squad raas layers

SquadMaps: All maps and layers in Squad. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Fixed a minor issue on Logar Valley Insurgency v1 where the RUS Main Repair Station is crooked. Fixed an issue with the crash reporter not running for server builds, therefore not reporting crashes or ensures. Squad Lanes has destroyed RAAS layer. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. RAAS v08. Fixed a minor issue with the MEA BRDM2s hubcaps using the wrong colour. A lock icon will appear over a capture zone when a team cannot currently affect the flag state anymore (in a double-neutral situation). Squad Lanes Destroying RAAS :: Squad Game Owner Discussion Reduced the damage from 1248 down to 960 to be in line with other LAT weapons. 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. At higher quality, textures remain at full resolution further into the distance. Updated soldier stamina to no longer regenerate during vaulting and climbing. This will be addressed in a future update. The recommended solution, for now, is to run Squad in the Borderless mode. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Fixed an exploitable player collision on the Middle Eastern Urban Residential house ME_UrbRes_Bld_Med_04. Fixed a minor issue with wall pieces protruding where they shouldnt, at grid H7-3-9. Fixed a sidewalk using an incorrect material. 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. Adjusted the CAF C9A2 LMG front sight to a more accurate model. Pros: Large amount of hit points and good viewing angles, with a protected entry way. A complete dictionary of Squad Maps and layers available in-game. Tessellation itself has also been significantly optimized. This new revised landscape should appear more natural, with a minor increase in micro terrain. 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). This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. Hopefully, this issue should be resolved now. Complete overhaul of the technical and artistic approach to lighting. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. Added various mini POIs across the map to fill in areas that were a bit barren. Updated the way armor meshes react to damage traces from explosions. Design Intention: This is intended to make deployables blend into the environment better, making them slightly harder to spot, especially from longer ranges and from the air. 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. Updated map to use new grass & adjusted the scale of the grass. Adjusted the CAF C9A2 & MIL Minimi Classic rearm costs to 30 ammo points per boxmag, instead of 25. Rocks and grass should blend much better. Updated 3D SL / FTL world markers placed through the T menu or by hotkeys to have a 1.2s cooldown. Increased the update rate of particles at all quality levels. . 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. SFX bug while Firing in full auto. RAAS v04. Fixed a wall segment having a missing face at grid I7-8-9. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Server performance may periodically dip when a server has a high population and high load. This map layer also has experimental camo netting attached to the static defenses at the Bridge Outpost CP. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. AAS v1. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. The effect has been significantly optimized at all quality levels, which has allowed us to force it on for visual consistency. !vote start - Starts a vote with 6 layers, random modes. This means it will not be possible to destroy these vehicles by hitting only their turret. 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. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. The Wrench - September 2021 : Squad - Communicate. Coordinate. Conquer. Added Low Quality Environment toggle: Aggressively reduces maximum allowed quality of foliage and small rocks. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. OWI need to nerf Squad lanes : r/joinsquad - reddit Updated a few maps to use new grass. 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. Steam Community :: Guide :: RAAS Meta Explained Tunnels are now darker in general, to better represent these CQB areas. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. This light infantry focused faction has a Bullpup primary, and a unique Combat Engineer split to offer players expanded options on the field. Overhauled thousands of materials, textures, and 3D models to react to light in a more physically accurate way. Added a new map layer: Sumari Seed v2 AUS vs RUS, clone of Sumari Seed v1. RAAS v04. This gives the ambient lighting much better colour and contrast, which ensures that it fits the sky colour, and greatly improves the quality of the sky. 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. Updated open-top / RWS vehicle turrets (those mounted on a pivot) to no longer pass damage to the vehicles hull. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! 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. Capture speed will be shortened if one team has significantly more players in the point, relative to the other team. Adjusted the grass materials to better match the landscape. Fixed a minor visual issue with the M240 Helicopter Door Guns muzzle flash not moving with the gun. Updated Shadows now render out to 1km at all graphics settings. All UGL / Frags now use a new light impact sound. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Fixed an issue with a wall sticking through a building at grid C4-2-4. The fix attempt. Improved and optimized texture quality scaling. Fixed a gameplay issue with vehicle spawns not respecting spawner allocation rules after their first spawn and then stealing spawners from other vehicles. Added a Tessellation graphics toggle. 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. 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). Skorpo is a map featured in Squad. Relit all tunnels with artificial lights and atmospheric effects, especially on Mestia. The only vehicles which will still have damage from turret hits passed to their hull are those where the turret is an integral part of the hull (i.e. Added a Material Quality graphics setting. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. Updated point capture speed to scale by the number of players. turret was disabled and therefore stabilisation was disabled. It is the third update of the year (not counting Hotfixes). Nestled in between the massive fjords of Western Norway, the tranquil village of Uskedalen and the island of Skorpo are seen as a key strategic battleground to gain control of the North Sea passages. Adjusted the fountains to now have a deployable blocker to prevent exploitable radio placements. Fixed a minor audio issue with the ambient sounds on Mutaha cutting out when around the main bases/edges of the map. 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. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. Setting it to Low will disable the effect altogether. Updated the minimap with intent to make height more readable, minimap also now features trees. Fixed a minor UI issue with a typo for the kit limit warning for Auto Rifleman, it should read unlocked and not unclocked. 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. Updated minimap with intent to make height more readable, also now features trees. 2 pre-captured flag, INS/MIL begins with 2 flags pre-captured and starts with an extra 40 tickets. RAAS v12. 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. If you encounter this issue after this fix, we appreciate all player reports through discord, forums, etc. If the player presses the fire button for a short period, the sound effect gives the impression that you fired more rounds than you did. Squad is again way too infantry-based, almost all AAS/RAAS layers lack Fixed an issue with large jitters happening in the Vehicle Commander Seats of IFVs and Tanks. BTRs, MBTs)- the sole exception being the Spandrel, to prevent it becoming too arduous to deal with in engagements. Chora RAAS v3 features old school F88 Rifles. 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). Occasionally a player does not spawn at a Rally Point. Added a new experimental Tire Fire deployable for Insurgents. Adjusted CPs: Moved Oru Village from Cluster 2 to Cluster 1, added Kanda Court to Cluster 2. Cooldown does not affect markers placed through the map. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. 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. TC v2. 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. Reduced the hollow tube effect. Fixed the Scots Pine tree texture so it is less bright. Design Intention: Encourage squads to capture together, and make players aware of the benefits of having more people together on the point. Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. 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. Players who are experiencing issues after the update, be sure to go to Settings ->. We have not been able to reproduce this issue since the fix was implemented. Squad Lanes has destroyed RAAS layer. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Local/Offline Bug with Commander CAS does not do damage in local. Added Atmospheric Scattering to all maps, which improves ambient lighting and the shading of distant objects such as mountains. Vehicle Reset Feature can freeze a vehicle in the air if used too close to a tree. Updated all Infantry Rifles and Machine Gun SFX to include new mechanical shaking/jostling sounds to soldiers when sprinting (both first- and third-person). Updated Anvil loading screen music to use its own unique theme. Fixed an issue at the Old Hospital POI with wall alignment. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. Local/Offline Bug with Commander UAV hovers in one position instead of moving along the flight path in local. Squad v2.15 continues Squad's new release cadence, with our team working to provide more frequent updates as we move forward. Adjusted several CPs capture areas to better match the POI layouts. The Wrench - Freedom Edition (July) - Squad This is also intended to increase chances of Attacker success on first Capture Points. Fixed a gameplay issue on Anvil RAAS v1 and RAAS v2, the MEA Main Base was missing ammo crates. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Fixed a minor issue with CAF SL Pilot & CAF SL Crewman not having tracers for their rifles. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. Fixed an issue on Narva Destruction v1, which incorrectly had USA weapon caches instead of the correct RUS weapon caches. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. Fixed a gameplay issue related to static map object UAZ van, the bullet collision was not working as intended. Updated the water material to better match the new lighting. Fixed an issue at the NW Main with an unintended burning fire sound in the area. Fixed some areas where foliage bushes was clipping into houses. 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 the Standard Lighting so FX emissive bloom can be adjusted by material instance brightness where needed. 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 CAF weapon text description in the role loadout screen. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Fixed an issue with columns having z-fighting issues on the rooftop of the Warehouse. Fixed a minor visual issue for helmets with the CAF Pilots helmet LOD being offset from the character, resulting in a floating helmet. 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. Updated the backend of FOB Radio deployment, to reduce the possibility of clipping/glitching the FOB Radio into buildings, to prevent glitchy/exploitive FOB Radio placements. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. optimized the LODs on the Coal Tipple Building. RAAS v09. We now achieve the desired look using lighting alone, which preserves detail. Updated Terrain shadows to now render out to 8km. Updated and optimised deployable sandbag destruction FX. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Updated Mestia Skirmish v1 to now use Overcast Lighting. 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 Fortification POI by removing a Ural truck inside a barn to allow for potential HAB placement. Fixed an issue with the waterfall missing its VFX. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Kamdesh RAAS v6 new layout with 1 pre-captured flag. 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. Adjusted Skorpo Invasion v3 MIL secondary main protection zones, reducing the size of the zones & adjusting MIL vehicle layout. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Their weakness is the lack of armor and the exposure of the driver/gunner to all forms of attack. Updated the USA/GB/CAF M136 AT4 & CAF Carl G HEAT damage value. Updated landscape to be rockier across the entire landscape. Currently, this primarily affects the complexity of the Landscape. 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. RAAS v05. Added new map layer: Goose Bay Invasion v3 USA vs RUS, dim twilight lighting scenario with very large capture zones. 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. Localization for most language translations is currently out of date. Fixed an issue with Kornet Emplacement, which was not taking HAT damage properly. 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 CAF Commander CAS to now use CF-18 rocket strike. Fixed an issue with projectiles like hand grenades not showing VFX or audio (debris sounds). Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. Adjusted the volume for the vehicle engine disabled explosion sound, which should now be decreased in volume/intensity. Improved the micro terrain across the entire landscape. Adjusted grass heights to create less excessively high grass. Fixed an audio issue where double hit sounds would play for soldiers. Those who know about it anticipate and destroy maps. It can cause objects to pop-in after one frame, such as when rapidly turning a corner. Added a new deployable fortified HASCO Observation Tower for all conventional factions. Fixed a stone wall clipping into a corrugated metal fence around a western edge homestead. Please play Squad on a system that meets or exceeds our min spec. If you spot any specific errors, please open an issue! Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Anti Aliasing toggle: While turning off AA is not officially supported, the menu has been redesigned with a more clear on/off toggle. 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. If a player does not have a microphone plugged in at launch, or accidentally unplug their microphone and then plug it back in, Squad needs to be restarted to get the microphone to work again This issue will likely require an engine upgrade to UE4.25 or above to be fixed. Squad Update v2.12 Release Notes Overhauled the graphics scalability settings for Shadows, Ambient Occlusion, and Textures. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. 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. The collision should now better match the visual mesh. Fixed an issue with vehicles sometimes floating when they first spawn. Only the admin cam has special caster features. 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. 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. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. Fixed LODs before imposter on Beech/Oak trees. Fixed an issue with the vehicle driver smoke generator, where the smoke was invisible to the driver. 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. This was a legacy issue that has been tough to isolate. Fixed a potentially exploitable issue with server fire projectile IDs. Fixed a minor issue with floating grass in the Tunnel. Optimized the sky textures, which previously could cause system hitching on older hardware. Both locations will now use the IFV icon. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. Create Infographic with the information below: Added a Depth of Field (DoF) effect. 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. This. 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. 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. 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. Low is now much lower, and High/Epic is much higher. Fixed a minor visual issue with the USA HAT MAAWS having a slight gap in the reticle. We hope that this increases the teamwork necessary to use these vehicles effectively, especially during the beginning stages of an Invasion round. RAAS v10. 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. Potential Fix for the critical issue of vehicles occasionally missing their turrets at the round start. Some layers will continue to receive tweaks and improvements in the future. Fixed floating shovel and no water sfx sound on inlet. Fixed an issue with small ground clutter/rocks having too short of a culling range. Design Intention: Give GB team better odds to and take and hold the first objective. Fixed an issue with tall buildings culling inapporpriately. This should ensure that soldiers in open-top turrets could receive damage from explosions only when these explosions happen within line of sight. With improved shadows and lighting also comes updates to the Graphics Settings Menu. 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. 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. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. Adjusted all Tallil map layers helicopter altitude threshold to be decreased from 400m to 300m. Fixed an issue with a bad texture assignment on certain brick walls. Fixed a gameplay issue with single-use vehicle spawns not working as intended in certain circumstances and spawning vehicles when they should not. 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.