: Removed the force which previously prevented infantry from standing on each others heads. The root cause of this issue was addressed by a change to the way penetration is handled. 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. Please note that the associated quality and performance tradeoffs have similarly changed. RAAS v03. Pros: Large amount of hit points and good viewing angles, with a protected entry way. 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. Adjusted the text to be scrollable along with images for aspect ratios which require scrolling. Others can still hear them when they talk. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Don't bother loading up Squadlanes, because it won't work, it's the RAAS experience we always wanted. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. The map was added into the game in the Alpha 14 (June 6, 2019) update. SquadMaps is a website to display all the maps and layers in Squad. 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). Fixed an issue with a floating Road grid J10-2-1. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. 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. Fixed a sidewalk using an incorrect material. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Adjusted the layout and tooltips of the Graphics Settings menu to improve clarity and user experience. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. Added new landscape shader & landscape textures. Fixed an issue with corn crops having dark leaves and dark artifacts in different LODs. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. Updated map to use new grass & adjusted the scale of the grass. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Fixed a minor issue with the GB FV107 Reconnaissance vehicle using an inconsistent icon on the map screen versus the vehicle info card menu. Updated the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Vehicle Reset Feature does not currently work with Helicopters. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Updated Mutaha RAAS v1 to include new CPs and new routes. Players who are experiencing issues after the update, be sure to go to Settings ->. V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. 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 an issue at the Old Hospital POI with wall alignment. Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Skorpo - Official Squad Wiki Weve made a host of other gameplay changes which are listed below in the Changelog, as well as addressed numerous bugs. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Added improved Client Performance Stats to better review game performance on machines with a more data-driven approach. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. 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 the MEA G3 Rifle series firing sounds. Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. This is an inherent problem, and the solution is currently in long-term development. We have updated the capture speed to scale with the number of players. This was related to the v2.0 layer overhaul vehicle spawners vehicle type authorizations. Fixed an issue with vehicles sometimes floating when they first spawn. 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. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Squad v2.15 continues Squads new release cadence, with our team working to provide more frequent updates as we move forward. Fixed a minor visual issue with a corner brick wall asset having a bad UV material. Each factions deployables will have a different colour scheme depending on which biome the map belongs to: Forest, Desert, or Snow. Fixed an issue with dithered temporal AA glass shaders. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. Squad Lanes has destroyed RAAS layer. RAAS v04. Complete overhaul of the technical and artistic approach to lighting. Soldier stamina regeneration will be paused until these actions complete. Capture Speed Scaling was added in v2.14. 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. Adjusted how Mesh Distance Fields work in the game engine, especially for subterranean spaces like tunnels. Updated Character footstep SFX with new unique sounds for moving over various surfaces: rock, loose rock, gritty concrete, forest, gravel, dirt. 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. Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. 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. The update also brings an overhaul of how the game handles lighting. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. A complete dictionary of Squad Maps and layers available in-game. RAAS v02. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. 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. 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. Updated the MIL/INS AK74 with 1P29 to once again have adjustable range zeroing from 100m out to 400m, in increments of 100m. Fixed an issue with multiple vehicles turret armor meshes, which were not synchronized with the actual gun and shield movement. Updated the HAB ghost placement mesh to include exit point indicators. Fixed an issue with the corn crops so that their LOD transition is not as obvious. 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 at the NW Main with an unintended burning fire sound in the area. Currently, this primarily affects the complexity of the Landscape. 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. 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 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. Fixed an issue on Jensens Range v2 with a Minsk spawning for the RUS team. This means it will not be possible to destroy these vehicles by hitting only their turret. 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 z-fighting column at the warehouse. This is a long-time legacy bug that has been difficult to reproduce reliably. 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 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. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Improved and optimized texture quality scaling. 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. Added WASD input zoom sensitivity scaling to open top vehicle turrets and emplacements. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. My suggestion? 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 an issue with the waterfall missing its VFX. Added a small amount of new mini POIs throughout the map. Pros: Relatively small footprint with superior viewing angles for observation and fire support. We are continuously working to improve server performance and optimization. Setting it to Low will disable the effect altogether. (APFSDS rounds etc.). Fixed specular on the imposter LODs for some trees, including the palms on Al Basrah. Steam Workshop::Hawks Layer Pack [v4.2] [75MB] Fixed an issue with Graphic settings to ensure contact shadows are always on for low and medium shadow quality. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Numerous fixes to improve Server performance, and the experience of running a Server for our Server Owner partners. 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. Fixed LODs before imposter on Beech/Oak trees. We noticed that there were still some untapped areas to improve performance, as well as provide better scalability options across the board including for users on lower-end hardware in our graphics menu options. Predict Squad RAAS lanes and learn map layouts with Squadlanes! Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Server performance may periodically dip when a server has a high population and high load. Squad Lanes Destroying RAAS :: Squad Game Owner Discussion That helps us get an overview. Standard and Far Shadows have been replaced with more optimized Cascade Shadow Maps. Fixed vehicle spawner issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Fixed a minor issue with floating grass in the Tunnel. 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. Updated ragdoll motors to create a more realistic death with the pose being maintained. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. This issue is a high priority to fix and.