squad raas layers
Squad is a tactical first-person shooter made by Offworld Industries, a game developer comprised of several people who helped create the Project Reality mod for Battlefield 2. Adjusted the grass materials to better match the landscape. Fixed an issue at the Old Hospital POI with wall alignment. This is an inherent problem, and the solution is currently in long-term development. These layers use a regular RAAS flag lattice instead of the RAAS Lanes flag lattice, which should be far less predictable / more variable. Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. 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 minor visual issue with a middle eastern clothesline static having visible LOD popping. 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. 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. Adjusted all SL Rifles to now show + Tracer on their HUD names. Fixed the issue with modded custom factions causing an infinite loading screen. 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). Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. 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. We are continuously working to improve server performance and optimization. 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. Squads v2.12 update also brings a host of additions, improvements, and changes to the games gameplay experience. 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. Adjusted Tallil Invasion v3 INS vehicle layout & removed INS secondary main base. Updated the MEA MTLB 6MA APC & MEA BRDM2 to now have collision on the UB32 rocket pod. Added a Material Quality graphics setting. This will be addressed in a future update. Fixed a minor issue with the GB helmet scrim appearing too dark at longer ranges. RAAS v05. Fixed a z-fighting column at the warehouse. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). #5. Fixed a minor issue with a floating rock at grid D13-8-9. This often happens when numerous players are spawning in at the same time This will be addressed in a future update. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. If you are experiencing this issue, you are likely under the minimum required specs for VRAM (4GB). The team has also updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Updated Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Only the admin cam has special caster features. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. Potential Fix for a client crash related to network messages when joining a squad. Fixed a large Geo hole where a pipe should be located at grid K4-4-7. 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). !vote cancel - Cancels current round of voting. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka 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. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. The quality and performance cost of this effect are controlled by Post Process Quality. 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. With improved shadows and lighting also comes updates to the Graphics Settings Menu. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. 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. This issue is a high priority to fix and. Increased intensity of peripheral vision blur when using zoom optics. Updated the vehicle tents on all Jensens Range layers to now use new neutral protection zones to destroy projectiles. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Most noticeable when aiming down weapon sights, bipoded, using emplacements, or looking through a vehicle viewport. 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. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. 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. 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. Updated Belaya to use a new landscape renderer. Cons: Large Construction cost & build time, very exposed / prominent position which is easy to target with area effect weapons. RAAS v07. At higher quality, textures remain at full resolution further into the distance. This is linked to the moment a FOB starts getting de-shoveled / HAB deactivated. Adjusted the faction vehicle layout on Tallil RAAS v1. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. Added a new map layer: Fallujah Seed v1 (USA vs MEA) New map layer for server seeding, which includes a single capture point in the Market with restriction zones. 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 issue on several Yehorivka layers that would cause the incorrect vehicle to spawn at a given location. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Usage To use SquadMaps, head to https://squadmaps.com and begin! Create Infographic with the information below: Added a Depth of Field (DoF) effect. 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. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. !vote start - Starts a vote with 6 layers, random modes. Expanded the road network northwest of Mogiliovo POI. This led to issues with flag distances and fairness, so it was changed to a lane system. Fixed an issue with CAF Manic-5 TC v1, which was incorrectly named TC v2. In the future, restriction zone functionality may be extended to some of our larger maps as well. 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. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Fixed incorrect shading on several landscapes. Adjusted and replaced some ambient sounds. RAAS v03. Added a new experimental Tire Fire deployable for Insurgents. 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 an issue with decorative river rock collisions which could be entered/exploited, river rocks with no player collision have been reduced in size to prevent exploitation. Local/Offline Bug with Commander Insurgent / Militia Handheld Drone does not move in local. 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. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. 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 Fixed an issue with foliage popup at close distance. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Fixed an issue with an archway that was too low to walk under at grid H6-4-9. optimized the LODs on the Coal Tipple Building. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). 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. Updated flag capture rate scaling values. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Fixed an issue with some fences culling at too short-range at grid H10-3-5. Updated soldier ragdolls with several quality of life improvements and to fix some long-standing issues: Updated ragdoll collisions to create fewer spasms and to allow ragdolls to settle into place more easily/smoothly. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. 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. Squad's RAAS system was originally based only on depth. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. Players who are experiencing issues after the update, be sure to go to Settings ->. Added a small amount of new mini POIs throughout the map. Updated CAF TAPV Armored Cars woodland texture to better match the OD color tone of the rest of the CAF vehicles. No ticket gain from capturing flags (normally +60). Also added more opacity at further LODs. . This is a long-time legacy bug that has been difficult to reproduce reliably. Capture speed will be shortened if one team has significantly more players in the point than the other team. Updated minimap with intent to make height more readable, also now features trees. 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. Restriction zones are in place that prevent enemies from coming close to forward spawns, Weaponized emplacements are removed from the build menu. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Those who know about it anticipate and destroy maps. proportions on the CAF and MEA static flags. Updated USA M17 MHS Pistol texture to now be fully painted tan, including a tan slide and tan magazine plate. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun.